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Quiz about A Hero From Commoners Part 1
Quiz about A Hero From Commoners Part 1

A Hero From Commoners: Part 1 Trivia Quiz


This quiz will take you through a typical adventure in Dungeons & Dragons, version 3.0. The choices you make will determine how well your adventurer does. Good luck and have fun!

A multiple-choice quiz by horoserp. Estimated time: 6 mins.
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Author
horoserp
Time
6 mins
Type
Multiple Choice
Quiz #
256,559
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
7 / 10
Plays
624
- -
Question 1 of 10
1. This adventure begins in your home village of Denicke. You are a member of the towns guard, a small band of men who patrol the village at night without the aid of weapons. While on duty, you notice a band of kobolds rushing the gate. You immediately sound the alarm and charge into the fight to defend your village. With only your bare hands, you attack the kobolds. Are you able to kill any of the kobolds?


Question 2 of 10
2. After successfully defending Denicke from the kobold raid, you are approached by the captain of the guards, Tordek. He states he noticed you brave efforts in the battle and was impressed. He offers you a choice of weapons as a reward, something that is very rare in Denicke. Knowing that you are more of a finesse fighter than a brute strength fighter, you want to choose a weapon that will fit your style. Which of the following weapons has the highest chance to land a critical hit? Hint


Question 3 of 10
3. Having chosen your weapon, you are then assigned by Tordek to find out where the band of kobolds came from, and ascertain if there are more in the area that cause a threat to Denicke. Which of the following feats will help most in finding out where the band of kobolds came from? Hint


Question 4 of 10
4. Even though you do not have the feat Track, a Ranger in your party does. After tracking the kobolds for half a day, you come across the entrance to a cave that you figure must lead underground. The kobold tracks continue on into the cave. At this point, you decide to try to stealthily enter the cave to get valuable recon. What two skills will aid you most in this endeavor? Hint


Question 5 of 10
5. You and your party enter the cave, using Move Silently and Hide to remain unnoticed. Unfortunately, one of your companions is unlucky enough to set off a trip wire, which sets off a ringing bell in the cave. What skills might have prevented this mishap from occurring? Hint


Question 6 of 10
6. The ringing bell stops, and less than a minute later, three kobolds come running at your party. One kobold charges you with his halfspear. What bonus and penalty does this kobold take because he charged you? Hint


Question 7 of 10
7. The kobold misses with his charge and you remain untouched. The other two kobolds attack other members of your party. After a round of exchanging blows in which no one hits, you decide to swing away at the kobold who attacked you with your new falchion. If the kobold has the standard stats from the System Reference Document or Monster Manual and you have a base attack bonus of +1 with no other bonuses, what is the minimum roll you need to make on a die 20 to hit the kobold? Hint


Question 8 of 10
8. You roll a 17 and slash the kobold in the chest! Wielding your falchion, is it possible to incapacitate the kobold in one hit?


Question 9 of 10
9. You land a hard blow, dealing 6 hit points of damage to the kobold, who only has 4 hit points. The kobold falls to the ground and is not moving. Is the kobold dead?


Question 10 of 10
10. After defeating the other two kobolds, your party decides to go back to Captain Tordek at Denicke and inform him of the kobold outpost your party found. You realize it is imperative to get back to Denicke as fast as possible, not only to alert the village, but for your safety as well. You decide to run back to your village as fast as possible, to avoid further fights in the kobold cave and along the way home. You know you can run at four times your normal speed, but how long can you run for? Hint



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Quiz Answer Key and Fun Facts
1. This adventure begins in your home village of Denicke. You are a member of the towns guard, a small band of men who patrol the village at night without the aid of weapons. While on duty, you notice a band of kobolds rushing the gate. You immediately sound the alarm and charge into the fight to defend your village. With only your bare hands, you attack the kobolds. Are you able to kill any of the kobolds?

Answer: Yes

Unarmed attacks normally deal only subdual damage, meaning that the most you can do is knock the kobolds unconscious or cause them to faint. However, you can make them deal real, lethal damage by taking a -4 penalty to your attack roll.

Unarmed attack damage for a medium-sized creature is 1d3 (roll a 3-sided die once {one die three or 1d3} or take half of a 6-sided die rolled once), and for a small character, is only 1d2. Fortunately for you and your village, a kobold only has 1/2d8 hit dice, or on average, 2 hit points. If you have a Strength bonus, you will almost certainly down a kobold with one hit.
2. After successfully defending Denicke from the kobold raid, you are approached by the captain of the guards, Tordek. He states he noticed you brave efforts in the battle and was impressed. He offers you a choice of weapons as a reward, something that is very rare in Denicke. Knowing that you are more of a finesse fighter than a brute strength fighter, you want to choose a weapon that will fit your style. Which of the following weapons has the highest chance to land a critical hit?

Answer: Falchion

The falchion has the highest chance of a critical threat with a 18-20/x2 (meaning a roll of 18, 19, or 20 on a 20-sided die will threaten a critical hit and possibly cause two times the damage). The battleaxe and longbow both have a critical of x3, meaning only a 20 on a 20-sided die will threaten a critical hit, but will do three times the damage if you do land one.

