D&D’s latest book contains thirteen exhilarating heist-themed adventures, where you and your crew will take on missions from a mysterious organization known as the Golden Vault.
Thirteen new stand-alone adventures spanning levels 1 to 11, each focused on a single heist.
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RexCalibur has played this adventure and would recommend it.
I only ran the first three adventueres out of this book, so here are my reviews of those:
- A great adventure for a low-level party. They need to break into a museum and steal an egg before it hatches at midnight. The museum has lots of defenses, but it gives the dm a great map that makes it pretty easy to run. Definitely would use this again.
- Also a fun adventure for a low-level party. They need to steal gold and a statue from a casino. Two different targets, with very different challenges to them. The only oversight I found was that the gold in the casino's vault is supposed to be random, and if you roll low, there could be less gold in the vault than the party is supposed to return to the questgiver with. Just make sure you give them enough and everything else should be fine.
- This one was less interesting. A dungeon-crawl, they have to enter a weird mansion and get a book from a mage in the basement. Warning: A player died in this adventure when I ran it. One player snuck off on his own and got stuck fighting a powerful enemy alone. My main complaint is that I would like the adventures in this book to really be heists and jailbreaks and other thiefy stuff, and a dungeoncrawl really doesn't fit that. Of the three adventures I ran, this is the one I'm least likely to use again.
Of the first three adventures, one was great, one was pretty solid, and one was really mid and out-of-place. I've looked ahead at the later adventures, and they look more in-line with what I wanted from this book, it looks like the third one is just an outlier. I would recommend this book if you want to give your party challenges that can't be solved with swords and fireballs.