Make Your D&D Heist Adventures Smoother with A HANDBOOK FOR NEW RECRUITS
I have yet to run a heist in Dungeons & Dragons, but it seems like a daunting task. Being a DM in general can be tough, but to make it feel like some of the great heist movies and books feels like even more pressure. Jefferson Chalmers wants to help DMs out as they approach heist adventures, particularly those from Keys to the Golden Vault, with their recent release: A Handbook for New Recruits. This supplement outlines new rules and ideas from other RPGs to hopefully help the heist games feel smoother. There’s also additional information you can use like new NPCs, suggested settings, and more to help you flesh out your game’s world a bit more. Plus, there’s even a short heist to run as part of session zero called The Usual Suspects.
The "Handbook for New Recruits" introduces new ideas that attempt to bring the action as close to the ideal as possible through a playstyle that suggests new table rules and incorporates some of the better ideas from great heist RPGs like "Blades in the Dark". The result is something that, done right, marries the intricate design of a genius plan with the exciting live storytelling action of D&D.
Including new rules for preparing for the heist, gathering information, stealth & capture, goals and rewards, and much, much more.
The Handbook is also designed to enrich the story and possibilities of the mysterious organization known as the Golden Vault, including suggested settings and backstory, new NPCs, a system for earning reputation and rank, services to help the party run their missions, and heist-themed tools and rewards.
You can purchase A Handbook for New Recruits from DMs Guild (affiliate link) for $5.