D&D Dungeons & Dragons: Keys from the Golden Vault (EN) JEUX - Dés et jeux de rôles - Livres

D&D Dungeons & Dragons: Keys from the Golden Vault (EN)

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Behind the legendary dungeons and battles of the D&D world, a mysterious organization recruits daring souls for missions of an entirely different kind. Keys from the Golden Vault invites you to become an operative of a clandestine network: the Golden Vault, a heist guild as legendary as it is untraceable, entrusting your party with vaults to crack, conspiracies to expose, and treasures to lift before dawn.

This anthology gathers thirteen standalone adventures, each built around a different score: infiltrating a mansion guarded by automatons, hijacking a magical train mid-run, seizing a relic guarded by the dead, or foiling a plot inside an academy of arcanists. The thirteen stories, namely The Murkmire Malevolence, The Stygian Gambit, Reach for the Stars, Prisoner 13, Tockworth's Clockworks, Masterpiece Imbroglio, Axe from the Grave, Vidorant's Vault, Shard of the Accursed, Heart of Ashes, Affair on the Concordant Express, Party at Paliset Hall, and Fire and Darkness, cover characters from level 1 to 11, so a single table can follow its crew of thieves from the start to the peak of their careers.

Each adventure includes a map for the Dungeon Master and one for the players, built for planning the job before the action starts. The book also offers advice for running this nontraditional format, where the risks run high and the rewards run just as high, and always leaves multiple paths open toward pulling off the same heist.

Keys from the Golden Vault is for you if you love plans that go sideways, slick scores, and improvisation just as much as strategy. Whether you're after an explosive one-shot for a night with friends or a new backbone for your campaign, this book slots easily into any game world already in place.

Fun fact: the Golden Vault describes itself, tongue firmly in cheek, as a legally nonexistent organization that disclaims any responsibility for the infiltration of property by burglars or other acquisition experts. That streak of dark humor runs through all thirteen scenarios and sets the tone for a collection that dares to step outside the classic dungeon.

Created by Wizards of the Coast's in-house design team, this anthology follows in the footsteps of the other 5th edition adventure books already in stock, alongside titles like Phandelver and Below or Dragonlance: Shadow of the Dragon Queen.

To run these heists at your table, you'll need the D&D 5e core rules: the Player's Handbook and the Dungeon Master's Guide remain the necessary references for building characters and adjudicating encounters; the Monster Manual usefully rounds out the Dungeon Master's arsenal.

Number of Adventures: 13 standalone adventures
Character Levels: 1 to 11
Characters per Adventure: 4 to 6
Format: Hardcover, 208 pages
Recommended Age: 12 years and up

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