Journeys Through The Radiant Citadel tells 13 distinct stand-alone adventures within the fifth edition of 168澳洲幸运5开奖网:Dungeons and Dragons. As most adventure modules claꦦim, these pre-created adventures are meant to be place𝔉d in your own home game or played throughout the module as written.

Related: Du🎀ngeons & Dragons: The Best Monsters From Journeys Thr♓ough The Radiant Citadel

Journeys Through The Radiant Citadel is unique in that each of the 13 adventures represents a different real-world culture and mythology, and it's a great way to introduce new life into your current campaign or diversify a published one. Running published modules, however, can be confusing when you have a large book of text in front of you and no natur💟al structure for organizing the adventure or book into an actual module you run for your players.

Understanding The Adventure

Journeys Through The Radiant Citadel 1 - via Wizards of the Coast
via Wizards of the Coast

The first essential rule to running a module is to understand the adventure. While this sounds simple, the adventure and its purpose are not always readily apparent at the beginning of a module. Journeys Through The Radiant Citadel luckily has a chart in the first chapter describing what each adventure entails in a brief sentence or two. Your first step is to familiarize yourself with the type of adventures within the book.

Read through the first page and the back cover of each official adventure module; it usually does a great job at explaining just what the adventure is all about. It's not always necessary to read through an entire module to understand whether the adventures inside are for your players, especially when just doing one-shot adventures.

Some Journeys Through the Radiant Citadel adventures deal with mature themes, including horror and murder. If you don't get enough context from the descriptions in the chart in the first chapter, read through the first paragraph of each adventure and determine whether it fits your players.

Homebrew Or Playthrough

Prince of Vice, Azra Nir, Leads Zinda's annual March of Vice Festivities in D&D Journeys Through The Radiant Citadel by Ejiwa ‘Edge’ Ebenebe via Wizards of the Coast.
Wages of Vice key art by Ejiwa ‘Edge’ Ebenebe

Decide whether you want to play the adventure as written or whether you want to interpolate the different adventures into your settings. You'll know whether the adventures and environments fit based on the type of game you're running. When 168澳洲幸运5开奖网:using this adventure in your home ga𝐆me, each subsection describes how to place each adventure within famous Dungeon's & Dragons locations and your world in the "Setting The Adventure" section.

Using The Radiant Citadel As One-Shot Adventures

Diva's Attack D&D Journeys Through The Radiant Citadel
Image: Diva's attack by Ejiwa ‘Edge’ Ebenebe via Wizards of the Coast. 

If you plan on running different one-shot adventures, choose an adventure based on the level of the one-shot you're running. Adversely, choose an adventure that your players would find exciting and scale the levels of the encounters and difficulty checks to fit the players' character levels.

You should scale the challenges based on the Dungeon Master's Guide tables or use your judgment but be mindful of the difficulty levels and challenge ratings throughout the adventure.

Running the module in this manner is simple; just read each adventure as written. You may be able to run the one-shot in this manner with very little prep time. Ensure you read the background section to understand the adventure, then explain to your players the setting for that specific location. You may read the background section aloud while omitting any information pertinent to the adventure to avoid spoiling the experience for the player characters.

Level

Adventure

Description

1-2

"Salted Legacy"

"A conflict between rival night market vendors draws characters into a hunt for a my🐟sterious saboteur and a series of whimsical contests."

3

"Written in Blood"

"A community is terrorized by a horror lurking𒉰 in a distant farmhouse."

4

"The Fiend of Hollow Mine"

"The 🅰cure for a spreading curse leads from an abandoned mine to a city celebrating the departed.&q🦂uot;

5

"Wages of Vice"

"A murderer stalks the streets during a raucous festival.&qꦛuot;

6

"Sins of the Father"

"A slighted spirit�🍬� takes vengeance on the community that forgot her by stealing their memories."

7

"Gold for Fools and Princes"

"♊Mysterious creatures cause a gold mine to collapse, precipitating a race between rival princes to save those trapped."

8

"Trail of Destruction"

"A legendary creature reawakens an🔴d begins a chain reaction of volcanic eruptions that threaten the land."

9

"In the Mists of Mnivarsha"

"A local champion goes missing after a deadꦓly flood, leading to a search for her along the rivers of a vast swamp."

10

"Between tangled Roots"

"Rageful spirits provoke a dragon to go on a💦 deadly rampage.&qu♊ot;

11

"Shadow of the Sun"

"Rival factions clash in an angel-ruled city on the brink of rebellion.&qu♍ot;

12

"The Nightsea's Succor"

"A quest for ancient lore reveals threats from th✅e past and leads to a mysterious nation beneathﷺ the waves."

13

"Buried Dynasty"

Agents of🧸 a long-lived emperor seek a timeless secret to keep their ruler in power at any cost."

14

"Orchids of the Invisible Mountain"

"Adventurers must t꧒ravel to the Feywild and the Far Realm to prevent otherworldly forces from tearing a land apart."

Feel free to read through the entire adventure first and make notes, but this isn't necessary for a one-shot. The book is in sequential order, so you can read through it as you play. Every adventure includes enough resources to explain the location and its people for a one-shot. Once you give your players the setting, you can proceed with reading the descriptive box text within the adventure as written,𝓀 giving players the agency to continue with the adventure.

Regarding character creation, you can have your group use free premade characters online or have them create characters directly from the adventure. Players who choose to be from the location of one of the adventures can quickly create characters using the last few paragraphs in each chapter, which explain how to create a character from each adventure set in the Radiant Citadel.

