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Quiz about Dungeons  Dragons Expert Rules 1983
Quiz about Dungeons  Dragons Expert Rules 1983

Dungeons & Dragons: Expert Rules (1983) Quiz


In the 1980s, Dungeons & Dragons was codified into five box sets - the Basic, Expert, Companion, Master, and Immortals Rules Sets, or BECMI for short. This quiz focuses on the Expert Set for character levels 4-14, published in 1983, by Frank Mentzer.

A multiple-choice quiz by agentofchaos. Estimated time: 5 mins.
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Author
agentofchaos
Time
5 mins
Type
Multiple Choice
Quiz #
404,461
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
7 / 10
Plays
194
- -
Question 1 of 10
1. Please note that there were two editions of the Dungeons & Dragons Expert Rules Set, both of which are for characters from levels 4-14. All the questions in this quiz specifically refer to the 1983 edition, and not to the earlier edition by Dave Cook (1981) (although the rules are largely similar anyway).

The Expert Set rules go into some detail about the requirements for building a stronghold that apply to each character class. A fighter can only build a stronghold when they reach Name (9th) level.


Question 2 of 10
2. The Expert Set rules provide details about how to use horses in campaigns. In particular, they explain the war horse, that is, a horse that is trained for use in combat. Which character class is NOT permitted to use a war horse? Hint


Question 3 of 10
3. The Expert Set rules explain how to run town and wilderness adventures and give examples of settlements in the Known World setting. What is the name of the settlement, located by a lake, that is suggested for use as the adventurers' home town? Hint


Question 4 of 10
4. At high levels, clerics gain some very powerful spells including the ability to raise the dead. A 10th level cleric would be able to use the raise dead spell on someone who had been dead for up to what maximum period? Hint


Question 5 of 10
5. The Dungeon Master's Section of the Dungeons & Dragons Expert rules booklet includes a list of monsters not described in the Basic rules set. Of the various kinds of undead monsters that have appeared in Dungeons & Dragons, which is the most powerful that is specifically described in the Expert Set Rulebook? Hint


Question 6 of 10
6. In the Expert rules set, thieves gain what useful ability when they reach 4th level? Hint


Question 7 of 10
7. The Expert Set Rulebook provides rules for characters hiring mercenaries. In addition to human and demi-human hirelings, members of which monster race may also be hired according to these rules? Hint


Question 8 of 10
8. The Dungeon Master's Section of the Expert Set Rulebook provides new rules for magic items, including special swords that are created by powerful beings for a specific purpose. Several examples of special swords are given. Based on these, what effect could occur if a character uses a Chaotic sword to strike a Lawful character? Hint


Question 9 of 10
9. If an elf character of sufficiently high level were to build a stronghold, in which setting would it usually be located? Hint


Question 10 of 10
10. In addition to the Rulebook, the Dungeons & Dragons Expert Set included a game module designed to introduce player characters to wilderness adventures, which are the theme of this set. What is the module called? Hint



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Quiz Answer Key and Fun Facts
1. Please note that there were two editions of the Dungeons & Dragons Expert Rules Set, both of which are for characters from levels 4-14. All the questions in this quiz specifically refer to the 1983 edition, and not to the earlier edition by Dave Cook (1981) (although the rules are largely similar anyway). The Expert Set rules go into some detail about the requirements for building a stronghold that apply to each character class. A fighter can only build a stronghold when they reach Name (9th) level.

Answer: False

Most character classes can only build a stronghold when they reach a certain level. For example, clerics can only build a castle at Name level, whereas a magic-user may build a tower at 11th level. Fighters, however, have no such restrictions and may build a stronghold in the form of a castle at any level, provided they have enough money.

At name level, fighters do become eligible to obtain a noble title (Baron or Baroness), although this will not be granted automatically.
2. The Expert Set rules provide details about how to use horses in campaigns. In particular, they explain the war horse, that is, a horse that is trained for use in combat. Which character class is NOT permitted to use a war horse?

Answer: There are no restrictions on who may use a war horse.

