Alright, so I ran my friends through my first dungeon! Attached is a screenshot of the dungeon before they went in (Well, after- I reset everything except the Fog of War). Also, all the text (except the sleeping dogs one) and the squares with [T] & [S] weren't visible to them, so they wouldn't know where the traps were.
There was 3 of them and I threw in an NPC, just because I had tested it with 4 characters myself. They all got very... average rolls, some even rolled with a total modifier in the negatives and I let them reroll until it at least evened out.
We had a Dwarf Fighter, Elf Cleric, Halfling Magic-User/Thief (completely blew over my head they couldn't be Magic-Users), and I NPC'd a Human Thief.
So, I'll take you through what happened briefly. I want advice on what I did, could do better, and overall dungeon design, and I want it to be critical, not sugar-coated. I'm used to 3.5 handing me many conventions to make adventures (Diplomatic skills, Athletic Skills, Information Skills, etc...) so this was just a dry dungeon crawl I felt. But, it was meant to teach mechanics, so I guess I hit that objective.
So, first, story: The party was got in a rockslide, taken in by local church, healed by clerics of the deity Taj, and asked the retrieve the stolen idol of Taj from the kobolds.
Room 1: So, starting at the top, they went down into the room with the two kobolds. They rolled favorable on the reaction, so I had the kobolds nicely threaten them and told them if they left now they would live. Dwarf didn't like that, and they killed the kobolds without causality. After they killed one the other ran into 3h and they shot him down before he could get away.
Room 2: They went to the left, where the Blood Rose was. All except the NPC saved versus the fragrance, and he wandered right into it, taking 2 damage and being left with 1hp. The others ran in and tried to help, but he died the next turn. A couple lucky misses from the bush and they were able to vanquish it with nothing more than the NPC dead. They looted him, and didn't bother to search the bush (there was a religious item that belonged to the kobolds in there that had been missing).
Room 3: They first went down from Room 1 to 3h and saw room 3 had two more doors. Deciding they wanted to explore all the singular option first, they went back and into 4h. The elf stopped right before the trap and decided to give it a look. He also took out his mirror and held it up around the corner to see if there was anything to be afraid of before searching for the trap. Well, he failed, and the halfling decided to just run ahead, fell in the pit trap, and managed to take 1 damage from the fall. Rope that they had bought proved useful in getting him out and they continued into room 4.
Room 4: A favorable reaction roll (after loudly knocking and announcing their arrival...) found the kobold priest in the corner, asking what they wanted. He regaled them with the tale of the goblin priest convincing his way into the kobolds and taking the priests spot by the kobold leader's side. This left a sour taste in the kobold priest's mouth, and he asked them to go kill the goblin, as well as any other kobolds that got into their way (he cared little for heretics now following the goblin and his deity). He also told them, if they promised to leave them alone he'd give them the magic ite prized by his leader. They agreed, and he opened up 4s for the with the chest. I rolled on the table and they got a +1 longsword, which no one used (the dwarf insisted on using his axe). So they put it away and continued back into room 3, tried to enter room 6 and then 5h. In front of room 6 is a trap that locked the door. Failed pick lock check, and they went back to 4 to get a key from the priest. But first...
Room 5: Upon getting to room 5, they saw a sign in 5h that said "Let Sleeping Dogs Lie". Well, this meant there were sleeping dogs in room 5, and that the thief needed to move silently to the chest if they wanted it. The thief failed, fled, and the elf also fled to room 3. The fighter stayed here, fighting the dogs one by one in the hallway, slowly being taken down hit point by hit point (he got some VERY lucky damage rolls against him). Meanwhile...
Room 6: The elf and halfling tried to enter room 6. They used the key, and the halfling snuck in and hid successfully. The elf was seen and tried to battle the kobolds at the choke point of the doorway. He eventually ran out (backed out) and closed the door and tried to hold it shut. The halfling snuck around the commotion into room 7.
Room 7: At this point, the halfling opens the door to room 7 and sees the Goblin and a bunch of dead kobolds. The elf is trying to barricade himself against the door, and the fighter has only downed one of the dogs. Things aren't looking good. The fighter downs another dog, one left. The elf runs into 5h and closes the door, the kobolds after him spread out to find him. The goblin and halfling start to talk. The goblin SELLS the Idol of Taj to the halfling for 50gp and says he was only using the kobolds for his entertainment. One kobold stayed in 6, another went to 1, one opened 5h and one stood in 3. BAM! As soon as the kobold opened the door to 5h, the elf smashed him in the head and killed him. Argh! The dog bit and held onto the fighter, who now only had 2hp left. The fighter risked it, and went for a hit instead of a save to get away. Well, he missed, but then went again immediately because of his initiative and killed the last dog. BAM! The elf killed ANOTHER kobold! At this point, the halfling is hiding in 6 again, the goblin walks out, sees a kobold still alive, and attacks. Kobold kills the goblin, elf thinking it's safe comes in and sees the kobold. Then kills him. So, only kobolds left are the priest and the last one from room 6. The fighter loots the chest, gets some sweet potions and some gems, as well as a map to treasure. They leave, hear a kobold scream in pain, and see the priest killed the other one. They thank the priest, give him back the +1 longsword as a memento of their friendship, and leave with the idol.
So, that was that. I know it's a big post, but that is almost exactly how it happened. I WILL admit, I fudged a couple rolls early on to keep it going, but I won't say where since it doesn't matter at this point. I talked to one player since and he had this to say about it (Keep in mind, he has only ever played 3.5 before this):
I thought it was a good idea at first, I like the whole 4 person system- I like it but I don't like it. I like the thought of the thief and stuff, and fighter and cleric, but I don't think it goes deep enough, like I'd like to have sub-classes so I can get that aspect that I want. When (another player) got his Bugbear Crusader he got to be unique. Maybe I want to be a jester and do that, be a freaky thing. I think the simple way is a just a little too broad in general. That's why I like 3.5 because it has nice detail and you can create your guy anyway you want. Other than that it went fine. I liked that I could sneak around, but then I was hiding from the kobold and the goblin and I got spotted that they just kept fighting.
So yeah, give me advice on how to appease my players, make my stuff better, and handle certain things. By the way, some things that came up:
-The fighter wanting to try to sneak past the dogs in armor.
What I did: I told him he couldn't, especially not in armor. I actually afterwards read the post that was put up 2 days ago and I think I came to understand better after the session the power of the 1-n on a 1d6. However, and tell me if you agree, I would think that sometimes maybe a 1-n on a 1d8,10,12,20, etc, would also work. I mean, simple doesn't mean not switching it up, right? Maybe I think he has a 1 in 20 chance of sneaking. This isn't too out there, is it?
-A "sense motive" check.
What I did: I told them to try and discern my voice. I did a voice (shaky, somewhat scared) and asked him if he actually believed it. This is a problem in my 3.5 game where people would rather roll a die instead of actually having faith or fear in what others tell them
-"5 foot step" or leaving combat.
What I did: He wanted to move 5 feet backwards, and I know the rule of running away (Attack at a +2 with their back turned when they leave) but I also thought I read about you backing away at half speed, but the other person can still follow and attack? I let him back up and close the door, but gave the kobold one free attack. Let me know if I did this wrong or could handle it better!
Last note: I know I'm looking for a lot of mechanical rules in a system where the GM should be the one making judgement calls with the "metarules" of the game. I just want to get a good leg up from those with experience. Thanks!