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Rog says-Tell the nice DM what you know.

Players, put those three big books aside and see how much you really know about
the Advanced Dungeons & Dragons game system. All you need is a piece of paper,
lots of Advanced Dungeons & Dragons knowledge, and a sharp pencil with a big
eraser...!
 

To play Advanced Dungeons & Dragons well, one must have a firm grasp of its rules.
Often a single rule decides whether a Character lives or dies. The rules of
Advanced Dungeons & Dragons, however, fill 10+ volumes. It is thus a nearly hopeless
task to try to learn them all, even omitting the optional sections. Fortunately, it is not
necessary to have a comprehensive knowledge of the rules to play the game. Many
rules, such as spell descriptions, can easily be looked up when the occasion arises
if the spell is one that is not used often. On the other hand, it delays a game unnecessarily
if a common spell like Sleep must be looked up each time it is used. More generally, there
are some rules that every good Player should know because they recur frequently and are
basic to the game, and others that need only be known about, so that they can be
referred to at the appropriate time.

The test below is designed to test your knowledge of Advanced Dungeons & Dragons rules.
It is not intended as a mere “trivia contest,” although some questions may call for certain
specific facts. The test has been limited to the three core books. If you play
Advanced Dungeons & Dragons but do not ever act as Dungeon Master, you should not
expect to come anywhere near answering every question correctly. Unless the question
states otherwise, do not refer to the rule books while taking the exam. The knowledge
should come from within, from your experience as a Player and Dungeon Master. If you feel
a question is ambiguous or is a matter of opinion, try your best to answer it anyway. You may
find that the answer takes this into account. Answers to this exam will be E-Mailed upon request.

The Advanced Dungeons & Dragons Exam

Part I: The Monster Manual

True or False?

1. Skeletons are a malicious form of undead that hate human life.
 
2. Despite their low hit dice, Ogre Magi make deadly foes.
 
3. There are five types of “true” Giants.
 
4. Red Dragons are the most feared type of evil dragon because they are the
    most vicious, are less likely to be asleep at any given time than any other kind,
    and are more common than the other kinds.
 
5. Barbed Devils cannot be turned by Clerics.
 
6. Fighters prefer to fight Goblins rather than Orcs, even when they must face
    two or three times as many Goblins as Orcs.
 
7. Ki-rin and Djinni come from the Elemental Plane of Air.
 
8. Trolls are a lot tougher now than they used to be.
 
9. Werebears are the only kind of lycanthrope aligned towards Good.
 
10. A Mind Flayer is no longer dangerous to high-level characters once its
      psionic blasts have been expended.

 
Part II: The Players Handbook.

True or False?

11. Elves have a special resistance to sleep and charm spells, and half-elves
      do also.
 
12. For the major character classes, a score of at least 16 in the prime requisite
      is required for a character to gain the 10% experience bonus.
 
13. Halflings never have infravision.
 
14. Assassins, Paladins, and Monks must be human.
 
15. Dwarves and halflings cannot become Magic-Users because the customs
      of their respective races prohibit it.

 
Character Classes
 

Questions 16-20 pertain to the different character classes. Choose one of the
four sets of questions below (A,B,C, or D) as the one that will count for purposes
of scoring.
 

A. Fighters
 

16A. The first things a new first-level Fighter buys for adventuring are a weapon,
         a shield, and a suit of plate mail.

17A. A Fighter with +1 Plate, a +1 Shield, and a Dexterity of 15 has an AC of -2
         versus frontal opponents against whom the shield can be used.
 
18A. Other factors being equal, Rangers and dwarven Fighters often prefer
         giant-class opponents.
 
19A. A Potion of Heroism always enhances the fighting ability of a Fighter.

20A. To hit Orcus, Asmodeus, or an iron Golem, a +3 weapon is required.
 

B. Clerics

 
16B. A first-level Cleric has no chance of turning a Wraith.

17B. The clerical wisdom bonus for spells begins at Wis 15 and can give a
         Cleric as many as eight additional spells.

