Recommend good modules for a low-level, 3-PC party

I'm soon going to be DMing a campaign for 3 players, starting at 1st level. I'm looking for some recommendations for good modules for a party that size. I'm running 3.5, but modules from any edition are fine, I have no problems doing the conversions. I'd love to use some classic D&D/AD&D modules if possible.
 

log in or register to remove this ad

I really like the original Freeport trilogy. It's a great mix of combat, investigation, and role-playing. Freeport is also slightly lower-power than standard D&D so it would work great with a smaller party.
 

What classes will the PCs be?

A party of Cleric, Wizard, Druid is quite different from a party of Rogue, Bard, Ranger.

Cheers, -- N
 

Fifth Element said:
I'd love to use some classic D&D/AD&D modules if possible.
Most of the classic modules assume a larger party (often a *much* larger party), so you'd need to either adjust for a small party or add NPC followers. (If it were me, I'd add NPC followers.)

I'm currently running B4 and having a blast with it. Because of the various factions in the pyramid, it's easy to incorporate NPC allies.
B1 can be fun, and by its very nature it would be easy to adjust. (I have an adventure log for this, too, but haven't kept up with it.)
T1 is another classic, although it's very tough for a small group (it seems to assume the PCs will be supplemented by various NPCs placed in the village for that purpose).
U1 was fun, too.
 

I'm running a small group through the DCC series right now.

We started with DCC35A, then DCC29/1 and now DCC28

All are a lot of fun, and low level. The trick with 3 PCs is to keep the EL a point lower than you would normally, or give them Gestalt characters and crank the EL a point higher than normal (or even 2 points sometimes)
 

Nifft said:
What classes will the PCs be?

A party of Cleric, Wizard, Druid is quite different from a party of Rogue, Bard, Ranger.
Indeed. No character creation yet, which is why I'm looking to have a variety of possible adventures, and decide which to use when the party comes together.
 

Philotomy Jurament said:
Most of the classic modules assume a larger party (often a *much* larger party), so you'd need to either adjust for a small party or add NPC followers. (If it were me, I'd add NPC followers.)
I really want to avoid adding NPCs if at all possible, so I'll be adjusting things to take into account the smaller party size. That's why I'm looking for adventures that don't rely on the PCs cutting their way through waves of opponents.

Philotomy Jurament said:
U1 was fun, too.
I was thinking about the U series, actually. Any comment on how difficult it would be to run for a small party?
 

Fifth Element said:
I was thinking about the U series, actually. Any comment on how difficult it would be to run for a small party?
It's been a while since I've run it, but I think U1 would work pretty well. It lends itself to a cautious, sneaky approach (vs. a "bull our way through" approach), and I don't remember the encounters being "lots of enemies with lots of possible reinforcements." The later modules in the series have more fighting, though, if I remember correctly.

[sblock]I always liked the elements in U1: "haunted house," pirates, sea caves, pirate ship, secret signals, the illusionist bad guy, et cetera.[/sblock]
 

Hmmm, don't have a lot of advice, but on the topic: anyone have ideas for a party of a beguiler, rogue, and dragon shaman? So far I've run two sessions I worked up myself with "There is No Honor" in the back of my mind, but I could use some ideas for 2nd level on up...
 

Remove ads

Top