A tyrannical lich is one ritual away from destroying an entire nation and threatening the realms beyond. How would you stop him if the entire political landscape is full of sympathizers and "allies" that will use any means to gain power of their own?
Arcana Unleashed: Deadfall is a high-level D&D adventure for characters level 11-20, one that tests your players with their most difficult mission yet: A clandestine operation into the heart of Thay.
But this isn't your average spy thriller. When allies, enemies, and observers of all affiliations have access to high-powered magical abilities, how can you bring tense drama and paranoid suspense to your game? Read on to find out.
Put your magic to the ultimate test. This epic adventure plunges characters into the fractured magocracy of Thay, where Szass Tam is on the verge of seizing the nation.
A covert campaign that takes characters from level 11 - level 20
A complete gazetteer of Thay, dominion of the Red Wizards
New magic items and monsters, including a CR 23 Szass Tam stat block
Like the missions in Deadfall, any high-level magical operation is sure to have plenty of risks, so whoever is running it doesn't recruit at random.
In your session zero, work with each player to answer the question: "Why have you been recruited?" Maybe their character has a grudge against the target, a reputation for discretion, magical talents suited for the job, or a stacked resume of successful stealth missions. Recruitment with a reason gives every character a personal stake from the get-go, even if it's just to maintain their reputation.
This is your party's chance to create a well-rounded squad, one that can overcome the many, fast-paced challenges of a covert operation. Here are some examples:
Specialty
What They Bring
The Infiltrator
Getting in and out without a trace: Bypassing locks, disarming alarms, traversing rooftops, memorizing guard rotations
The Face
Disguises, fast-talking, and persuasion
The Counter-Mage
A proclivity for dealing with enemy spellcasters by dispelling magic, breaking Concentration, and countering spell effects
The Illusionist
Creative distractions, forgery, and a penchant for making guards look the other way
The Eyes
Scouting and surveillance expert, whether through stealth, familiars, or observation
The Muscle
When subtlety fails, someone has to help the party make their exit and remove any obstacles in their way
The Lucky One
Harness divination magic or raw luck to always be in the right place at the right time
The Preparer
Craft the right gear for the right mission, and always have a backup
Operation Briefing
EILENE CHERIE
As with all good spy thrillers, once the crew is assembled, they are briefed on the mission's stakes. It's important to set the "Code of Conduct," as it were, so the party knows the rules of the situation they are going into.
Give Them a Patron
The party's patron functions as a conduit for you, the Dungeon Master, to give them the puzzle pieces they need to assemble. The patron accomplishes a number of things:
Provides exposition and information. What does success actually look like? Why is the mission of utmost importance? What's the extraction plan if a mission falls apart?
Acts as a sounding board. A safe NPC can help the party test their plans before betting their lives on them.
Covers the consequences. As the one with potentially the most at stake, your party's patron can stress the importance of secrecy and outline the most crucial aspects of their plan.
"Why Don't You Do It?"
When providing a patron to sponsor a party's mission, it's important to have a reason this powerful or influential individual can't help the party directly. This could be because of political pressure, the need for plausible deniability, or an arch-enemy who would notice their involvement the moment they acted openly.
Rewards and Resources
When your party keeps a low profile, accomplishes all of the objectives, and predicts their enemies' next move, rewarding them with additional resources can help incentivize "playing by the rules."
Bastion upgrades. A Bastion makes a perfect headquarters for the party to customize, prepare for their next mission, and upgrade with facilities that will improve their chances.
Faction favors. If the party goes out of their way to complete the goals of a powerful faction (for example, the Ninth Quill in Arcana Unleashed), they could be provided with forgeries, the ability to delegate a task, or their pick of certain magical items.
Additional NPCs. Maybe the party manages to rescue an imprisoned Alchemist Artificer from a dungeon. Now the party gets a potion each before they head out on missions.
Similarly, failing to accomplish their objectives in a clandestine manner can result in consequences, such as a reduction in the information they receive from their patron or the capture of friendly NPCs—it could even result in them being kicked off the job, requiring them to finish the mission without outside resources (why, yes, I have been watching Slow Horses).
Counterspells and Counter Agents
BUBBLE CAT STUDIO
A Spy's Spellbook
In Which Spells Should You Take on a Heist? we cover most of your standard options for a covert magical mission. But Arcana Unleashed adds a whole new page to a spy's spellbook. Here are some standout new and revised options, organized by the same categories:
Mission Need
New Options From Arcana Unleashed
Avoiding Detection
Moment of Prescience turns a failed Dexterity (Stealth) check into a natural 20, and Zone of Amicability can keep suspicious guards friendly for the time being.