18B. All Clerics cannot wait to reach 8th level, for it is then that they acquire
         the ability to raise the dead.

19B. An evil Cleric can have a Cure tight Wounds spell and a Cause Light
        Wounds spell at the same time.

20B. A Druid can use edged weapons of some kinds, but a normal Cleric cannot.
 

C. Thieves

 
16C. Overall, a human Thief is superior to Thieves of other races.

17C. A 9th-level Thief does quadruple damage with a successful backstab attack.

18C. A Thief’s ability to hear noises (listen intensely) does not increase quickly
         compared to the other Thief abilities as the Thief advances in level.

19C. A Thief cannot be lawful in alignment because to steal something is an
         unlawful act.

20C. At the 9th level, Thieves acquire the ability to read magic scrolls and use
         Crystal Balls and other scrying devices.
 

D. Magic-Users


16D. There is absolutely no way for a Magic-User to retain a spell in memory
         once it has been cast.

17D. An Arch-Mage is a Magic-User who has reached the 18th level of ability.
 
18D. All Magic-User spells have at least verbal and somatic components.

19D. As is true for Clerics, illusionists have only seven different spell levels,
         whereas Magic-Users have nine.

20D. The spells Magic Missile, Lightning Bolt, and Cone of Cold gradually
         increase in the amount of damage they do as the caster gains experience
         levels.
 


Part III: Miscellaneous Multiple Choice Choose one answer only unless the
              question asks for more than one.

 

21. The letters “TSR” in “TSR Hobbies, inc.” stand for:
      (a) Theoretical Simulations Rules
      (b) Totally Silly Rules
      (c) Tactical Studies Rules
      (d) Takers Sans Remorse
      (e) None of the above
 
22. Which of the following undead do not drain energy levels?
      (1) Wight (2) Shadow (3) Spectre (4) Ghost (5) Vampire (6) Lich
      (a) 2 and 6
      (b) 2, 5, and 6
      (c) 2 and 4
      (d) 2, 4, and 6
      (e) All of the above
 
23. How many rule violations are there in the following scene?
      ...our halfling Thief Nodgard, having had enough poison gas for one day,
      disappeared into the shadows where the golem could not find him, try as it might.
      Only barely did little Nodgard avoid the creature’s grasp and hide safely. The
      rest of us, seeing that our friend was indeed in peril, went to the attack. In the
      next round Droth, our human sixth-level Fighter, fired an arrow at the towering
      menace, then drew his enchanted blade and damaged the creature severely on
      the leg. Our Wizard let fly a volley of magic missiles that blasted holes in the
      golem’s body during the same round. The next round the golem breathed forth
      a cloud of poisonous gas upon Lord Droth. He rolled an abysmal 1 as his
      saving throw, but thanks to his many protection devices he was saved. His
      great strength made the 1 he rolled on his own attack a hit, and the golem,
      responding to instructions given it by its master, fled from us. Victory was ours!
      (a) 2
      (b) 4
      (c) 5
      (d) 6
      (e) 7
24. Which of the following treasures is most valuable?
      (a) 2200 ep
      (b) 200 pp
      (c) 203,000 cp
      (d) 10,500 sp
25. Which of the following monsters appeared originally in Tolkien’s Lord of
      the Rings and has a new name in Advanced Dungeons & Dragons?
      (a) Eye of the Deep
      (b) Ettin
      (c) Treant
      (d) Lich

 
Part IV: Magic Items
 

True or False?

26. Flying Carpets come in many sizes.
 
27. Javelins of Lightning can be reused if they can be retrieved.
 
28. Potion effects are additive, and several potions may be taken at the
      same time.
 
29. A retributive strike results in a more or less powerful explosion.
 
30. An artifact can be destroyed only in one certain way.
 
31. A sword with an Int of 6 or higher can speak to its wielder.
 
32. A Poisonous Cloak is indistinguishable from a Cloak of Protection until it is
      worn.
 
33. An Efreet Bottle contains an Efreet that will serve in the same fashion as the
      Djinni from a Ring of Djinni Summoning will.
 
