Three riddles for Gob the goblin

Read the question aloud without its answer. Use the three riddles in order, or use the picker to choose the next one; keep track so you don't repeat a riddle.

Random riddle

Draw one when the room is ready

What has hands but cannot clap? Answer for the adult: a clock. Hint: it tells you when cake is coming.

Gob's gate riddles

The first two riddles come from the original quest; the third is a suggested addition to complete the set.

  1. What has hands but cannot clap? Answer for the adult: a clock. Hint: it tells you when cake is coming.
  2. What gets wetter the more it dries? Answer for the adult: a towel. Hint: you might use it after washing your hands.
  3. What has keys but cannot open a door? Answer for the adult: a piano. Hint: its keys make music.

Dungeons and Dragons birthday party for beginners

Your child wants a dragon adventure, but you’ve never run a game. This party gives you a short story to read aloud: the guests solve a goblin’s riddles, cross a creek guarded by slime and ask a baby dragon to return a stolen crown. Each child picks a character, describes what they want to do and rolls a die when the outcome is uncertain.

Allow about two hours to prepare, and seat up to five players with one adult Dungeon Master, or DM—the person who describes the story and leads the turns. The example below puts a 60-minute quest inside a two-hour party. These are simplified birthday house rules, not the full D&D system. Tell experienced players that before handing out the cards.

Get the table ready

Use a kitchen or dining table with room for five character cards and the map. An adult DM sits at the head with the script and a timer. If another adult can help, ask them to serve snacks, find spare dice and look after anyone waiting for a turn. If you’re hosting alone, put the food out beforehand and pause the game while you serve it.

Supplies for five players

  • Prepare six character cards, one for each player and one spare, using the cards below. Each can fit on half a sheet of card stock.
  • Put out five pencils and one copy of the five rules.
  • Gather three d20 dice and two d6 dice. A d20 has 20 sides; a d6 is the familiar six-sided die. The quest uses the d20s, which players share. The d6s are spares for optional games and are not needed for these rules.
  • Set out 15 heart tokens, such as buttons or coins: three per player. Draw three boxes on each card too, so players can mark hearts in pencil if they prefer.
  • Draw one butcher-paper map with the Mossy Gate on the left, the Riddle Bridge over Goo Creek in the middle and Ember’s Hollow on the right. Add a cave mouth, nest and shiny junk to the hollow, then tape the map flat.
  • Put a dragon plush or paper token, a paper Sunstone Crown, the script and a timer beside the DM. Keep the wrapped party gift on the DM’s left for the dragon scene.
  • Pack five treasure pouches with three chocolate coins, gem stickers, one d20 and a completion scroll in each. Add any other agreed recipients before shopping.
  • Hide the treasure box under the DM’s chair and set up the snack table away from the map, in another room if you have space.

The five favor dice are separate from the three shared playing dice unless you intend to use them during the game. Count both before buying. You don’t need five additional warm-up dice; guests can pass one around.

Keep decorations around the cake or photo area so everyone can see the map. Our birthday party decorations guide has arrangements that leave room for guests and activities.

Use the page’s print control to keep the checklist, cards, script and blank notes together.

Party date: ____________________ Start and finish: ____________________

Players, including the birthday child: __________ Tables or sessions: __________

DM: ____________________ Food and waiting-activity helper: ____________________

What to prepareHave alreadyNeed to get or finish
Character cards, pencils and rules________________________________________
Playing dice and heart tokens________________________________________
Map, crown, dragon and gift prop________________________________________
Food, drinks and serving supplies________________________________________
Treasure pouches and favor dice________________________________________

Food arrangements to confirm with families: ______________________________

Agreed extra treasure recipients: ______________________________

Where finished cards and bags will wait for pickup: ______________________________

Five rules and six character cards

Print these five rules and read them before the first scene. Use 12 or higher, rather than “beat 12,” so a total of exactly 12 counts as a success.

  1. Say what your character does. You can ask a question, try an action or pass. Go around the table from the youngest player toward their left, then keep that order.
  2. Roll a d20 when the DM asks. Add +3 for one of the three skills on your card. Add +1 for anything else. The DM decides which skill fits before the roll.
  3. A total of 12 or higher succeeds. The DM can announce 15 for a harder optional challenge before someone rolls. Use 12 for the main quest so everyone knows the target.
  4. Start with three hearts. Five minutes of rest restores all three. A healer’s vial restores one heart, up to three.
  5. Nobody dies in this adventure. At zero hearts, a character is captured or stuck. A friend can use their next turn to rescue them without rolling; they return with one heart.

