DEADFALL | Infiltrate Thay. Stop Szass Tam. | Levels 11–20
Infiltrate Thay, work against the Red Wizards and stop Szass Tam before his plans spread far beyond Thay. Levels 11–20.
$25.00
/ Session
Details
3 players following this game
Weekly / Sunday - 12:00 AM UTC
Session Duration / 3–4 hours
0 / 6 Seats Filled
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About the adventure
Welcome to Deadfall, the new official D&D campaign from Arcana Unleashed, running from level 11 all the way to level 20. You aren't starting out as a bunch of nobodies killing rats in a basement. Your characters are already experienced, powerful adventurers, and you've been recruited for Operation Deadfall because the job requires people who can actually survive it. Szass Tam is working toward something called the Malefice Mortum, and if he succeeds, the consequences are going to reach well beyond Thay. The problem is that you can't exactly march an army into one of the most dangerous magical nations in Faerûn and hope nobody notices. So instead, you're going in. The campaign is built around magical espionage, infiltration, sabotage, gathering information, dealing with rival Red Wizards and figuring out who you can actually trust. There will absolutely still be plenty of combat. This is D&D, after all, and you're starting at level 11. Sometimes the careful plan works perfectly. Sometimes somebody casts Disintegrate at the wall. Both are valid approaches. Deadfall is a high-level campaign where your characters already have access to some ridiculous abilities, but so do the people you're going up against. Magic isn't just something the party gets to use to bypass problems. Your enemies know how magic works too. If you've wanted to actually play a character through the upper levels of D&D instead of ending another campaign around level 10 or 12, this is the one.
Game style
Roleplay Heavy
Rules as Written (RaW)
Theater of the Mind
Game themes
Meet the Game Master
About me
I, like many others, started my DnD journey during the Pandemic. I immediately fell in love with the game. I jumped in with both feet becoming a DM for a local group within the first 3 months of starting as a player. I have a passion for storytelling and really want to bring my games to others and being able to make money from such a passion is really a dream for me. I want to do my best to provide an amazing experience to everyone, at a fair price, and make the story and adventure and your character's story the forefront of the experience! I am absolutely 100% inclusive and LGBTQ+ friendly.
View Profile →Character creation
Creating your character
Characters begin at level 11. We’ll create characters before the campaign begins and make sure everyone has a reason to actually be part of Operation Deadfall. You don’t need to make a rogue, assassin, or stereotypical spy character. A wizard who specializes in countering enemy magic makes sense. So does a bard who can talk their way through restricted areas. So does the fighter who’s there because sometimes the infiltration team needs somebody capable of kicking a door off its hinges. The important part is that your character has a reason they would have been recruited and can work with the rest of the group. Official character options will be available, including appropriate options from Arcana Unleashed. Optimized characters are completely fine. You’re playing level 11–20 D&D. Your character is supposed to be powerful. Just don’t build something whose entire purpose is making the game miserable for everyone else.
What to expect
Preparing for the session
Come ready to create a level 11 character. With a working mic, and a basic understanding of what your character can do. You do not need to memorize every rule or ability, but at level 11 you’ll have a lot more options than a low-level character, so please take some time to read through your class features, spells, and important abilities before we start. Make sure you can access Discord, Foundry VTT, and D&D Beyond before the first session. It also helps to think about why your character would have been recruited for Operation Deadfall. What are they especially good at? Why would someone trust them with a mission this dangerous? Most importantly, come ready to work with the group, make decisions, and roll with it when the plan inevitably goes sideways.
What Jason brings to the table
I don’t run adventures exactly as written just because that’s what the book says should happen. The adventure gives us the framework, but what happens at the table depends on what the players actually do. NPCs will react to your choices. Decisions can have consequences later. Clever plans can completely bypass encounters I prepared, and that’s fine. I like a good mix of roleplay, exploration, and tactical combat. I also tend to favour the story and intent of the rules over stopping the game for twenty minutes while we argue over one sentence in a rulebook. If something is unclear, I’ll make a ruling, keep the game moving, and we can look into it afterward if we need to. Deadfall in particular should give players a lot of room to come up with plans, improvise when those plans inevitably fall apart, and solve problems in ways I probably didn’t expect. That’s a feature, not a problem.
Homebrew rules
Table rules: It's a bonus action to take a healing potion or to feed one to a downed creature (like in 2024 rules) but you can also use a full action to take full healing from it. Hidden initiative: until a creature's turn in initiative, it will be hidden from everyone else. Hidden death saves so only the dm (me) knows what you rolled on a death save. Critical hits will be max dice plus the Roll and modifier Inspiration, you can use your inspiration after you have rolled to give yourself advantage on the roll, unless it was a critical fail.
Equipment needed to play
Internet
Computer
Microphone
Webcam
Platforms used
Safety
How Jason creates a safe table
Deadfall takes place primarily in Thay, so there are some fairly dark themes involved. These can include authoritarian rule, slavery and exploitation, undead, necromancy, demons, imprisonment, magical coercion, violence, death, betrayal, and some body horror. We’ll establish Lines and Veils before the campaign starts, and I use an X-Card during play. Nobody needs to explain or justify using a safety tool.
Content warnings
Safety tools used