I would not do the extra NPCs for now, at least while you guys learn the game. There's enough to keep track of in combat as it is, and its also not necessary to have a 5-person party to balance things. Check out this DDi article about party building:
http://www.wizards.com/dnd/Article.aspx?x=dnd/drfe/20090320
Cool, thanks for the link! But I do plan on adding at least 1 more to the party from the start (though something potentially very simple, like a Companion Slayer). I'll make sure to take the article into account, though
First, clearly you have excellent players with respect to building coherent, thematically rich characters. Great set of characters there.
Thanks

We all played off of each other, and I tried to let them make up as much of their back story without saying "no" as much as possible. I let their decisions shape my setting quite a bit, too (like, I know we'll be starting in a city to fit in with Amanda's goal, and I added the Mul as a subrace of dwarves when I wasn't planning on adding them at all).
I'll just say a few things and pose a few questions.
Awesome, I'm game.
1 - With respect to groupo makeup, @
D'karr provided a lot of commentary that is in line with my thoughts. You have a very stout, very control-heavy group; all of those characters have survivability of their own, the Fighter and Warpriest both have a lot of great control and the Monk is basically a melee controller/striker hybrid. One thing you can do to up the damage of the group on your own is frequent Fighter Mark/Aura violation. You don't want to do it futilely, you want to provide them with a fully legitimate challenge, but when you have an opportunity to truly lay the smack down on the Monk (or even the Cleric), go for it and violate that mark. A Fighter can easily produce Striker level damage with frequent Mark/aura violation and obviously that will improve group DPR dramatically (just don't do it when the OA has the potentially to kill the bad guy).
The more I play tested some encounters on my own, the more I started to violate the defender aura. The aura is very effective as trying to tempt me from shifting / moving away / attacking others, but it seems like it's one of the Fighter's few abilities (since he's a Knight), and I do want to make him feel his abilities are useful. I won't give them a lot of free stuff, but I might take some risks with some enemies and see what happens.
And yes, the Fighter / Cleric both seem pretty survivable. The monk less so, though she has some pretty cool powers. The superior movement might make up somewhat for having lower defenses / lower HP.
2 - This group is a tailor made to fight hordes of minions. You can have visceral, exciting combat for just these 3 characters if you create minion heavy encounters with a good Leader (or 2) to buff them and force/multiply their offense/defense/mobility. It will challenge the players, let them play to their strength (multi-attacks, control, stoutness), and it won't highlight their weak point (lack of striker damage to take hefty chunks off of HP-heavy monsters).
I don't know about hordes yet, but I do plan to use minions pretty much every fight (though not every fight), which is why I think the Fighter will swap a power next level for the cleaving stance. But yeah, I'm thinking at least 4 minions on average in each fight, with some more and some less.
3 - I also agree with D'karr about creating a companion character versus playing a full time character. The low mental overhead and ease of building a legitimate striker with a companion character is very appealing. You don't need to have it for every fight. It can just be background color or manifest solely in those fights that aren't minion heavy and/or the n + 2 and above/BBEG fights with HP-heavy brutes, elites, solos (that you can budget for 4 PC and get more bang for your buck with that budget).
This is pretty much why I want a 4th character to be pretty constant; I want to be able to use more combinations of enemies in the game, including solos! I already have one made, and I'd like to see how it goes, but I definitely don't want to use it on less than 4 characters.
I like both your idea (with the aspect of Asmodeus manifesting in their time of need as a promise of power to the monk) and
Pseudopsyche idea with the religious relic (horn, etc) that summons a Valkyrie in their time of need. Either (or both, no reason that you can't use them interchangeably as you deem it thematically fitting) can easily be created as a Companion Character Striker (or if you're hell bent on it, you can make a full character).
I'll go for the companion character, since that seems to be the overwhelmingly popular bit of advice on the matter. But I do like both ideas, too.
If you want to do the Companion Character for them, I could write up both of them with no trouble. If you want to write up the full character, I would (as was put forth) recommend the Slayer for the Valkyrie (maybe refluffed Eladrin as race) and either Elementalist Sorcerer or Warlock for the aspect of Asmodeus.
If you want to give me a companion Slayer, that's the way I'm leaning right now. I already made a Slayer (which seems very simple), but I'm curious what a companion character will look like in place.
4 - Regarding non-combat conflict resolution:
a - Warpriest taking Ritual Caster?
He did not, no. Just checked my account. As far as I know, it wasn't even an option, unless he wanted to spend his level 1 feat on it.
b - Monk or Fighter taking Ritual Caster or Martial Practices? There are great ones for both and some really good Martial Practices to help round out Archetypes (regardless of class, you can make an incredible Ranger with Martial Practices, Nature, Perception, and/or Stealth)
Nope, none of these, either. They both felt kinda overwhelmed with the amount of feats. The Monk took Crashing Tempest Style since she's wielding a club in one hand (it's reflavored as a hammer, and it's the same hammer she used when she was imprisoned and working hard labor). The Fighter multi-classed into Paladin.
c - What are the respective Skills (or more specifically, who is covering Thievery, Nature, History, Streetwise)?
Nobody has Nature, History, or Streetwise.
Monk: Bluff, Insight, Stealth, Thievery.
Warpriest: Arcana, Diplomacy, Heal, Religion.
Fighter: Athletics, Endurance, Heal, Intimidate.
The Warpriest did almost take History, but decided to take Arcana when I told him it'd likely come up more often (though I did say that both will be useful). He mentioned maybe taking it later, but the others didn't mention other skills.
d - Anyone planning on dedicating feats or Utilities to Skill Powers for Skill Challenges (that would be a good idea if you're planning on running a lot of them). There are tons of great Skill Powers and Utility Powers to further Skill Challenge resolution.
I don't think they know yet. I certainly don't. I think they plan to wing it as they go along, though the Monk is looking forward to the power that lets her lessen / ignore harsh terrain and walk on water for a turn (I think; that's what she told the group, but I didn't check the power, as we were just making characters).
I did tell them that skills will be important, and that I like using them. So, after one or two sessions, I might have a better feel for where they're going, or how they'd like to advance.
Anyways, thanks for the feedback. I'm looking forward to seeing that companion character, and hearing your thoughts on the other bits you asked about. You're all so helpful