Causing Distractions
Illusory Dragon and Summon Dinosaur can function as potent distractions, if not particularly subtle ones.
Detecting Threats
Hindsight is a spymaster's dream: Watch visions of everything that happened at a location over the past 10 years. All you need is a level 9 spell slot!
Removing Roadblocks
A successful Inflict Doubt leaves a witness with Disadvantage on D20 Tests, making them easy to sneak past, convince, or silently take out.
Infiltrating and Escaping
Aura of Evasion helps the whole crew shrug off traps and Fireballs being chucked by enemy Wizards. Likewise, Uncertain Footing or Distorted Distance can slow pursuers with illusory obstacles.
Working Together
Reweave Fate rescues an ally's failed D20 Test with the opportunity to reroll with Advantage and fortify with Temporary Hit Points.
Countering Enemy Arcana
The thing about magic-heavy missions is, for every trick the party has up their sleeve, the enemy has one up theirs—and in Thay, the enemy includes Red Wizard specialists of every school of magic.
A lot of the useful spells for spycraft will be in play on both sides, so how can the party counter them?
Nondetection cloaks a single agent from divination magic for 8 hours. It's perfect for a mission window and can be a good spell for the party's patron to provide. But it does come with a ticking clock.
Mental magic can be extremely tricky to navigate, especially if your party is being interrogated. It might be important to compartmentalize information, or prepare contingencies for mind-controlling spells.
Enemy mages can't counter what they don't notice. Consider casting spells from hiding or out of line of sight, and options that hide the act of casting itself—like the Sorcerer's Subtle Spell or the new Spell Subterfuge feat from Arcana Unleashed.
Arcana Unleashed also stocks the quartermaster's shelves with a fresh set of options, several of which may be exactly what your party needs to pull off their mission:
Magic Item
Uses
Ensorcelled Missive
Send orders that read as unintelligible gibberish to anyone who opens them without the passphrase.
Homeward Compass
Point the needle at your safe house so an agent can always find their way back, even lost or pursued.
Orb of Divination Detection
Glows green the moment a Divination spell targets you.
Spell-Slinger's Puppet
Speak (and cast spells with Verbal components) through the lips of a hovering doll up to 30 feet away, so nobody knows you're the one who cast the spell.
Set a trigger that erases your memory of a deed so there's nothing left for Detect Thoughts or other mental magic to find.
Mage Breaker
When hit with this dagger, a concentrating spellcaster has Disadvantage on their Constitution save to maintain their spell.
Namer's Needle
Unmask a disguised agent with this dagger, which compels a target to say its own name aloud when struck.
Universal Pantograph
Duplicate any nonmagical item so its owner doesn't know you pocketed a copy of their key, royal signet, or important documents.
This Article Will Self-Destruct in 5 Seconds…
With Arcana Unleashed: Deadfall, you'll take your players deep into the heart of Thay on the covert Operation Deadfall, a tense magical spy thriller campaign for characters level 11 - 20.
So brush up on your ciphers, dust off those fake IDs and codenames, and get ready to spy hard in this tense new Dungeons & Dragons adventure.
Writing this article got me so hyped for it. It's an angle that I've not personally explored in any campaigns so I might have to spin up another table just for this adventure!
Most people that have reviewed this adventure module are saying that it's pretty bad: repetitive structure, shallow NPCs, poorly written narrative, and also absurdly challenging.
Most people that have reviewed this adventure module are saying that it's pretty bad: repetitive structure, shallow NPCs, poorly written narrative, and also absurdly challenging.
I do hope they're all wrong.
Ah, I see you read wargammer too. I can't say I agree with their assessment, especially given they didn't actually run the adventure and only goldfished the final fight using characters with fewer magic items than they'd have if they'd run through the campaign. Every DM knows that in high level play, magic items make all the difference.
Any chance that this works easily as a continuation of level 9-11 Dead in Thay?
I think it could work quite well, especially if you connect the respective quest givers. You might need to tweak Dead in Thay to make sense, but I feel it could come together quite nicely.
In fact, here's the structure I'd go with—use a few Keys from the Golden Vault missions to introduce the party to the notion of doing these jobs. Then cut to Dead in Thay as "the final challenge". On completing that, the party has proved themselves and are inducted into the goings on for Deadfall
Most people that have reviewed this adventure module are saying that it's pretty bad: repetitive structure, shallow NPCs, poorly written narrative, and also absurdly challenging.
