Conceptually, there was a lot to look forward to in Arcana Unleashed: Deadfall. It's the first campaign released under the D&D 2024 rules, a rare example of a high-level adventure that takes characters all the way to 20th level, and an extended look at the land of Thay that pits the heroes against the undead tyrant Szass Tam.
The campaign is presented in the minimal detail that has become typical of D&D products in the 5.5e era, with smaller dungeons, shorter encounters, and scant setting information. The entire level 11-20 campaign is expected to be completed in about 15 to 20 sessions, a skeletal outline that offers plenty of room for expansion but no support for DMs who want to do so.
But this review is not about the campaign's mechanics or lack of DM support. Instead, I want to address some deeper problems with the basic premise that would pose challenges even if the adventure were fully developed.
Setting and lore
Traditionally, Thay has been an aggressive, expansionist power that threatens not just its neighbors but all of Faerûn. It has also been an oligarchy in which the population, much of which is enslaved, lives under constant oppression, first by the Red Wizards and now by the lich Szass Tam. The people may be as varied as any other nation but their rulers are thoroughly, unambiguously evil.
This fulfills an important niche in RPGs: you need some enemies for the player characters to beat up on guilt-free. The Thayans occupy that role in the Forgotten Realms, just as the Order of the Emerald Claw does in Eberron or Iuz and his followers do in Greyhawk.
Arcana Unleashed: Deadfall goes in a different direction, sanitizing the land of Thay. The gazetteer describes the Red Wizards as fascists and Thay as hostile to its neighbors, but it does not mention slaves or slavery. Presumably this was done to avoid offending player sensitivities (or perhaps to avoid giving creepy DMs a tool to harass their players, though there is only so much any adventure can do in this regard), but I find it has the opposite effect. The issue is not just that the adventure avoids acknowledging the very existence of certain kinds of evil (although this does not bode well for the Dark Sun release next year) but that it does so as a prerequisite for realigning the characters' goals. The campaign doesn't ask the player characters to vanquish a threat from Thay, but one to Thay.
Szass Tam, who has somehow been demoted from supreme ruler to just one zulkir among many, plans to conduct a magical ritual that will summon an army of undead--how this is any different from the undead army he already has is unclear--which he will use to conquer Thay. In other words, his master plan is to restore the status quo that existed right up until this adventure was published. Another zulkir enlists the player characters to protect Thay from his schemes. While neighboring nations will ultimately be endangered by Szass Tam's designs, they don't factor into this adventure at all. The problems are entirely internal to Thay, and the solution is presented as removing one problematic figure from power while leaving the basic system of governance in place.
Imagine if Raiders of the Lost Ark featured Indiana Jones running around Nazi Germany, raiding various historical sites and uncovering various artifacts so he could stop Adolf Hitler on behalf of a Nazi general and you will begin to see what's wrong with Deadfall.
There's one detail that provides a perfect (if probably unintended) demonstration of this problem. One of the illustrations is captioned "Thay's conflicts with its neighbors cause substantial suffering to all involved." The picture shows a cell of Red Wizards in magical battle, with one grief-stricken wizard cradling the body of a fallen comrade. Yes, Thay's conflicts cause suffering to all involved, but the picture asks us to feel sympathy only for the fascists who started the trouble.
Genre and tone
Arcana Unleashed: Deadfall bills itself as a "magical spy thriller" in which characters conduct secret missions with high stakes and the constant threat of discovery. In practice, though, the spy elements of the adventure mostly boil down to the characters giving each other code names and tossing around a smattering of contemporary terms like "intel."
This is purely a matter of personal taste, but I'm always disappointed when designers use contemporary frames like this without any regard for whether it fits the setting. This language wouldn't be out of place in a world like Eberron, which is much farther down the road to modernity and the bureaucratic state that spawns this kind of jargon, but in the Forgotten Realms--and the magocracy of Thay in particular, a place that has rejected modernity in favor of magic and necromancy--it feels out of place. Each group's mileage will vary, obviously, but the language used here tells me that the adventure does not understand its own setting.
A much bigger problem, one that is much less subject to personal taste, is that these spy trappings have almost no impact on the adventure. The first couple of missions make a few halfhearted attempts at fulfilling genre conventions (playing cards with an enemy in a gambling den, collecting blackmail material to turn a merchant into a pawn) but these will be over in a few sessions. Soon the PCs will be going on standard dungeon crawls, such as exploring an ancient temple to retrieve a magical Maguffin. (This Maguffin never changes hands once the party finds it and no one else is looking for it, which removes the whole point of putting a Maguffin in a spy story.)
