Quiz: Are You the Hero, Scholar, or Trickster?
Every adventuring party has one. The Hero. The Scholar. The Trickster. The player who somehow turns a simple plan into a story the group still talks about three years later.
Choose the answer that sounds most like you and keep track of your letters. At the end, see which adventurer you are.
1. A tavern keeper offers a quest. What's your first question?
A. Who needs help?
B. What do we know about the situation?
C. How much does it pay?
D. Is there anything interesting nearby?
E. Can I tell if they're lying?
F. Is the party ready for this?
2. The party discovers an ancient ruin.
A. Let's see if anyone needs our help in there.
B. Who built it?
C. What's inside that's worth selling?
D. I wonder where that tunnel goes.
E. There has to be a secret entrance.
F. Nobody touch anything until we know it's safe.
3. During combat, you're most likely to...
A. Charge toward the biggest threat.
B. Figure out the enemy's weaknesses.
C. Find the most efficient way to win.
D. Chase whatever looks most interesting.
E. Try something nobody expects.
F. Make sure everyone gets through the fight alive.
4. The party can't agree on what to do next.
A. We should do what's right.
B. We need more information.
C. Let's see which choice benefits us most.
D. Why don't we explore a bit first?
E. I have a completely ridiculous idea.
F. Can we pick the option that's least likely to kill us?
5. Your ideal reward is...
A. The gratitude of those you helped.
B. Ancient knowledge.
C. Gold. Lots of gold.
D. A map to somewhere unexplored.
E. A magic item you definitely shouldn't have.
F. Something that helps the whole party.
Results
Mostly A: The Hero
You don't need much convincing to go on an adventure. If someone needs help, you're already halfway out the door while the rest of the party is still discussing the details.
Mostly B: The Scholar
You remember details everyone else forgot months ago and probably have better notes than the GM. Somewhere in your notebook is the clue the party desperately needs (Yes Sean that’s you).
Mostly C: The Mercenary
You're practical, resourceful, and always remember to ask who's paying for all this heroism. Saving the world is great, but somebody has to pay for the healing potions.
Mostly D: The Wanderer
For you, the journey is just as important as the destination. If there's an unexplored path on the map, you're probably already heading down it.
Mostly E: The Trickster
Your best ideas are either brilliant or catastrophic. The phrase "hear me out" has become an immediate cause for concern among your fellow adventurers.
Mostly F: The Protector
You keep the party alive and pointed in roughly the right direction. You didn't mean to become the responsible adult of the group….it just happened.
So, what did you get? And more importantly, what would the rest of your party say you got?
