Small Group C&C

As mentioned before, bring along henchmen, hirelings or NPCs.

Specifically, if neither of the two PCs are healers, have a local young cleric offer to join them. Perhaps the lad was just caught up in some scandal involving the baker's daughter and now needs to get out of town for a bit, or he just broke the abbot's favorite chalice, got wine on his favorite robe and spilled holy water all over the mayor...
 

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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?
 

The lighter character creation system of Castles and Crusades suggests (to me) that players should be easily able to maintain two characters apiece. That also allows for the odd casualty without seriously disrupting the flow of the game (as it turns into a one on one game otherwise).

There are C&C modules. I am a bit concerned, reading through them, that they do not vary the allocation of Prime statistics enough. But maybe that isn't a big issue in play?
 

I've been running a game with 2 players (a dwarven fighter and a human thief) and an NPC cleric/magic-user who is loyal to them. They've also gained the services of two mercenary fighters recently.

You might want to have an NPC or two tag along with them. As Hackmaster noted, healers are always good companions for adventurers.
 

There are C&C modules. I am a bit concerned, reading through them, that they do not vary the allocation of Prime statistics enough. But maybe that isn't a big issue in play?
Definitely not too concerned about them being able to handle multiple characters. These guys are experienced with this system, and our other campaign has us in control of multiple entities (pack of dogs, hirelings, mercs) outside of ourselves regularly, which leads me to believe that this is a smart play.
Wondering what you mean by not enough variation in allocation of primes? Can you elaborate on that concern? Are you referring to the "Knight" specifically?

You might want to have an NPC or two tag along with them. As Hackmaster noted, healers are always good companions for adventurers.
Definitely, cperkins. :) As I mentioned in my last post, I'm putting additional NPCs into the roster with my players, one of which will likely be a cleric as Hackmaster had suggested. What I was wondering was whether you had any opinions on whether that would be sufficient or if I should try any other strategies to even the playing field for this small party?
 

Wondering what you mean by not enough variation in allocation of primes? Can you elaborate on that concern? Are you referring to the "Knight" specifically?
I mean the creatures in the modules. A lot of them are just "physical primes only". This makes a lot of creatures extremely vulnerable to a clever mage. Of course, the modules that I have read are typically up to around 7th level where this is less of a concern.

But if I were to run it, the odd enemy would have an unexpected Charisma or Wisdom Prime (instead of all physical primes).
 


Oh, gotcha! Perhaps a little modification is in order.

Precisely. i largely follow their recommended attributes, but like Votan points out, that gives a smart spell caster a bit of an edge, so definitely throw them some odd ball variation.

Which is one big reason why I like adapting monsters from 3E. They are more like a template from which I build the monster I want to use. So most of my orcs will be very similar, but the ones I want to "spice up" I do so, usually using 3E as a template. Even if you don't own 3E you can go on line to their free SRD and use those monsters.

So like I mention in another C&C thread on here, C&C is a very basic "vanilla" kind of system, and we are free to spice it up to be exactly what we want. So by all means, add the spices you like, make it be precisely the game you want.
 
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Another option is to offer healing potions instead of an NPC cleric. I find that such NPCs are often forgotten about in the run of play and so might as well not be there. Perhaps there is an herbalist in town who can brew these potions. I have run both Rising Knight and Lion on the Ropes and they are both nice adventures. Lion might actually be better for fewer players, but is certainly more complicated. Knight is a classic.
 

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