For the encounters below, use this suggested procedure: each successful action toward overcoming an opponent counts as one hit, whatever skill the player uses. A failed attempt against the slime or dragon costs the acting character one heart. Other missed rolls simply mean the action doesn’t work yet. No damage rolls or separate monster turns are needed.

Six cards to copy or cut out

The names, extra skills, backgrounds and starting items below are suggestions that complete the original six archetypes. Guests may rename their characters. All six use the same +1 bonus for anything outside their three listed skills.

CharacterBackgroundThree skills at +3Signature moveStarting item
Brave KnightYou promised to bring the village crown home.Sword, protecting friends, lifting heavy thingsDescribe how you protect a friend; roll using protecting friends when the action is uncertain.Wooden shield
Clever WizardYou study small spells and strange lights.Spells, reading symbols, solving magical puzzlesCast a light cantrip to illuminate something without rolling, or try a sleep bubble with a spell roll.Wand
Sneaky RogueYou like finding doors nobody else notices.Sneaking, opening locks, searching for hidden thingsTry a lock or a quiet approach with the matching skill.Lock picks
Kind HealerYou carry supplies for friends who need help.Potions, comforting creatures, finding useful plantsUse one of two healing vials per quest to restore one heart to a friend without rolling.Two healing vials
Sharp-Eye RangerYou travel with a pet wolf named Biscuit.Arrows, tracking, spotting distant thingsDescribe how Biscuit helps you follow a trail or distract a creature, then roll the matching skill.Bow and arrows
Loud BardYou collect songs for every occasion.Songs, telling stories, making friendsAfter your performance turn, each player may add +1 to their next roll. Bonuses do not stack.Small lute

Write this beneath each card:

Player: ____________________ Character name: ____________________

Hearts: □ □ □ · Everything else: +1

My character’s picture or colors: ______________________________

A signature move uses the player’s turn unless it says otherwise. The wizard’s sleep bubble or the ranger’s distraction can count as a hit when the roll succeeds; nobody needs to choose a sword attack. Biscuit doesn’t take a separate turn.

Let early arrivals color their card borders. A child who isn’t ready to choose can hold the spare card, listen to the gate scene and join later. Their treasure stays with everyone else’s.

If guests want to explore the full game afterward, keep the publisher’s D&D Basic Rules link with your notes. You don’t need that ruleset to run this birthday version.

Run the three-scene quest

The Sunstone Crown belongs on the village feast table. Ember, a baby dragon, took it because it glows like a birthday candle. The guests’ job is to bring it back before the feast.

Read the quoted lines aloud. Keep the other instructions beside you. When a player stalls, use the original cue: “Describe it, then roll the shiny die.” Ask what they want to try before deciding whether a roll is needed.

Scene 1: Gob at the Mossy Gate — 10 minutes

“You tied your ponies at the Mossy Gate—the goblin already sees you. ‘I’m Gob,’ he says. ‘The Sunstone Crown went past here with a baby dragon. Answer my three riddles and I’ll show you the way.’”

Use the three riddles in the printable pack above. Read each question without revealing its answer, give everyone a chance to think and let the table agree on an answer. They solve the riddles as a group; no die roll is needed.

Three correct answers open the gate. On a miss, offer the printed hint and another guess. If the group is still stuck, Gob accepts one pretend snack from a character’s imaginary provisions as the toll. Count that riddle as settled and move on; don’t take anyone’s real food.

“‘Very well!’ says Gob. ‘Follow the creek to the bridge. And watch out for the slime—it thinks those stepping stones belong to it.’”

Move the group token toward the bridge. If everyone is talking at once, ask one player to give the group’s answer, then let someone else answer the next riddle.

Scene 2: Slime at the Riddle Bridge — 15 minutes

“Goo Creek bubbles below the bridge. A grumpy slime has spread itself across the stepping stones. ‘My stones,’ it gurgles. ‘Find your own way!’ What would you like to do?”

Go around in the agreed turn order. Each guest describes one action, then rolls a d20 and adds the matching bonus. A total of 12 or higher works. A successful sword strike, sleep bubble, distraction or other useful action counts as one hit. After two group hits, the slime leaves the stones.

For example, a rogue might sneak around it, a bard might sing it toward another patch of creek and a healer might try to calm it. Let the children’s descriptions shape what you say next; they don’t have to guess one correct action.

On a failed attempt, the acting character loses one heart and the next player takes a turn. If the slime leaves before everyone has rolled, let the remaining guests describe how they help the group cross. They can roll for that small challenge, but a miss doesn’t bring the slime back.

“The slime slides away with a disappointed squelch. Across the creek, you can see a cave full of glittering things. Something inside gives a tiny smoky sneeze.”

