I'm running an Out of the Abyss campaign for my wife and three friends. They've escaped the drow and traveled and experienced the events of Sloobloodop, and are making their way to Gracklstugh. They're currently traversing the Silken Paths with the goblin NPCs there. They just hit level 4, and I'm not sure if I'm giving them too much XP? I've calculated the distance and rolled encounters for the days as they go both in the Silken Paths and out of it, but I'm worrying that it'll end up being too much XP, and they'll end up over leveled for the coming battles.
Another question, how do you handle the NPCs that are accompanying them? The first few fights, I was controlling all of them, and it ended up being very tedious for me and boring for the players, waiting for their turn, which ended up taking them out of the narrative feeling of the battles. The following time, I had them controlling an NPC or two each (a few died) and they managed to easily steamroll the encounters I had created. Where is the happy medium for all of this?
For handling the goblin NPCs, I'd suggest just leaving them out of most combats and only have them step in to maybe save a player from completely falling to their death. They are not there to fight. They are just guides.
As for over leveling, I wouldn't worry as much about it. The level grind really starts to show up in those middle levels and your group may have an easier time now, but the adventure will catch up with them soon enough.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
What about the other NPCs? Ront, Jimjar, Sarith, etc.? The players have character sheets and motivations for the NPCs that they've chosen to RP as, but should I avoid having them in combat?
Also, when is a good time to give them their first magic items? Should I wait until they fight a dragon or something, or give them something before? They're going to be going through the Lost Tomb soon, as well, before getting to Gracklstugh.
I see no harm in letting the players managing one NPC each, even if only in combat.
For magic items, I would stick with what the book tells you unless they desperate. In the case, according to the level, you can let them find few magic items with a given rarity.
What I'd do is have the NPCs mostly stick to the sides of the fight. For a given fight, you could select one or two NPCs to join in. Don't be afraid to have NPCs die, either, as that sets up how the players should be feeling for the first half of the campaign.
I am two sessions into this adventure. The party is currently on the Dark Lake about one day from Sloobloodop. I plan to have them level them up (to level two) at the start of then next session. The book gives vague guidelines. The heroes should be level 7 when they escape the Underdark, and they should be level 15 when fighting Demogorgon in the final chapter. Level four sounds okay.
I like running NPCs, especially these as they all have alternative motives from the party. Try and hint at the traits of the different NPCs during combat, ie Ront might not attack unless threatened himself. Eldeth will be brave. The twins might only work together and only defend each other. Shuuswar will only preach peace. The party is travelling with the insane Derendil, he could betray his murderous rage during combat.
As far as magic items. IMHO this adventure is a little light on magic. However, this adventure the party starts with nothing so finding a rusty dagger is a big deal.
Seriously much MUCH easier to run the NPCs this way. Assign one or two to each player and this will make your life easier. Also don't be afraid to kill off or retire certain NPC's. I had Shuusharr stay in Sluplodoop, and Buppido left to do... things. Some of the others may die "heroically" saving the players.
Also, the above seems to go with a DM Guild product called Companions, but I found that I could use them without it just fine (though I am rather intrigued by the concept).
I'm running an Out of the Abyss campaign for my wife and three friends. They've escaped the drow and traveled and experienced the events of Sloobloodop, and are making their way to Gracklstugh. They're currently traversing the Silken Paths with the goblin NPCs there. They just hit level 4, and I'm not sure if I'm giving them too much XP? I've calculated the distance and rolled encounters for the days as they go both in the Silken Paths and out of it, but I'm worrying that it'll end up being too much XP, and they'll end up over leveled for the coming battles.
Another question, how do you handle the NPCs that are accompanying them? The first few fights, I was controlling all of them, and it ended up being very tedious for me and boring for the players, waiting for their turn, which ended up taking them out of the narrative feeling of the battles. The following time, I had them controlling an NPC or two each (a few died) and they managed to easily steamroll the encounters I had created. Where is the happy medium for all of this?
For handling the goblin NPCs, I'd suggest just leaving them out of most combats and only have them step in to maybe save a player from completely falling to their death. They are not there to fight. They are just guides.
As for over leveling, I wouldn't worry as much about it. The level grind really starts to show up in those middle levels and your group may have an easier time now, but the adventure will catch up with them soon enough.
What about the other NPCs? Ront, Jimjar, Sarith, etc.? The players have character sheets and motivations for the NPCs that they've chosen to RP as, but should I avoid having them in combat?
Also, when is a good time to give them their first magic items? Should I wait until they fight a dragon or something, or give them something before? They're going to be going through the Lost Tomb soon, as well, before getting to Gracklstugh.
I see no harm in letting the players managing one NPC each, even if only in combat.
For magic items, I would stick with what the book tells you unless they desperate. In the case, according to the level, you can let them find few magic items with a given rarity.
What I'd do is have the NPCs mostly stick to the sides of the fight. For a given fight, you could select one or two NPCs to join in. Don't be afraid to have NPCs die, either, as that sets up how the players should be feeling for the first half of the campaign.
I am two sessions into this adventure. The party is currently on the Dark Lake about one day from Sloobloodop. I plan to have them level them up (to level two) at the start of then next session. The book gives vague guidelines. The heroes should be level 7 when they escape the Underdark, and they should be level 15 when fighting Demogorgon in the final chapter. Level four sounds okay.
I like running NPCs, especially these as they all have alternative motives from the party. Try and hint at the traits of the different NPCs during combat, ie Ront might not attack unless threatened himself. Eldeth will be brave. The twins might only work together and only defend each other. Shuuswar will only preach peace. The party is travelling with the insane Derendil, he could betray his murderous rage during combat.
As far as magic items. IMHO this adventure is a little light on magic. However, this adventure the party starts with nothing so finding a rusty dagger is a big deal.
cheers,
Jocanuck
Wait, did they retrieve their starting gear from the drow prison before they left? Because if they didn't, they are going to have a bad time.
The level seems appropriate for the place that they are in.
But, try this for the NPCs.
https://drive.google.com/file/d/0Bwir5V4Ifx5dZ3p6N2FrTGpnSVE/view
Seriously much MUCH easier to run the NPCs this way. Assign one or two to each player and this will make your life easier. Also don't be afraid to kill off or retire certain NPC's. I had Shuusharr stay in Sluplodoop, and Buppido left to do... things. Some of the others may die "heroically" saving the players.
Also, the above seems to go with a DM Guild product called Companions, but I found that I could use them without it just fine (though I am rather intrigued by the concept).
Thanks! I really like this idea for the companions, it makes it a lot simpler to handle.