So I've heard great things about "the Rising Knight" (AKA
knight.pdf), and "Lion in the Ropes". Both seem relatively fun, but I'm leaning toward Knight as it seems a little simpler.
Hackmaster had mentioned, among others, that adding player-controlled NPCs (essentially second PCs) would help to even things out. My players had mentioned (and may change their minds later...) wanting to play an archer-type (forgive the pun), and a warlord-type respectively. I was thinking I'd throw in a young Cleric boy –– about 1st-late 1st level –– as essentially a healbot, and the module actually has a few others available including a young wizard that "wants to spread his wings and get outta this town" and would probably compliment the party nicely.
If I add these two to my party I'll essentially have two 1st-level PCs––essentially tank and damage––and a 1st-level cleric and 1st-level wizard. Now the module says it was designed for 4-6 1st level adventurers, which leads me to believe that I should be set with this party, right?
I'm also hoping to get a feel of timing from people who've played this module before, or really anyone who's got more experience than I... Looks like a few random encounters are possible, and then what seems to be about 13 encounters. The players I've invited have been selected for their ability to cut the BS and take their turn when the DM (CK) demands it, but on the other hand, they like to RP when possible as well.
Recap:
"Knight" as a module––opinions?
Four 1st level adventurers––2 for each player––should be able to take this, right?
Should I split this into two sessions?