If the rolls aren’t going the group’s way and the scene is running long, let a described distraction work so the story can continue. The next step is a 10-minute snack and rest break, which restores everyone’s hearts.

Scene 3: Ember’s Hollow — 15 minutes

“Ember sits in a nest of shiny junk. The Sunstone Crown glows beside her. ‘It looks like a birthday candle,’ she says. ‘I wanted a birthday too.’ Will you offer her a gift, invite her to the feast or try to take the crown back?”

Let the table choose between a fight and a kind approach.

If they fight: follow the same turn and heart rules as the slime scene. Ember gives up after three group hits. A hit can be a clever spell or distraction as well as an attack.

If they offer kindness: point to the wrapped party gift on your left. It represents a gift in the story; the real present stays with its intended recipient. Ask one volunteer to describe the offer and make a kindness check. Use a relevant +3 skill, such as comforting creatures or making friends, or the usual +1. A total of 12 or higher persuades Ember.

On a missed kindness roll, Ember asks, “Could I come to the feast too?” Let the guests answer and agree how they’ll include her. Accept that promise and return the crown. A missed roll gives them another thing to do, rather than ending the party with a failed quest.

Read the ending for either route:

“Ember lifts the Sunstone Crown and flies it back to the village. ‘I’ll bring it home,’ she says. ‘Save me a place by the cake!’ The village cheers. The crown is back, and the feast can begin.”

Let the table vote on inviting Ember to the cake. Both endings count as a win.

An example two-hour party schedule

This is an illustrative 2:00–4:00 party. The quest runs 2:15–3:15: 60 minutes, including rules, transitions and the snack break. Adjust the start time to your invitation rather than treating these clock times as a requirement.

  1. 2:00–2:15 · Welcome guests — 15 minutes. Choose characters and color card borders. If you want a warm-up, pass a d20 around for one roll each; the highest roll gets the dragon token beside their card, with ties shared. Keep the warm-up within five minutes. A short birthday party game is another arrival option.
  2. 2:15–2:20 · Explain the rules — 5 minutes. Show one example roll, give each player three hearts and announce turn order. Start your 55-minute reminder timer after explaining the rules; it will ring at 3:15.
  3. 2:20–2:30 · Meet Gob — 10 minutes. Solve the gate riddles together.
  4. 2:30–2:45 · Cross Goo Creek — 15 minutes. Give each child a turn and finish the slime encounter.
  5. 2:45–2:55 · Stop for snacks — 10 minutes. Eat away from the map. Restore hearts and check how much time remains.
  6. 2:55–3:00 · Return to the table — 5 minutes. Clear hands and cups, gather the dice and describe the path to Ember’s cave.
  7. 3:00–3:15 · Meet Ember — 15 minutes. Offer the fight or kindness choice and bring the crown home. The timer is a reminder to finish, not a reason to start another full encounter.
  8. 3:15–3:35 · Cake and treasure — 20 minutes. Reveal the crown, sing, serve cake and give everyone their pouch.
  9. 3:35–3:50 · Optional activity — 15 minutes. Try the egg hunt below, finish character drawings or take a group photo. You can also leave this time for food if serving takes longer.
  10. 3:50–4:00 · Get ready for pickup — 10 minutes. Gather cards, pouches and belongings, then greet parents.

These intervals total 120 minutes. If cake needs to start earlier, shorten discussion and the return-to-table transition. At the snack break, decide how you’ll reach Ember and finish the story; don’t wait for the timer to discover that the dragon scene hasn’t begun.

If plates aren’t ready, use a brief round from games to play while waiting for food during the break. Stop between turns when the food arrives.

Food and activities around the quest

Choose the food to suit the party time before adding fantasy names. If the invitation overlaps lunch or dinner, include a familiar main dish; party food ideas can help you decide what to serve. Confirm food requirements with families before buying snacks and chocolate favors.

A tavern snack board and potion drinks

Serve popcorn as “golden nuggets” and pretzel rods as “wizard staffs,” if those foods suit your guests. Put out bowls at the separate snack table during the break. Watermelon can become “flame fruit,” and overlapping cucumber slices can become “dragon scales”; the dragon party food guide has more familiar dishes with dragon names.

A suggested potion drink is lemon-lime soda with a spoon of popping candy added to watch it fizz. Keep this optional, have an adult pour at the snack table and offer ordinary drinks too. Leave the cups there when guests return to the dice.

A sign reading “Village Feast” and a few matching labels may be enough decoration. The themed snack table guide shows how to arrange the food and backdrop without crowding the playing table.

