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Journeys through the Radiant Citadel

Journeys through the Radiant Citadel

In the heart of the Ethereal Plane lies an ancient and mysterious city called the Radiant Citadel. Through tradition, cooperation, and ancestral magic, fifteen civilizations are bound to this wondrous site. Journeys through the Radiant Citadel is an anthology of 13 adventures that explore the cultures and myths of these realms, with each adventure accompanied by an overview of the land it’s set in, describing its people, noteworthy sites, common names, local legends, and more.

Authors: Justice Ramin Arman, Dominique Dickey, Ajit A. George, Basheer Ghouse, Alastor Guzman, D. Fox Harrell, T.K. Johnson, Felice Tzehuei Kuan, Surena Marie, Mimi Mondal, Mario Ortegón, Miyuki Jane Pinckard, Pam Punzalan, Erin Roberts, Terry H. Romero, Stephanie Yoon

Game System

Dungeons & Dragons 5e

Release Date

7/19/22

Themes

Fantasy
High Fantasy
Imaginative

Details

4-6 Players
Levels 1-14

Journeys through the Radiant Citadel Reviews (4)

See what other Game Masters and players are saying about Journeys through the Radiant Citadel

DuChampion (JJ) avatar

DuChampion (JJ)

New review

Journeys Through the Radiant Citadel is a collection of standalone adventures set around the Radiant Citadel, a floating city in the Ethereal Plane that serves as a magical utopia and trade hub for a bunch of diverse civilizations. The book aims to showcase vibrant cultures, folklore-inspired settings, and lower-stakes adventures with more focus on diplomacy, social encounters, and problem-solving than combat. And that’s where the problem starts. This book feels more like a worldbuilding anthology than an actual adventure book—it introduces cool settings but doesn’t give DMs or players much to actually do with them. The Radiant Citadel itself is painfully underdeveloped, despite being the central hub of the book, and the adventures—while creative—lack any real sense of urgency, danger, or high stakes. If you like political tension, survival horror, or anything remotely resembling an epic quest, this book will bore you to death. Pros: ✔ Diverse, vibrant settings—each adventure is based on a real-world culture, which makes for some unique, underrepresented fantasy elements. ✔ Great for roleplay-heavy groups—if your table loves NPC interactions and solving conflicts without violence, this is the book for you. ✔ Each adventure is self-contained—perfect for one-shots or episodic play. Cons: ✘ The Radiant Citadel itself is underwhelming—it’s supposed to be a central hub, but it lacks depth, conflict, or compelling hooks. ✘ Most adventures lack tension or real stakes—many focus on social dilemmas and “fixing” problems rather than adventure and danger. ✘ Combat is rare, and when it happens, it’s unremarkable. If your players expect deadly encounters, monster-filled dungeons, or grand battles, they will be VERY disappointed. ✘ No real overarching story—it’s just a collection of disconnected adventures, making it hard to run as a cohesive campaign. Final Verdict: If your table loves low-conflict, dialogue-heavy roleplay adventures, Journeys Through the Radiant Citadel might be a good fit. But for most D&D groups, this book lacks compelling hooks, meaningful stakes, and engaging conflict—and the Radiant Citadel itself is shockingly underdeveloped. 4.5/10 – The Most Peaceful Apocalypse Ever.

Rodrigo avatar

Rodrigo

New review

Tired of Lord of Rings flavored DnD? Radiant Citadel solves that problem by having stories based in a variety if mythologies: mesoamerican, north african, asian, middle eastern and more It is packed with creative standalone adventures. They are sold as oneshots, but most of them need 2-3 sessions to be completed. I don’t give it 5 stars because it misses a great opportunity to have a grand story linking all the adventures to the Radiant Citadel itself, as written it is a colorful magical city, but not used by the adventures

