Wacky Journeys Through the Radiant Citadel (Homebrew friendly!)

Wacky Journeys Through the Radiant Citadel (Homebrew friendly!)

Trapped aboard a luxury cruise liner within the Ethereal Plane, your destination a month-long carnival at a city of gold in celebration of a new mine.

TYPE

Campaign

LEVELS

5–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 SEATS LEFT
$20.00

/ Session

Details

Weekly / Thursday - 1:30 AM UTC

Session Duration / 3–4 hours

Campaign Length / 50–75 Sessions

3 / 6 Seats Filled

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Schedule

Meet your party members

3/6

About the adventure

Welcome to my Home-brewed adventure featuring The Radiant Citadel, Elemental Airships modified into cruise liners, pirates, conspiracy theories, syndicates, and much more. Play what you want to play, be who you want to be! Dozens of hours of extensive home-brew content added, a multiverse of destinations, vessels and ships to call your own. Be pirates, leaders, investigators, A BAND?! In the heart of the Ethereal Plane resides an ancient city known as the Radiant Citadel; the nexus of our campaign and your base of operations. The Radiant Citadel is a miracle of architecture, a floating city carved out of a single, massive fossil that snakes around a colossal gemstone shard known as the Auroral Diamond. The luminescence of the Auroral Diamond is mirrored in the constellation of fifteen structure-sized gemstones, the Concord Jewels, which orbit the city and provide transportation to the far-flung homes of the Citadel’s founding civilizations. In the haze of the Ethereal Plane, the Auroral Diamond is a scintillating beacon visible from leagues away. The diamond itself seems to have moods, changing colors unpredictably, but it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a grim reminder of the Citadel’s precarious position. Abandoned and lost for ages, the Citadel was resurrected from its slumber and reclaimed by descendants of those societies, though some peoples remain missing. The city serves as a nexus of diplomacy and trade, a repository of histories and secrets, and a thriving sanctuary for those seeking safety or a better life. Heroes and paupers meet on equal footing in the Radiant Citadel. By common agreement, power and resources are equitably shared. Dignity is afforded to all, and great need is met with great aid. From glittering night markets to undersea cities, from curse-afflicted villages to angel-ruled city-states, these adventures provide a pathway to never-before-seen lands and stories. The gates of the Radiant Citadel stand open, and a rich tapestry of stories is yours to explore. Expect a dungeon oriented environment with a focus on combat, puzzles, and interacting with the strange denizens of a unique environment.

Game style

Rule of Cool (RoC)

Sandbox / Open World

Theater of the Mind

Combat Lite

Game themes

Meet the Game Master

4.9

(17)

LGBTQ+
Queer
Neurodivergent

3 years on StartPlaying

142 games hosted

Highly rated for: Creativity, Storytelling, Inclusive

Average response time: 3 hours

Response rate: 100%

About me

Hello there! My name is Ollie and I've been in the dice rolling scene for over 20 years now. I started with learning 3.5 at a young age and was taught most of my math through D&D and Magic by a family of old-school nerds. I've carried this passion with me throughout my years and have been DMing at a variety of scenes with the intent to share the gift of tabletop gaming with the people around me and to foster that creativity in others. I’ve taught home school groups how to play the game, DMed for large scale discord server campaigns of 12+ members, sat down with friends and family in the basement with snacks and dice,hosted AL at local shops and now for several years I've been DMing full-time online. I enjoy creating safe spaces for people who don't have the same accessibility to other games, or in-person shops. My campaigns, and servers are safe spaces centered around inclusive role-playing games where you can become the characters you want to be, and explore new worlds. I believe that in the past few years we've all taken to adapting to the online environment fairly well, and such I do my best to utilize tools such as turn base interactions, and other systems focused on making sure all voices are heard during those crucial moments. In the end, I want you to be comfortable and feel confident in sharing your story with others. One of my biggest obstacles as a DM is a lack of ability to picture things in my head, otherwise known as Aphantasia. I believe this has produced a unique descriptive style that allows me to focus on specific details which are crucial to setting a scene, while leaving space for you to fill in (or ask for) details. So regardless of what style of campaign you’re looking for, I promise to provide a massive, sprawling world that is reactive to your presence, choices, and weekly sessions that leave you hanging on the edge of your dice tray to see what happens next.

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Character creation

Creating your character

~This campaign and its rules are intended to be used with the 2014 rule set in mind, and the alterations that have come in supplemental rule books since such as Tasha’s and Xanathar’s. This being said, characters created with the 2024 Rules will be welcomed at our table! ~ Characters will be created at level 5, with max HP and a total of 2 feats (replaces any feats granted by other character creation options) ~ Stat array: Standard ~ Characters have starting equipment defined by their class and background as well 1000g worth of equipment and supplies. ~Characters must be created through Roll20 following their guided process or manual input. ~ UA and home-brew is allowed and encouraged, play the character you want to play! ~Ideally characters are crafted through communication with me via discord prior to session, however 30+ minutes are set aside before start time of sessions to work on technical difficulties or character questions.