The dagger is only a 19-20/x2.
3. Having chosen your weapon, you are then assigned by Tordek to find out where the band of kobolds came from, and ascertain if there are more in the area that cause a threat to Denicke. Which of the following feats will help most in finding out where the band of kobolds came from?

Answer: Track

Although Wilderness Lore and Intuit Direction sound like good options, they are skills and not feats. Intuit Direction allows you to determine where true North is; helpful, but not enough. Wilderness Lore would allow you to get along in the wild, gain bonuses to saving throws due to harsh weather, and avoid getting lost or natural hazards; again helpful, but not enough. Leadership allows you to attract loyal followers and subordinates who assist you. Only track allows you to follow the trails of creatures across most types of terrain.

A combination of all these skills and feats would probably be the best case scenario.
4. Even though you do not have the feat Track, a Ranger in your party does. After tracking the kobolds for half a day, you come across the entrance to a cave that you figure must lead underground. The kobold tracks continue on into the cave. At this point, you decide to try to stealthily enter the cave to get valuable recon. What two skills will aid you most in this endeavor?

Answer: Move Silently and Hide

The ability to be stealthy includes making no noise (Move Silently) and being undetected (Hide). Appraise is used to help determine the relative value of items. Wilderness Lore will help in avoiding natural disasters, but not be stealthy. Scry does allow you to spy on somebody, but it requires a magical item, which being a fighter who recently did not own a weapon, is unlikely that you possess. Sense Motive allows you to tell when somebody is bluffing you, and if all goes well, will remain unnecessary.
5. You and your party enter the cave, using Move Silently and Hide to remain unnoticed. Unfortunately, one of your companions is unlucky enough to set off a trip wire, which sets off a ringing bell in the cave. What skills might have prevented this mishap from occurring?

Answer: Search and Disable Device

Search would have allowed you to notice the trap, and Disable Device would allow you to attempt to neutralize the trip wire. Perform is an ability to use a musical instrument. Concentration aids magic users in casting spells while their attention is being diverted.
6. The ringing bell stops, and less than a minute later, three kobolds come running at your party. One kobold charges you with his halfspear. What bonus and penalty does this kobold take because he charged you?

Answer: It gets a +2 bonus on the attack roll, but suffers a -2 penalty to AC (Armor Class) for one round

Charging does not affect damage dealt in anyway. It does allow you to move twice as far in one turn as normal, but it does not cause you to be unable to act for the next round. The only requirement to charge is that you have at least a full movement and an attack left in that round. If a spear readied against a charge (i.e. if you had prepared against the kobolds charge while wielding a spear, trident or other piercing weapon), you would deal double damage to the kobold on your turn.
7. The kobold misses with his charge and you remain untouched. The other two kobolds attack other members of your party. After a round of exchanging blows in which no one hits, you decide to swing away at the kobold who attacked you with your new falchion. If the kobold has the standard stats from the System Reference Document or Monster Manual and you have a base attack bonus of +1 with no other bonuses, what is the minimum roll you need to make on a die 20 to hit the kobold?

Answer: 14

To land a hit on the kobold you need to roll a number equivalent to the kobold's AC, which is 15. Seeing as you have a +1 base attack bonus, you only need to roll a 14.
8. You roll a 17 and slash the kobold in the chest! Wielding your falchion, is it possible to incapacitate the kobold in one hit?

Answer: Yes

A falchion deals 2d4 damage on a successful hit, while a kobold only has 1/2d8 (as you remember from before). At 0 hit points, the kobold is not dead, but it is disabled, allowing it only partial actions each round. Once below 0 hit points, the kobold is incapacitated. If you roll the max damage with your falchion, you can deal up to 8 hit points of damage, and even the strongest kobold only can have 4 hit points, easily putting the kobold under 0 hit points.
9. You land a hard blow, dealing 6 hit points of damage to the kobold, who only has 4 hit points. The kobold falls to the ground and is not moving. Is the kobold dead?

Answer: No

Although this rule tends to vary depending on the dungeon master, most players consider a character or a monster only dead when their hit points are equal to or less than -10. Damage of 6 hit points would be enough to lower the kobolds hit points to under 0, but not under -10. Until a character or monster has -10 hit points or less, they are simply considered dying and are unable to act.

The dying character does get a chance to stabilize, which will slow his death. This requires a d% roll, and the character/monster only gets a 10% chance to stabilize. Even stabilized, a character/monster usually needs outside healing to survive.
10. After defeating the other two kobolds, your party decides to go back to Captain Tordek at Denicke and inform him of the kobold outpost your party found. You realize it is imperative to get back to Denicke as fast as possible, not only to alert the village, but for your safety as well. You decide to run back to your village as fast as possible, to avoid further fights in the kobold cave and along the way home. You know you can run at four times your normal speed, but how long can you run for?

Answer: At least a number of rounds equal to your Constitution score

It is your Constitution score that determines the distance you can run, not your bonus or your Fortitude save (which is based on your Constitution). In addition, a running character who has run a number of rounds equal to his Constitution score, may make a Constitution check at a DC (Difficulty Class) of 10 to continue running. If he fails, he must stop running. If he succeeds, he has to check again next round, and the DC of the check is raised by 1 for each successful roll made to continue running.
***TO BE CONTINUED IN PART 2***
Source: Author horoserp

This quiz was reviewed by FunTrivia editor Leau before going online.
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