Journeys Through The Radiant Citadel tells 13 distinct stand-alone adventures within the fifth edition of Dungeons and Dragons. As most adventure modules claim, these pre-created adventures are meant to be placed in your own home game or played throughout the module as written.
Related: Dungeons & Dragons: The Best Monsters From Journeys Through 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 natural structure for organizing the adventure or book into an actual module you run for your players.
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
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