Darren avatar

Darren

New review

Ran 13 sessions

Journeys Through the Radiant Citadel is a collection of 13 short adventures for Dungeons & Dragons 5th Edition, each inspired by real-world cultures and written by a diverse team of designers. Unlike the traditional gritty dungeons and grimdark conflicts of many D&D adventures, Radiant Citadel embraces hope, wonder, and cultural storytelling, offering a breath of fresh air for groups looking for something beyond standard dungeon crawls. Pros: ✅ Beautiful and Unique Settings – Each adventure introduces a new culture-inspired setting with deep lore, giving DMs a rich, flavorful backdrop to explore. From bustling trade cities to eerie spirit worlds, every location feels alive and distinct. ✅ Flexible and Easy to Run – The self-contained adventures range from level 1 to level 14, making them easy to drop into any campaign or run as one-shots. This makes it perfect for busy DMs who want well-crafted stories without committing to a full-length campaign. ✅ Diverse Adventures for All Tastes – Journeys Through the Radiant Citadel isn’t just a collection of generic quests—it features political intrigue, supernatural mysteries, personal drama, and action-packed encounters. Players will deal with ghostly vendettas, courtly power struggles, and even giant hamster stampedes! ✅ A Strong Emphasis on Roleplaying – Many adventures focus on diplomacy, investigation, and player choice, rewarding creativity over brute force. If your group enjoys social encounters and problem-solving, Radiant Citadel delivers. ✅ The Radiant Citadel as a Hub – The titular Radiant Citadel serves as an interdimensional gateway to countless worlds, allowing DMs to use it as a base for plane-hopping adventures or even as a substitute for Sigil or the Rock of Bral. ✅ Great for New DMs – The book includes clear guidance, accessible hooks, and well-structured narratives, making it an excellent resource for DMs looking for ready-to-run adventures that require minimal prep. Cons: ❌ Less Dungeon Crawling, More Storytelling – If your group loves classic dungeon delves and combat-heavy modules, this book may feel light on traditional encounters. Many adventures focus on investigation, diplomacy, and cultural exploration rather than constant combat. ❌ Tone Can Feel Too Optimistic for Some Groups – Journeys Through the Radiant Citadel leans into hopeful, community-driven storytelling, which is a refreshing change from darker settings like Curse of Strahd or Out of the Abyss. However, groups that prefer gritty realism or dark fantasy might find the tone too bright and idealistic. ❌ The Radiant Citadel Itself Feels Underdeveloped – While the hub city is a fascinating concept, the book provides only a limited amount of detail. DMs wanting to expand on the Citadel’s politics, factions, and deeper mysteries will need to do some homebrewing. ❌ Some Adventures Are Stronger Than Others – While the book features many standout adventures, some feel less engaging or lacking in strong conflict. Depending on your group's playstyle, certain stories may not hit as hard as others. Final Verdict: Journeys Through the Radiant Citadel is an excellent addition to any DM’s toolkit, offering unique settings, culturally rich storytelling, and varied adventures that go beyond the usual dungeon crawl formula. It’s especially great for groups who enjoy roleplaying, diplomacy, and world exploration. However, if your table craves combat-heavy dungeon crawls or dark, grim storytelling, this book may not fully satisfy. 💡 Perfect for: Story-focused players, groups who love roleplaying and exploration, and DMs looking for unique plug-and-play adventures. ⚠️ Not for: Players who prefer combat-heavy, dungeon-centric campaigns or dark, high-stakes settings.

Justinian avatar

Justinian

New review

Ran 25 sessions / Played 4 sessions

Journeys through the Radiant Citadel features some fascinating new worlds inspired by real-world cultures (Korea, Persia, etc). The standout element of this module are the gazetteers at the end of each adventure covering each region's customs, beliefs, lore, possible adventures, and even food. Like other anthologies before it (Candlekeep Mysteries, Quests from the Infinite Staircase), it is tougher to run as a single campaign and better with specific adventures slotted into other campaigns. The central location, the Radiant Citadel, features in none of the adventures proper, which feels like a missed opportunity. Some of the adventures are superb (Salted Legacy, Written in Blood, Fiend of Hollow Mine), and others (Gold for Fools and Princes, Sins of Our Elders) require a lot of work to be more compelling. Unfortunately, it has more mechanical weaknesses than other anthologies. Many adventures feature underwhelming combat posing little challenge (Sins of Our Elders in particular), little treasure (rewarding players with physical treasure is a staple of 5th edition D&D), and areas lacking dynamic interactivity. But the settings of the adventures are undoubtedly big draws, and I hope Wizards of the Coast revisits the Radiant Citadel for future modules.

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