Instead, this book follows the lead of other anthology-style books like Tales from the Yawning Portal and Candlekeep Mysteries, providing an overarching mechanism to connect the adventures together for DMs that want to do that. There is no continuous storyline connecting the adventures throughout the book like in other hardback adventures such as Storm King’s Thunder, or Curse of Strahd. Keys is essentially a collection of unrelated adventures tied together by the theme. For those who are collecting one set or the other, you won’t be disappointed with either cover. Both covers are very nice and I would be happy with either on my shelf. It has an Art Deco architectural feel with repeated patterns of rays and lines. The front and back look as if it were a vault itself, with the front resembling the door of a decorated vault. The alternate cover, available in brick-and-mortar stores, is a gold and black vault theme. It makes excellent use of perspective to maximize the D&D cover style and communicates the theme of the book. The painting is looking up from the ground, putting the quasit in the foreground and the adventures high overhead. The standard cover artwork depicts a pair of adventurers entering a building via ropes from a vaulted skylight while a tiny demon (a quasit to be exact) lurks below. This book, like many in 5E D&D, was published with two covers. Unlike Dragon Heist, which was more of a treasure hunt and focused on one storyline throughout for characters starting at first and ending at fifth level, Keys from the Golden Vault is a collection of thirteen different heist adventures designed for character levels one through eleven. Based on the popular and classic movie genre, heist adventures focus on receiving, planning, and executing some sort of mission – often a theft. With Keys from the Golden Vault, WotC revisits the heist, a style of adventure that formed the backbone of the aptly named Waterdeep: Dragon Heist. For D&D groups, 5E has offered plenty of published adventures throughout its run. Players can travel to other planes, or even go to school. They can face off against dragons, giants, demons, and devils. From WotC’s offerings, groups can adventure in the various official settings. Wizards of the Coast (WotC) has populated the shelves of 5th edition Dungeon Masters with a lot of hardback adventures.
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