Description
Trapped on the Island of Crazy Ancient Druids!
Put on Trial for no crimes.
Everything either wants to eat you
or take your stuff.
Or both.
Surrounded by the Astral Sea.
And Death is no escape!
Trials of Arcadia, a hex crawl for Levels 5-8…
…make the Third chapter of the Circle of the Blood Moon campaign!
Designed to run with Burials of Teganshire, Fire on Claymore Woods, or as a standalone module.
Trials of Arcadia is a 60+ page module for level 5-8 characters that a DM can use in any campaign setting (commercial or homebrew). It is the third module of the Circle of the Blood Moon adventure path. The series will take characters to level 10 through a long campaign filled with complex encounters and ancient mysteries. However, DMs that want to use pieces of the modules will find that our Tales of Lothmar adventures are just that: modular.
Trials of Arcadia comes with:
- Complete monster stat blocks as part of an original bestiary
- DM guidance on how to play the main encounters
- Detailed motivations and perspectives for all NPCs
- Immersive, detailed maps, are also available in digital format for VTT or prints
Hex Crawl Adventure
The adventure plays similarly to a Hex Crawl. Players will explore an unknown and strange place, and each “hex” of their map will have its own encounters, challenges, and lore. With the overarching objective to escape Belthorn and return to their world, PCs will have to treat each “hex” as a piece of the puzzle they will have to assemble to find a way out. The randomness of which locations they will explore and in which order makes for a unique adventure.
The Domain of Belthorn
Trials of Arcadia is a module for level 5-8 characters that a DM can use in any campaign setting (commercial or homebrew). It is the third module of the Circle of the Blood Moon adventure path. The series will take characters to level 10 through a long campaign filled with complex encounters and ancient mysteries. However, DMs that want to use pieces of the modules will find that our Tales of Lothmar adventures are just that: modular.
At the end of Fire on Claymore Woods, PCs found the entrance to the vault of the Hierophants, a group of ancient Druids who achieved god-like powers millennia ago and have since vanished. Unfortunately, the vault, and its hidden secrets, had attracted another group of Druids, the Circle of the Blood Moon, who had been trying to pry it open using powerful rituals.
These rituals attracted the notice of a Celestial, Naradul, a long enemy of the Hierophants. She is strictly opposed to letting the secrets contained in the vault spread throughout the world again and tried to prevent the druids and PCs alike from opening it. To her detriment, the reckless actions of Naradul triggered the curiosity of the Archangel Belial, who, in complete ignorance of the situation, manifested himself at the vault entrance, thus triggering the protective wards guarding the place.
Through a massive planar rift, the spells that the Hierophants placed there cast both PCs and Druids of the Blood Moon to Belthorn, their own domain within the plane of Arcadia.
The adventure starts as PCs find themselves stranded in a bizarre land, which turns out to be a domain within the outlandish plane of Arcadia. Their challenge will be to explore the plane and figure out how to return to their world by interacting with Arcadia’s uncanny residents and factions.
The module can be played as a standalone adventure but for those of you who intend to play the complete adventure path, the conclusion of the module also offers different possible endings – based on the decisions of the PCs – and how these branch off to the fourth and last module in the series. We want this journey to wrap around your players and put them in the driver’s seat instead of forcing them on a set of rails they will have to follow.