The current party

Hurling across the Astral Sea aboard a massive elemental airship that functions as a cruise liner, the party has discovered conspiracies, pirate schemes, and won a battle of the bands! They’re on the way to a city of gold and a massive carnival in announcement of a new gold vein being opened. Hopefully they can duck bounty hunters and a Syndicate chasing them around the vessel in the meantime. In a rather unexpected character creation event we’ve got a nearly all bard party that has embraced the weirdness of the multiverse. Alongside their barbarian bouncer, this crew is flexible enough to allow just about anything into the party, and the nature of the campaign likewise takes all walks of life. This campaign is extremely homebrewed, using the Radiant Citadel as its core, expect a wild adventure that gives back everything the party puts into twofold. -Extremely homebrew and RoC friendly - Weekly sessions - Voice w/ Roll20 module - Beginner & Experienced player friendly! - LGBTQIA+ friendly! - BIPOC inclusive - Around 3-4 hour sessions - Free session 0

What to expect

Preparing for the session

~ Players need to registers for a Roll20 account (and it is recommended to subscribe to their service, although not required) ~ Players are required to join the associated discord server and participate in social interactions concerning their character's and preferences towards the game. ~ It is preferred if players have read the "How to play" section of the players handbook, but not required. Having watched or listened to game play is always a bonus! ~ Players should have a working headset, keyboard, and ability to clearly communicate with myself and other players in verbal form. ~ Players should be prepared as best as possible to play for 2-4 hours without interruptions or distractions (As a parent though I completely understand life happens! )

What Ollie brings to the table

~ A compendium of Homebrew and content creator items provided by myself and supporting players and co-DMs. ~ Digital maps, character tokens, handouts, props, and more! ~ 24/7 access to a custom discord served with several channels dedicated to discussing the campaign and socializing. ~ 20+ years of teaching players tabletop games and working with a diverse crowd of adults, teens, and children. ~ 10+ years of home-brew creation and refining through personal games and LGS games. ~ A calm and patient DM who values communication among his players, creating a safe space to play within, and providing you with a experience to look forward to each week.

Homebrew rules

Homebrew rules - Inspiration is stored, a number of them equal to your proficiency modifier. Inspiration can be used to re-roll any dice rolled by a player, and can be used consequentially either until you are empty or satisfied with the resulting number. Inspiration can be transferred from player to player. - Consuming a potion is a bonus action, administering a potion is an action. - Using your action to cast a 1st level or higher spell, allows you to use your bonus action to cast a cantrip with a casting time of Action of bonus action. The leveled spell must be cast first. - Multiple instances of advantage and disadvantage apply a stacking +/-2 modifier. Attacking a prone target, with an ally in proximity, and using reckless attack will result in advantage and +4 to the attack roll. - Spellcasters can concentrate on two spells at a time, incurring disadvantage on all concentration saves, and a resulting failure ends both spells. - Taking 10; If not under duress or time constraints you can choose to "take 10" plus your normal modifier and if it meets/exceeds the DC it's a success without the need to roll. - Critical Hits to the maximum possible damage of the DICE ROLLs involved.

Equipment needed to play

Computer

Headphones

Internet

Microphone

Safety

How Ollie creates a safe table

Players will have a one-on-one conversation with DM concerning any Lines & Veils and be given open room to express any relevant information beforehand. Afterwards is added to a community server and given a role that determines if they receive pings for available games (optional). During sessions, players are invited to verbally or text communicate upon any discomfort or concerns that arise. Sessions contain voice & virtual tabletop provided by the DM, and require Voice from the players (video is optional). These sessions are a safe place for neurodivergent players and those with audio processing disorders as conversational systems will be in place to make sure we can all be comfortable and communicate. Sessions will use digital maps with miniture tokens representing characters during combat scenes, with digital or physical dice rolling (players choice!). Most non-combat scenes will take place in theater of the mind with supported art when possible. Players can expect: A blended environment where they will be encouraged to talk and act in character. There is no penalty for not doing so, but immersion & engagement is appreciated. Players can expect frequent, moderately challenging combat which may involve long periods of waiting and active listening during other players turns. Depending on the complexity of the player's class they may need to spend additional time working on character and leveling. Players will be engaged in a multitude of different methods of play to ensure that each session is diverse and interesting. Interactions will range anywhere from puzzles, riddles, dungeon crawls, and combat.

Content warnings

Safety tools used

Frequently asked questions