I do hope they're all wrong.
Ah, I see you read wargammer too. I can't say I agree with their assessment, especially given they didn't actually run the adventure and only goldfished the final fight using characters with fewer magic items than they'd have if they'd run through the campaign. Every DM knows that in high level play, magic items make all the difference.
Unfortunately, it's not the only review I've read that has criticises these aspects of the module. Other youtubers have said similar stuff, also mentioning its short length (basically 100 pages for a ~10 level adventure), which clearly squeezes the story a lot, making it feel rushed.
As I said, I really hope I don't share their perspectives when I read and play the module.
Most people that have reviewed this adventure module are saying that it's pretty bad: repetitive structure, shallow NPCs, poorly written narrative, and also absurdly challenging.
I do hope they're all wrong.
Good DMs know how to take good AND bad published adventures and make them fun. Eve of Ruin had a lot of negative reviews, but my my table loved every minute of how I presented it. They ended up TPKing in Barovia, and we started over at level 1 in Saltmarsh. I've piecemealed everything from LMoP, the expanded DoIP, various one shots from CM and DD, and will eventually weave in their new PCs back into a max level adventure. I've been DMing for eight years now, and I've learned taking inspirations from published adventures and piecing everything you want together is the best way to play, at least for me. One of these days I'll have the stones to homebrew an entire world and campaign, but in the meantime, I'll say it again - a module is only as good as its DM.
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Posted Aug 26, 2026Ngl it sounds exciting.
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Posted Aug 26, 2026Writing this article got me so hyped for it. It's an angle that I've not personally explored in any campaigns so I might have to spin up another table just for this adventure!
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Posted Aug 26, 2026I was surprised to see this being an 11 - 20 campaign. Considering running it right after ToA now 🤔
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Posted Aug 26, 2026Good to see another fun article from you, Davyd. I'm always a fan of these suggested use type write ups.
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Posted Aug 26, 2026I was delighted by this level range as it segues into some many great lower level campaigns!
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Posted Aug 26, 2026Thank you! I love writing them. I always jump at the chance to write anything DM facing
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Posted Aug 26, 2026Love it! Really looking forward to this :)
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Posted Aug 26, 2026Most people that have reviewed this adventure module are saying that it's pretty bad: repetitive structure, shallow NPCs, poorly written narrative, and also absurdly challenging.
I do hope they're all wrong.
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Posted Aug 26, 2026Thanks for the insight. I'm already plotting how Keys of the Golden Vault could dovetail.
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Posted Aug 26, 2026That was honestly one of my first thoughts
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Posted Aug 26, 2026Ah, I see you read wargammer too. I can't say I agree with their assessment, especially given they didn't actually run the adventure and only goldfished the final fight using characters with fewer magic items than they'd have if they'd run through the campaign. Every DM knows that in high level play, magic items make all the difference.
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Posted Aug 26, 2026Any chance that this works easily as a continuation of level 9-11 Dead in Thay?
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Posted Aug 26, 2026I think it could work quite well, especially if you connect the respective quest givers. You might need to tweak Dead in Thay to make sense, but I feel it could come together quite nicely.
In fact, here's the structure I'd go with—use a few Keys from the Golden Vault missions to introduce the party to the notion of doing these jobs. Then cut to Dead in Thay as "the final challenge". On completing that, the party has proved themselves and are inducted into the goings on for Deadfall
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Posted Aug 26, 2026Could also toss in The Vault of Velsharoon from Adventures in Faerun as another bridge between Keys and Dead in Thay around level 8.
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Posted Aug 26, 2026Unfortunately, it's not the only review I've read that has criticises these aspects of the module. Other youtubers have said similar stuff, also mentioning its short length (basically 100 pages for a ~10 level adventure), which clearly squeezes the story a lot, making it feel rushed.
As I said, I really hope I don't share their perspectives when I read and play the module.
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Posted Aug 26, 2026Good DMs know how to take good AND bad published adventures and make them fun. Eve of Ruin had a lot of negative reviews, but my my table loved every minute of how I presented it. They ended up TPKing in Barovia, and we started over at level 1 in Saltmarsh. I've piecemealed everything from LMoP, the expanded DoIP, various one shots from CM and DD, and will eventually weave in their new PCs back into a max level adventure. I've been DMing for eight years now, and I've learned taking inspirations from published adventures and piecing everything you want together is the best way to play, at least for me. One of these days I'll have the stones to homebrew an entire world and campaign, but in the meantime, I'll say it again - a module is only as good as its DM.