34. An Iron Flask is a cursed item that draws its owner inside and imprisons
      him or her within.
 
35. Wands operate at the 6th level for the purposes of magic resistance.

 
Part V: Short Answers on Miscellaneous Topics


36. You are a 5th-level Magic-User casting a 1st-level spell against a creature
      that is 35% magic resistant. What is the percent chance that the magic resistance
      will spoil the spell?

37. You are a 4th-level Fighter with 17 hit points. An enemy Magic-User throws
      a fireball at you; the blast center is 16’ from where you stand. The fireball does
      30 points of basic damage. You roll an 18 as your saving throw. What is your hit
      point total after the blast?

38. You are an 8th-level Ranger being attacked by a band of 17 Kobolds. How
       many attacks per round do you get against them?
 
39. A huge very old Red Dragon, -111-77, whom you failed to rob as it slept,
      has just breathed on you. You are a dwarven Fighter, 3rd level. Assuming
      you have no magical protection from the fire, is there any chance that you will
      survive?

40. Which two of the following monsters are of the same alignment: Asmodeus,
       a Night Hag, Juiblex, a Quasit, Bahamut?

41. What are the four creatures that serve Magic-Users as special familiars?
 
42. What character class requires the fewest experience points to advance
      from 1st to 2nd level, not including Bards?
 
43. Rank these monsters in order of their number of hit dice, from largest to
      smallest: (1) Kobold, (2) Bugbear, (3) Orc, (4) Gnoll, (5) Ogre, (6) Goblin.
 
44. Which of the following weapons does the greatest possible damage
      against a large opponent: dart, arrow, mace, spear (thrust), halberd, quarterstaff?
 
45. Why are the Druidic elemental summoning spells so much more effective than
      the Magic-User spells of the same kind?

 
Part VI: Some “Hard” Questions


46. In an arena a dwarven Fighter and an Ogre are forced to fight to the death.
      Both the dwarf and the Ogre are average in all respects. The dwarf is 4th level and
      is armed with plate mail, shield, and a long sword. If the performance of both in
      combat is average, which will win?
 
47. The mad wizard Quendirl claims he can drain away the sea by means of a
      Single magic item. What item? (You may consult the magic item lists in the
      Dungeon Masters Guide for this question. No artifact is involved here.)
 
48. Enchantress Elvira has made a pet of a very young Black Dragon and desires
      to emplace it in the swamp near her tower to keep nosy people away. She
      realizes, however, that at present the dragon is too small and weak to be of
      much value in this regard. She is not worried, however, for she has a foolproof
      scheme for increasing the dragon’s hit points to a respectable level in only two
      weeks’ time. How can she possibly do this? The increase in hit points she
      contemplates will be permanent.
 
49. Lord Edward the Unfortunate was having a bad day. First, a 5th-level Magic-
      User threw a magic missile at him. Then he fell into a 10-foot-deep pit (plain),
      where after a huge ancient Red Dragon breathed on him. No sooner had he
      climbed from the pit when a Giant Rat bit him. He took the maximum possible
      damage from each attack form. How many points of damage did he take
      altogether?
 
50. Garigax the Tricky, a Thaumaturgist, was contemplating a means whereby
       he and his 2nd-level apprentices could cross a rushing river with all their
      equipment. The way looked difficult, for Garigax had but one Fly spell, and the
      spell would not last long enough for him to carry all his apprentices and their gear
      across, even if the weight should not be too great. After pondering the problem a
      long while Garigax shouted “Aha! Mine peerless brain hath done it again!” and
      proceeded to instruct his apprentices as to his plan. Thereafter they all slept for a
      time. Then they awoke and at once all the apprentices began studying their
      spell books as Garigax made lunch. After a hearty meal they lined up and all
      began incanting at the same time. Soon thereafter they were seen on the other
      side of the river. Garigax and his apprentices owned no magic items, and no
      creature aided them in crossing. The river was too fast-moving to swim, and
      Garigax and his minions had no ropes, boats, or any other kind of conventional
      river-crossing equipment. How did Garigax and friends accomplish such an
      astounding feat?

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