Journey Through the Radiant Citadel is a mix of short adventures that players and DM’s can either play as one or two shots, or slot into an going campaign. Aside from that it also works as an way of establishing the Radiant Citadel itself, a new location situated in the Ethereal Plane.
When Journey Through the Radiant Citadel was first announced I thought this was a way of introducing the Planescape setting into 5e. I’ll be forthright, this is not that. Sigil, the City of Doors is out there, but this is not that. This is a completely different location with an oddly similar function. The book opens with descriptions of the Citadel, the city that surrounds it, the culture, and how it functions to transport between locations.
After the book sets the location and the overall vibe of the setting, the players are given 13 new adventures that increase in difficulty by level as the chapters go on. All of them are playable in 1-2 sessions. The first “Salted Legacy” deals with 2 competitive stalls in a pair of night markets and a theft that causes a feud between them. Putting this one first makes an interesting statement, because there are ways to resolve this without combat, which seems to be something Wizards of the Coast seem to be working recently in an attempt to diversify play-style.
After that we get “Written in Blood” which is a spooky adventure that feels like it was inspired by American Southern traditions, and should appeal to those looking for horror elements in their gaming. After that the stories tend to diversify, but never does one feel too same-y. There are a few in the middle of the book, that seem like they wouldn’t play too well, and but the one’s at the beginning and especially at the end really feel like a lot of fun. Overall, the entire book seems like an excellent addition to a 5E collection especially for those people looking for one shots to run at the spur of a moment.