The Player's Information section of the Expert Rulebook explains that regular riding horses provide faster transportation but cannot be used in combat. War horses on the other hand are larger and tougher and can be directed by their rider to attack an enemy with their front hooves.

When not being ridden they will defend themselves as necessary without needing guidance from their rider. Although some character classes, particularly magic-users, have notable restrictions on their ability to use weapons and armor, war horses can be used by characters of any class.
3. The Expert Set rules explain how to run town and wilderness adventures and give examples of settlements in the Known World setting. What is the name of the settlement, located by a lake, that is suggested for use as the adventurers' home town?

Answer: Threshold

The Expert rules set includes detailed maps of what was originally called the Known World setting, which was later incorporated into a fictional world known as Mystara. There is a particularly detailed description of the realm known as the Grand Duchy of Karameikos that would reappear in many published campaign settings. Threshold is a small rural town in a remote region of the Grand Duchy that faces onto a large unexplored wilderness area.

The Dungeon Master's section of the Rulebook suggests that player characters might begin their adventures there, although this is entirely optional. Suggestions are provided for adventures they might have in the town and nearby wilderness, along with information about the local politics, and how they can travel to other locations in the realm to have adventures elsewhere. Specularum is the capital city of the Grand Duchy and a major port.

As such, it may serve as a point of departure for adventures involving sea travel. Darokin is the name of both a republic neighboring the Grand Duchy and its capital city, while Thyatis is the name of both the powerful empire of which the Grand Duchy is a part, and its capital city.
4. At high levels, clerics gain some very powerful spells including the ability to raise the dead. A 10th level cleric would be able to use the raise dead spell on someone who had been dead for up to what maximum period?

Answer: 12 days

The raise dead spell would obviously come in handy in dangerous adventures where the risk of death is high - which is pretty much any adventure in this rather brutal version of the game! The time limit for how raising a dead person increase by four days by each level a cleric reaches beyond 10th.

When a character is raised, they are initially weak and incapacitated and need two weeks of complete rest before they can engage in strenuous activities like combat. Could be comforting to know that death might only slow you down if you're lucky enough to have a high-level cleric on hand.
5. The Dungeon Master's Section of the Dungeons & Dragons Expert rules booklet includes a list of monsters not described in the Basic rules set. Of the various kinds of undead monsters that have appeared in Dungeons & Dragons, which is the most powerful that is specifically described in the Expert Set Rulebook?

Answer: Vampire

Spectres and vampires are highly dangerous undead creatures that have the ability to drain life energy from characters with a touch, causing them to lose two levels of experience at a time - a catastrophic loss, as experience levels take a long time to obtain! The Expert rules booklet describes both creatures, although the vampire is the more powerful of the two as it has greater hit dice and additional special abilities, such as shapeshifting and the ability to change into a gaseous form when it loses all its hit points.

Although the lich and undead beholder are each more powerful than vampires, these are not introduced until the Master set.
6. In the Expert rules set, thieves gain what useful ability when they reach 4th level?

Answer: Attempt to read any normal writing or language

A fourth level thief has an 80% chance of being able to read any piece of normal (but not magical) writing in any language, which includes simple codes, dead languages, and maps. They gain the ability to attempt to cast magic-user spells from magic scrolls at 10th level, although there is a 10% chance the spell will backfire in some way because of thieves' imperfect understanding of magical writings.

They are able to construct a hideout at Name (9th) level. Thieves never gain the ability to Turn Undead, as this ability is restricted to clerics.
7. The Expert Set Rulebook provides rules for characters hiring mercenaries. In addition to human and demi-human hirelings, members of which monster race may also be hired according to these rules?

Answer: Goblins

Characters, particularly if they own strongholds, may hire soldiers to perform various military duties. Surprisingly, the list of mercenaries that can be hired includes goblins, who may be hired as archers, light footmen, and wolf riders (the only race listed that can do this last job). Even orcs may be hired for certain military duties.