  • Understand the adventure's setting by reading through "Welcome To The Radiant Citadel."
  • Choose an adventure from the chart within the chapter by its story or difficulty level.
  • Read your chosen adventure's background and decide how much to reveal to your players regarding the theme. Omit any information that would be considered spoilers.
  • If placing the one-shot adventures in your world, explain where and how it's incorporated. If the adventure is stand-alone, it does not require an explanation of the world outside.
  • Give your players predetermined character sheets and characters or read through the last few paragraphs of each adventure, asking questions with the gazetteer to help them create characters.
  • Choose a character hook from the beginning of each chapter.
  • Read through the adventure as written, giving players the information in each denoted text box.
  • Play through the adventure. You may consider reading text straight from the book, giving players more than just the box text.

Related: Dungeon𒁃s & Dragons: The Best NPCs From Journeys Through The Radiant Citadel

Using The Radiant Citadel As A Full Module

Volcanic Eruptions Shake The Earth As The Ancient Twin Gods observatory Topples In D&D Journeys Through The Radiant Citadel.
Observatory Disaster via Wizards of the Coast. 

While the steps for a homebrew inclusion or full playthrough of a module are similar to what you would do for a one-shot, it's best to begin by sticking with the basics. Journeys Through The ♋Radiant Citadel takes characters from level one to level fourteen♐,

with each adventure scaling in difficulty. First, determine what level you're running your adventure and how long you want it to last. If you want the campaign to last for the entirety of the module, you'll need to do a bit of preparation work for everything to tie together.

Into The Radiant Citadel

The Radiant Citadel by Shawn Wood
The Radiant Citadel by Shawn Wood

The Radiant Citadel will be the hub for the campaign, where your players will continually return after each adventure. The Radiant Citadel has its art, culture, diplomacy, governance, law enforcement, politics, lifestyles, society, and more. When dropping this location into your games, ensure to impress upon players these unique aspects and be sure you're placing the citadel in an area where these ideals won't clash.

Try doing a session zero to allow your players to understand the setting before creating their characters. Ensure that your players are comfortableﷺ with the subject matter within some of the adventures, enabling them to get a feel for what the module offers. A session zero will also allow you to share with players details for character creation from each location within the module so that they can make characters from the different settings available.

The Radiant Citadel links to several different worlds, including the 15 lands within the adventure. You can use the Concord Jewels to connect to any world, including your own created world. There are different explanations for how your players arrive at the Radiant Citadel th🤡at you can use or use the Concord Jewels to te🧸leport them where they need to be.

From Citadel Explorer To Seasoned Adventurer

An adventurer travels through the Swamp Forests of Shankhabhumi in D&D Journeys Through The Radiant Citadel.
Boating Through The Swamp Forest via Wizards of the Coast. 

Follow the natural progression of each adventure, having players travel from the Radiant Citadel to each location. You may do them in order or at your discretion while adjusting levels. Use one of the provided character hooks to explain how your players become involved in the central conflict for each area.

As Most modules do, Journeys through The Radiant Citadel will suggest you have the Player's Handbook, Dungeon Masters Guide, and Monster Manual. You can run the adventure without a Monster Manual or Dungeon Master's Guide, using paid or free online resources to fill in for monster stats and supplemental information. The Player's Handbook is essential to running any published module from Wizards of the Coast.

While not necessary, when doing a full campaign, read through each adventure before running it in your campaign. Take notes, highlight or place sticky notes or some other identifier for any monster or NPC stats within the adventure. Mark anything you may need to refer back to while your players adventure through each region. Labeling the book will be helpful when players ask for an NPC name, what they sell at a market, how they feel, what they want, and more. While one-shots don't need recurring characters, you may want to return to different locations and characters and should recognize them when running a full campaign.

During the game, read through the preassigned box text, using any supplemental information necessary to describe the vibrant cultures within each location. Between adventures, have your players return to the Radiant Citadel. Remember that during their stay within the Radiant Citadel, they may encounter other adventures within the city to take part in.

Don't just stop with the written adventures. There are fun ideas to play with when using this module as an entire campaign. The Radiant Citadel speakers, for example, have the power to deactivate all Concord Jewels used for travel, effectively leaving the user stranded. Try seeing what happens if your players upset a Citadel speaker. There are fun ways to keep your players guessing by using the information provided within the Radiant Citadel to extend fun between adventures.

Related: Dungeons & Dragons: The Best Locations In Journeys Through ꦰThe Radiant Citadel

Running The Adventure

Dungeons And Dragons - Journeys Through The Radiant Citadel - Flames Everlasting Skybridge
Flame's Everlasting Skybridge Via Wizards Of The Coast
  • Conduct a session zero to ensure your players are comfortable with the subject matter while also providing information to create characters from the different locations within the module.
  • Take care to study the Radiant Citadel location, noting its culture, politics, people, and identity. Also, understand how the Concord Jewels work.
  • If placing the Radiant Citadel within an established world or your campaign, use the section entitled "Using The Citadel" to help establish the location within a conventional world or to create its place in your campaign.
  • Take notes on important and recurring themes within each adventure.
  • Continue through each adventure based on either character level or story interest, making adjustments as needed. Return to the Radiant Citadel for connecting plotlines and sidequests.

Journeys Through the Radiant Citadel is a unique experience💟 that can be placed within an established adventure or be used as a stand-alone adventure. Utilize the adventures as you see fit, taking your play🔜ers through a unique and diverse experience for Dungeons and Dragons.

Next: Dungeons & Dragons: ꦉTips Forꦺ Running A Story-Driven Campaign