The campaign continually swerves away from more interesting material to give us standard fare. At one point, the party is tasked with recruiting a band of pirates and persuading them to raid Thayan shipping. Could be a fun opportunity for some swashbuckling high seas adventure or a cool nautical heist, right? Wrong--the pirates ask the party to explore a dungeon (which is in their own cove and which they have not breached). The dungeon is all of four rooms long. The last room contains a map to a second dungeon, which is not included in this adventure. Hand it over to the pirates and they will raid the Red Wizards' ships, doing all the fun stuff for the party.
This happens over and over as the campaign continually reverts to dungeon crawls. Dungeons are all well and good--it's in the name of the game!--but these dungeons are not particularly suited to spy adventures as they lack the mechanical support you would expect for the genre (guard rotations, alert levels, and so on). The prevalence of so many minimal, bog-standard dungeons raises the question of why the designers bothered with the spy thriller trappings if they were never going to commit to the genre.
Morality and player agency
The campaign's refusal to commit to its setting or its genre also affects the way it manages the moral and political dilemmas that it raises.
Arcana Unleashed: Deadfall gives the party a patron, a Red Wizard named Xelnene Thrul who is both the tharchion of Priador, one of Thay's richest provinces, and one of the eight zulkirs who rule supreme over Thay. In other words, the party's patron is one of the most powerful people in Thay, an obvious rival to Szass Tam. That's not the problem.
The problem is that she's neutral good.
This shouldn't be possible in Thay--you don't get to be one of the eight most powerful people in a militaristic slave state by staying a good person--but of course, Deadfall has sanitized the Thayans so they're not as bad as all that. Still, it contradicts everything that has previously been established about Thay to suggest that any of the zulkirs could be good-aligned (and in fact all but one of the other zulkirs are evil, suggesting the designers know the Thayan government is a tyranny but, once again, they are unwilling to commit to the premise).
Interestingly enough, Thay: Land of the Red Wizards by Ed Greenwood, Alex Kammer, and Adam Patrick includes a very similar character. In that sourcebook, the tharchion of Priador is a wizard (though not a Red Wizard) who built a private network of spies, wants to improve the lives of ordinary Thayans through commercial prosperity, and is willing to work with outlander adventurers. But that tharchion is lawful evil, because Greenwood and his collaborators understand that Thay is still a corrupt oligarchy. Its reformers just want to wrap the iron fist in a velvet glove--and they want to make sure they control the fist.
This could have been a tremendous opportunity for Arcana Unleashed: Deadfall. What if Xelnene Thrul were lawful evil? What if her ultimate goal was not simply to prevent Szass Tam from completing his ritual but to overthrow him and claim Thay for herself? She would still be a massive improvement over Szass Tam in many ways--she's not looking to summon an undead army, and Thay's neighbors would be safer in the short term--but her attempt to enlist the player characters in her ascent would force the party to confront certain ethical choices. A good-aligned party would have to decide if they are comfortable replacing one dictator with another. An evil-aligned party might decide they want to replace Szass Tam themselves. These dilemmas would open up exactly the sort of realm-building play that high-level campaigns are supposed to explore.
But Deadfall doesn't trust players to make these decisions. Every possible point of moral friction--every place where the players might have to make a tough choice--has been sanded down. The early chapters are careful to provide nonlethal means of resolving the spy missions, which might be a thoughtful consideration for some groups but also takes the sting out of the genre. Sometimes the guardrails are so thick as to remove any stakes from the adventure: If you can convince one of Szass Tam's agents to stop spying for him with a DC 15 Persuasion check, why does Xelnene Thrul need the player characters at all? And what sort of spy adventure assumes all these agents are just going to keep their word once the PCs leave? Everything is absurdly easy, especially for high-level play.
The later chapters don't even have this rudimentary level of moral challenge; once you're crawling through a dungeon filled with evil undead, you have left the world of moral choices behind. Half the fun of the spy genre is the compromises it forces on the characters, the murky atmosphere in which noble goals are not enough and outcomes are never certain. Deadfall's unwillingness to embrace the genre's conventions once again raises the question of why the designers decided to bill this as a spy thriller in the first place.
Missed opportunities
Arcana Unleashed: Deadfall could have been a gritty spy story filled with ambiguity and betrayal and tough moral questions that offer no easy answers. It also could have been a rollicking heroic fantasy in which a band of unlikely heroes brave hordes of undead soldiers to overthrow the most obviously evil villain in the entire Forgotten Realms. Either approach could have worked, but Deadfall tries to straddle both genres and satisfies neither.
This speaks to a larger problem not just in Deadfall but in D&D 2024 as a whole. From class features that can be changed on a short or long rest to adventures that flinch from the implications of their own genres, the game does not want players to make a difficult choice. That would limit the potential for any campaign, but it's fatal to this one.