This is even though goblins and orcs are usually regarded as evil creatures! Seems that they have their uses all the same. There are no rules for hiring other kinds of chaotic humanoids such as kobolds and gnolls though - perhaps these are just too far beyond the pale.
8. The Dungeon Master's Section of the Expert Set Rulebook provides new rules for magic items, including special swords that are created by powerful beings for a specific purpose. Several examples of special swords are given. Based on these, what effect could occur if a character uses a Chaotic sword to strike a Lawful character?

Answer: The victim may be turned to stone.

If a Lawful character is struck by a Chaotic sword, they must attempt a saving throw. If successful, they are unharmed, but if failed, they are petrified! On the other hand, if a Chaotic character is struck by a Lawful sword, they must attempt a saving throw against paralysis. If they fail, they are immobilized. Lawful weapons and characters tend to be less cruel than their Chaotic counterparts in this version of the game, in which Lawful alignment is generally considered "good" while Chaotic alignment is generally considered "evil." There is a kind of magic sword that can drain a victim of an energy level, although it is not listed as a "special" sword.

The Expert Set Rulebook does not describe any magic weapons that do double damage.
9. If an elf character of sufficiently high level were to build a stronghold, in which setting would it usually be located?

Answer: In a forest

Elves in Dungeons & Dragons are described as sylvan creatures, so they build their strongholds deep in the forest, preferably in a site of great natural beauty. The Rulebooks suggests that suitable locations may include at the top of a great tree, the edge of a quiet vale, or behind a rushing waterfall. Dwarves are described as being miners, so they build their strongholds in underground caverns within mountains or hills. Halflings prefer pleasant areas of the countryside near rolling hills and streams. None of the races want to live on icy glaciers! Dwarves and Elves need to be of Name (9th) level to build a stronghold, whereas halflings, like fighters, may build one at any level if they have sufficient resources to do so. Elves, dwarves, and halflings live in clan-based societies, so once a stronghold is built, the builder's clan will usually come to live there. Additionally, clans will typically help finance the construction if the character does not have enough money of their own.
10. In addition to the Rulebook, the Dungeons & Dragons Expert Set included a game module designed to introduce player characters to wilderness adventures, which are the theme of this set. What is the module called?

Answer: The Isle of Dread

"The Isle of Dread" by Dave Cook and Tom Moldvay was originally published in 1981 and was specially reprinted in 1983 with a new cover for inclusion in the Expert Set. The adventure is designed for a party of 6-10 characters from levels 3-7 and requires them to travel over the sea from the civilized mainland of the Known World setting to the titular Isle of Dread, a wild and unexplored land full of mystery and danger where dinosaurs and other fantastic creatures roam. The island and its inhabitants, including new nonhuman races, are described in rich detail and there is scope for the characters to embark on many different kinds of quests.

"The Savage Coast," published in 1985, is another wilderness adventure that was designed to be compatible with the Expert Set. "The Keep on the Borderlands," published in 1979, was designed as an introductory adventure suitable for people new to the game and was compatible with the Basic rules. "Temple of the Frog," published in 1986, is a revised version of an adventure that appeared in 1975 in the supplement "Blackmoor," an accessory to the original version of the Dungeons & Dragons rules. The Blackmoor version is notable, not only for being the first ever published Dungeons & Dragons adventure, but for combining fantasy with elements of science fiction.
Source: Author agentofchaos

This quiz was reviewed by FunTrivia editor WesleyCrusher before going online.
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Related Quizzes
This quiz is part of series Dungeons & Dragons 1980s style:

A complete collection of quizzes about the five box sets for Dungeons & Dragons by Frank Mentzer released in the 1980s. These covered playing characters of all levels, from complete beginners at level 1 all the way up to immortal beings!

  1. Dungeons & Dragons: Basic Rules (1983) Average
  2. Dungeons & Dragons: Expert Rules (1983) Average
  3. Dungeons & Dragons: Companion Rules (1984) Average
  4. Dungeons & Dragons: Master Rules (1985) Average
  5. Dungeons & Dragons: Immortals Rules (1986) Average

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