a guide to D&D with young players

Make a dungeon adventure

Dungeons are great places for adventures

There are many reasons that dungeons are so important in this game. One of the big reasons is that the players can’t really escape. Make a quick dungeon: 

There are 4d4 rooms in your dungeon.

What shape is each room?

d6Shape
1rectangle
square
3circle
4triangle
5hexagon
6hallway

When the PCs enter a room, roll a d6 to see what they find.

d6Discovery
1Nothing
Common items (torches, swords, cups, papers)
3Treasure (d100 coins or d20  jewels)
4A trap (1. Lightning 2. Pit 3. Spikes 4. Crushing walls) — STR or DEX to dodge
5Strange magic (lights, sounds,smells, illusions, symbols, smoke)
6A monster

Add some spice to your adventure

Drama

You need a quest that gets your players interested in the adventure. Try one of these:

d6Quest
1Some people are trapped and need to be saved
There is a powerful magic item to find
3There is a hidden treasure
4There are terrible monsters threatening people
5A cult is trying to summon a horrible evil
6Someone has disappeared in a mysterious way 

Discovery

What do your players discover on their quest?

d6Clue
1Strange markings on stones or trees
A common magic item
3A goblin fleeing something tells the PCs “too scared. Must run!”
4D100 coins with strange markings on them
5Footprints 
6Strange lights in the distance

Danger

What terrible force is behind this Drama?

d6Big baddie
1An evil wizard
A mischievous witch 
3A wealthy, corrupt person
4Wicked royalty
5Someone possessed by an evil demon or spirit
6A monster

Who are the big baddie’s minions? 

These are the minions that will appear along the adventure. Usually, minions serve a big baddie that’s related to them in some way. For example, goblins will work for a hobgoblin or bugbear. Those are monsters in the goblin “family.” 

Kobolds worship dragons so they’ll either work for a dragon, a wyrm, or even a drake. 

Cultists work for cult leaders and wizards. 

Think of minor monsters who make sense working for your big baddie and then have the PCs encounter those minor monsters along the way. 

This is a good way to plant clues to the big baddie as well. After an encounter with goblins, the PCs could find a map to the hobgoblin’s lair. Or they might find a statue of a dragon in the kobolds’ den. Or perhaps they find arcane symbols carved into trees and rocks near the wizard’s tower.