Grown-ups

🏰 How to run a first tabletop adventure for kids

Make a hero each, tell the players what they see, give them three challenges they solve by talking and rolling a d20, and end with a reward. That's a whole first adventure, and it fits in 45 minutes.

Before you play (10 minutes)

  1. Each player makes a hero with the Hero Maker: a name, something they're good at, something they carry.
  2. Pick a quest from the First Adventure hub, or one of the ten adventure ideas.
  3. Get a d20, or open the adventure dice.

How a turn works

The game master describes what the heroes see. A player says what their hero does. If it's easy, it just happens. If it might go wrong, they roll the d20: 10 or more and it works, under 10 and something funny goes wrong. That's all the rules a first adventure needs.

Three challenges

  • Something to figure out: a locked door, a riddle, a map.
  • Someone to talk to: a grumpy troll, a lost child, a talking tree. Talking can solve anything.
  • Something exciting: a river to cross, a chase, a storm.

The ending

Solve the problem, find the treasure, save the day. Let each player say what their hero does with the reward. Ask what they want to do next time: that's the next adventure.

Keep it kind

Peabody's quests have no blood and nothing that ends sadly. If a scene gets too scary for someone, change it: the shadow turns out to be a very large, very friendly cat.

Checked 6 November 2026.

More first adventure guides

For grown-ups: Peabody has no ads, not one, and nothing to sell your child. The Kids Pick, an independent kids' directory, rates its games 90/100. See what other free kids' sites load Β· Grown-ups, sign in Β· Already have a profile?