1. Quests

One Shot: Siege of Rivertown

Completed

Game StyleEpic Heroism

This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle.  Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher.

Location/Timezone: GMT+1

Starting Level: Level 5

Starting Equipment: Standard

Ability Scores: Point Buy

Camapign Status:
 OPEN

Siege of Rivertown

Campaign Premise

Rivertown, a vital bridge town in the ongoing civil war of Rivermond, stands on the brink of siege. Positioned at one of the main crossings between the western and eastern regions, control of this town could shift the tide of war. Lord Eisenhorn, commander of the Redmond forces, has devised a bold plan to take Rivertown, but for it to succeed, he requires specialists—individuals with unique skills who can tip the balance in his favor.

Summoned to the war camp, you have been entrusted with a series of critical tasks. Your primary mission: infiltrate the town and open the eastern gate to allow the Redmond army entry. Within the town jail, a potential ally remains imprisoned—one who could prove invaluable to the siege. You must locate and free them. Meanwhile, the town magistrate, a key figure in Rivertown’s defense, resides in his estate near the western gate. He must be taken alive. Time is of the essence, as reinforcements from Oakheart march toward the town, aiming to bolster the Dominion’s hold. To ensure Rivertown falls before they arrive, you must secure the western gate and bring the siege to its decisive end.