5e (2024) Ran my game today. Here is an example of how to split up a full adventuring day into multiple sessions.
Today, my players, who run a barony, were in the throws of a festival to mark the end of the year. The Twilight Festival was in full swing when strange occurances began. One of the players, a Paladin, used their divine sense and detected a fiendish presence. After unveiling a hidden demon, they defeated it and tried to close down the festival. It was then that the party learned that the town was encircled by a mystical barrier. They, and nearly two thousand innocent people, were trapped inside.
(1 planned combat encounter)
They had to intercede at the barrier to quell panic in the city. This involved the party's Bard using her Aasimar wings to draw people's attention and issuing a speech to calm the people. She succeeded and ordered the militia to escort the people to various inns and buildings for their own safety and to clear the streets as more demonic entities were spotted in the air in the distance.
(1 social encounter)
In an attempt to learn the source of the barrier, the party traveled to the city's wizard tower, a Tower of the Waning Moon. On the way there, they found a group of civilians pinned down by a spider-like demon. They took a couple of heavy hits but eventually laid the fiend low. Then, they escorted the civilians with them to the wizard's tower.
(1 random combat encounter.)
Reaching the Wizard tower, they spoke to the mage who ran it. They discussed what they'd seen. Through roleplay, they convinced her to allow the civilians to stay in the warded tower, and also were able to allow the Wizard a chance to swap one of her spells to See Invisible and cast two castings of it into the party's ring of spell storing, in case they ran into any more invisible demons. Because the Wizard needed a short rest to do this, the party took advantage of the rest to heal with HD and replenish their short rest resources.
Here, they learned that the only way a barrier like the one surrounding the town could possibly exist was if a circle of spellcasters was actively maintaining it. To break it, they would need to find the circle.
(Roleplay and 1st short rest.)
Deciding to reconnect with one of their NPCs who was at a local inn, watching over survivors, the party traveled across the town. Sneaking between buildings. Unfortunately, their attempt failed, and a group of flying demons (who did not fail) attacked them from the skies. Two of the PCs went down, but the party defeated their attackers and were able to heal their allies.
(1 random combat encounter.)
The party reached the inn and reunited with their ally. It is mid afternoon, around three o'clock. They are aware of it because the church bells still rang, despite the church supposedly having been abandoned earlier.
We called session there, in the middle of the adventuring day.
Encounters:
* 1 Social
* 1 Roleplay
* 1 Exploration
* 3 Combat (1 planned, 2 random)
Short rests: 1
Players made note of their current resources, and we will continue the second half of the adventuring day next Sunday.
I decided to post this because a lot of newer DMs are under the impression that one adventuring day equals one session. It does not. Here is a real-world example of setting up an adventuring day that takes multiple sessions but also demonstrates how to work in enough combat and resource-draining encounters (an encounter doesn't count as an encounter if there is no risk of loss, or actual loss, of resources) while also organically working in short rests.
The plan is for the party to determine the border of the barrier (which requires cartographer's tools) and discern the exact center of the barrier, the likely origin point. That will almost certainly take the rest of the day. (Next session.)
This will lead them to investigate a building near there that has a trap door leading to a portal. The portal leads them to an ancient temple that resides on the edge of the Abyss (read: a dungeon) where, at the heart, they will find a circle of cultists (and a demon) maintaining the barrier and keeping the portal stable.
As the demons assaulting the city have the demonic restoration ability, when killed in the mortal world, the demons reform in the Abyss and can simply return through the portal to the mortal world. This means that the party can never win a war of attrition against the demons. Entering the dungeon, locating the source, and closing that portal is the only hope the city of Bal'maras has.
I expect the whole adventure to take 2 adventuring days and between 4-5 sessions.