DCC, much like OD&D, is all about the followers. Four 1st level characters is pretty light, so I'd let them have at least 2, but probably 3-4 0-level followers for each 1st level. If you were really trying to run your players through a DCC module with 4 level 1s, and your players don't absolutely hate you, I'm shocked.
I let my 5 players play 4 0-levels each through PutS, and two players had two chars survive, the other three only had one each. So the attrition rate can be pretty high. The step up in power (and, probably what's most relevant, AC) from 0 to 1 isn't so great that you'll be able to survive an adventure - ANY adventure - on such a small fraction of the recommended size.
Don't play it like a 3rd or 4th edition game, heh.
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.