Wizard hats and character drawings

For an optional craft, guests can roll and tape card-stock cones, add star stickers and attach a ribbon chin strap. Have card stock, tape, stickers and ribbon ready, and let guests make hats before the quest if you want them in an early group photo. Card coloring is the simpler option if you don’t want a separate craft table.

Characters, decorated pouches and drawings can go home with guests. See activities that double as take-home favors if you’d like the project to replace extra purchases. You don’t need both a hat-making station and another craft.

A dragon egg hunt after the story

If you have a suitable outdoor space, hide 12 plastic eggs, each holding a chocolate coin or a bonus riddle token. Run this after the quest. Guests can bring tokens back to the table for a bonus riddle from Gob; decide the small reward before starting, such as a shared extra sticker choice.

Let the group search together, then count all 12 eggs back in. Skip the hunt if guests want to keep drawing or the party needs more time for cake.

For other activities that can carry a theme, browse kids party themes with activities. If your child would prefer making something instead of playing a story, the tie-dye birthday party plan is a different option with its own preparation and take-home instructions. For a celebration centered on much younger children, compare the bubble birthday party for toddlers rather than expecting them to follow this full quest.

Finish with cake and treasure

When Ember returns the crown, reveal your prepared cake topper or set the crown beside the cake. Sing to the birthday child and serve the slices. Then open the hidden loot box and read:

“The village thanks you for bringing the Sunstone Crown home. There’s treasure for every adventurer!”

Hand each participant a cloth pouch containing three chocolate coins, gem stickers, one d20 and a scroll reading “You cleared Ember’s Hollow.” Adjust the food item to arrangements you’ve confirmed with families. Keep a pouch for a guest who watched instead of playing.

Treat this as the planned birthday party favor; another goodie bag isn’t needed. Decide whether siblings will receive favors before packing, and count approved extra recipients once. Five pouches cover five players only if that count includes everyone you intend to reward, including the birthday child if applicable.

Give guests their character cards too. Return heart tokens to the jar between scenes, restoring each player’s three-heart supply after a qualifying rest. At the end, gather the playing dice, roll up the map and let the birthday child keep it for another adventure.

Questions about running your first quest

Can I run this party if I’ve never played D&D?

Yes. Read the script beforehand, keep the five rules beside you and use the simplified procedures on this page. You describe the scene, ask what a child wants to do and call for a roll when the outcome is uncertain. You don’t need to memorize the full game. Printing or copying the cards and preparing the supplies still takes work.

How long should the quest take?

The example allows 60 minutes: 10 minutes for riddles, 15 for the slime, 15 for Ember, 10 for snacks and 10 for rules and transitions. Those are hosting allowances, not a guarantee for every group. If children would prefer a shorter version, have Gob explain that Ember has left the crown at the bridge; return it after the slime scene and continue to cake. This changes the ending while keeping the quest complete.

What if guests argue about whose turn comes next?

Before starting, point out the youngest player’s seat and show the direction toward their left. Follow that same order for every round. Ask the current player what they want to do before inviting suggestions from the group. Someone may pass without losing their place in the next round.

Do we need a starter box or official rulebooks?

This birthday version uses the printed script, cards and house rules on the page. A starter box or official rulebook isn’t required. You’ll need access to the listed supplies, including d20 dice, whether you already own them, borrow them or buy them. The d6s in the preparation list are optional spares rather than quest requirements.

How many children can play at one table?

Use up to five players per adult DM for this plan. Count the birthday child as a player. Six character cards give five players a choice and leave a spare; they don’t mean six simultaneous seats. For six or more players, arrange another table with another adult DM, or separate sessions with an adult-led craft or other activity for the waiting group. The two-hour example covers one table and one quest, so don’t assume two full shifts will fit unchanged.

What should I tell guests who already play D&D?

Explain before they choose characters that this is a short birthday adventure using the house rules on this page. Invite experienced guests to help explain a turn, but keep the same cards and turn order for everyone. Save discussions about their usual campaign rules for after the quest.

What if a child wants to watch first?

Offer the spare card without requiring an immediate decision. They can listen to the gate encounter, help solve a riddle or look after the map token, then join at the next scene if there’s a player seat available. Keep their treasure pouch with the others so watching doesn’t exclude them from the ending.

How do I finish if cake time is approaching?

Check the clock at the snack break. Shorten the journey description and move to Ember with the fight or kindness choice. If rolls or discussion are taking too long, let Ember ask to join the feast and accept the children’s invitation as the ending. Bring the crown home before cake, then leave optional crafts and the egg hunt for afterward.

Printable planning help

Run the One-Shot Quest

Keep the quest, character choices, supplies and party timing together in your party notes.