adventures for 3 players [Archive] - Wizards Community

Post/Author/DateTimePost
EternalSeeker

08-17-05, 01:33 AM
i'm about to start a new adventure in the city of salt marsh from the DMG II. Only my players have been nocked down to 3 form 5 due to moves and work, and the 3 characters that are playing are going to be a human Monk, Rouge race undetermined, and one thinks he's going to play a druid.

I've chosen to set salt marsh in FR near Lizard marsh in the sword coast by making a slight change to the map soit fits in nice. I'm not having the Demon cult in salt marsh atleast not for the time being .

Anyways with their limited size and that i'm not going to have a DMNPC helping them i've hit a wall on what to do more over because this is the first time i've dm'd them without them being in dungeon crawl mode with 2 tanks a clr, wiz, and a rouge.

Any ideas would be great thanks in advance
Thesen

08-17-05, 07:43 AM
Well, here are my suggestions:

1.) Add an NPC fighter.
------I know you said no NPCs, but let me tell you how I ran mine. We have a group of six, though three weren't here for our 1st few games, so I gave them my fighter. They rolled for him and chose his attacks. All I did was describe his actions in RPing situations and talk for him. Needless to say, although not a boring character, my tank didn't say too much. He was passionate in battle and his beliefs, so he wasn't dull and he never "stole" the moment from the other player's. A caster class or rogue kinda' sucks as an NPC because they end up using their skills where the party really needs them and end up taking away from the PCs sense of usefulness, but a fighter can simply bash things with steel when he needs to.

2.) Adjust the CRs for things they fight.
------Instead of putting them up against 3 CR 1/3 creatures, put them up against two. Or make the monsters a bit weaker. You'll find at higher lvs(5th+) it will be easier to adjust encounters to fit them.

3.) Give them an advantage.
------I don't know how you run your campaign, but I usually don't hand out Magical Weapons until 4th lvl or higher. Have them get lucky and find an item earlier on. Maybe lvl 2 or so.

4.) Make the druid's pet a bit tougher.
------If one PC makes a druid as you said, adjust the stats a bit to make the creature more like a player. And don't forget to have the animal get some cool gear throughout the adventures. Maybe the druid can go on specific quests to get these items of enhancement.

*edit
5.) Introduce a new NPC appropiate for each adventure or set of goals.
------Once again...I know you said NO NPCS, but I couldn't contain myself! Have a ranger guide them through some dangerous forest, or a rogue lead them to a hidden catacomb. You can make a young soldier be sent with them as a liason for something the captain of the guard wishes. A wizard's apprentice could go with them to ensure they get the correct spell components they were hired for.
That's all I can give you without knowing what kind of campaign you're running. Hope I helped...
Lord Ian Stark

08-17-05, 08:04 AM
Those 3 players will do fine by themselves. Just minus one from the average CR that they fight and all will be fine. they knew it's just those three so don't DMPC IMO. That takes away from DMing from what I've experienced.
Morka

08-17-05, 08:07 AM
Another funny idea, IF they need a tank: put a Bodyguard Guild in the city. There might be any kind of warrior type (BAR, FIG, PAL, RAN). Quickly build 4-5 1st level NPC warriors, and they will have to hire one of them.
Cantankerous

08-17-05, 08:14 AM
I am of the STRONGLY considered opinion that a DMPC is a generally bad idea. Listed to ian. Just cut down a bit on the CRs you'd normally throw at them and if THEY, in character, want to go looking for a fourth or even more NPC hirelings, go right ahead... remembering that the more experienced and thus useful an NPC is, the less likely he is (or she is) to be taking risks for someone else without a STRONG IC reason to do so.

Another big point to remember is to keep any DM info OUT of the NPC's hands. Having a walking info booth or other type of deux ex machina character is a great way to kill a campaign in the offing.


Isshia
EternalSeeker

08-17-05, 11:37 AM
thanks for the advise.

I think I'm going to add a Bodyguard guild in just incase they want to use it. Also it could be a great toolif they want to join or someother things.

If anyone has any ideas for a swamp adventure that'd be great.