The D&D pub quiz book that runs your trivia night for you is back. Roll for Knowledge Volume 2 delivers 500+ brand-new questions with zero overlap from Volume 1, built from the ground up for tabletop crowds who know their THAC0 from their Tarrasque. Running themed trivia for a D&D audience usually means hours of weekly prep — researching questions, verifying answers, and balancing difficulty into coherent rounds. This D&D trivia book eliminates that grind entirely. Inside you get 5th Edition rules (including the 2024 revisions), deep lore, classic adventures, video games, and the shared in-jokes that unite tabletop players everywhere, all organized into ten ready-to-run quiz nights. Whether you run weekly events at a game store, fill programming slots at a convention, or just want to humble your home group, everything is written, verified, and balanced. You bring the crowd; the book brings the night, with zero prep required.
What’s New in This D&D Trivia Book
Every single question is fresh. If your first copy is dog-eared and coffee-stained from a dozen quiz nights, Volume 2 picks up right where it left off — same trusted format, all-new content, no repeats. This edition is built on the 2024 revised 5th Edition rules, so the questions reflect the way people actually play now: revised classes, new subclasses, updated conditions, and the rules changes your table will love arguing about.
It also reaches well beyond the usual Forgotten Realms tour. Volume 2 takes your crowd into the Feywild and the Shadowfell, across the Outer and Lower Planes, deep into giant strongholds and the Ordning, and out into decades of tabletop pop culture — from the 1980s cartoon to Baldur’s Gate 3 and the actual-play boom. New for this volume, every round comes with a “Roll for Funny?” box: a handful of quips and one-liners the host can drop in between questions to keep the energy high while teams sweat over their answer sheets.
10 All-New Quiz Nights Covering Every Corner of 5e
The heart of this pub quiz book is ten complete quiz nights, each with five themed rounds of ten questions. Every night builds from accessible opener questions to deep cuts that separate the casual fans from the true lore masters, and every night is self-contained — flip to any one and run it cold.
The format is simple and tested. You read each question aloud, teams write their answers, and everyone swaps sheets to mark each other between rounds before you tally the gold and crown a winner. Reading the questions out loud is half the fun, and the book makes it easy: difficulty markers flag each question as a gentle lob or a wicked curveball, and pronunciation notes tame the trickiest fantasy names so you sound confident even on the deep cuts. A full night runs about 90 to 120 minutes, the perfect length for a pub, a game store, or a living room.
Starting Fresh
Quiz Night 1, “The Newcomer’s Tavern,” is your gateway session: species and origins, survival and the wild, the basics of magic, social skills, and D&D on screen, perfect for mixed-experience crowds. Quiz Night 2, “Deep Delvers,” heads underground with dungeon crawling, environmental hazards, a return trip to the Underdark, legendary hoards, and the tools of the trade.
Planes and Power
Quiz Night 3, “Beyond the Material,” tours the multiverse — the Feywild, the Shadowfell, the Outer Planes, the Lower Planes, and the cosmic beings beyond mortal understanding. Quiz Night 4, “Masters of Magic,” covers every flavor of spellcasting: wizardry, divine and primal magic, eldritch pacts, and the magic items every party fights over.
Giants and the Game Master
Quiz Night 5, “Here There Be Giants,” climbs the Ordning through giant lords, giant kin, the classic Against the Giants adventures, and a towering potpourri round. Quiz Night 6, “The DM’s Quiz II,” flips the screen around with world-building, adventure design, running the game, homebrew, and a full round on the 2024 rules.
Heroes and Pop Culture
Quiz Night 7, “Level Up II,” is built for the optimizers — building a hero, subclass spotlights, feats and features, multiclassing, and epic-tier play. Quiz Night 8, “Roll for Pop Culture II,” spans the cartoon, classic video games, actual plays and streams, D&D in other media, and internet culture.
History and the Final Boss
Quiz Night 9, “Ye Olde School II,” honors the hobby’s roots — origins and early days, edition evolution, classic adventures, D&D in the wild, and the modern era. Quiz Night 10, “The Final Boss II,” brings the hardest questions in the book: rules deep cuts, lore deep cuts, by-the-numbers stumpers, a grand potpourri, and a tiebreaker round for when teams are neck-and-neck.
5 Brand-New Bonus Rounds for Variety
Beyond the ten quiz nights, Volume 2 adds five standalone bonus rounds you can swap in whenever you want to change the rhythm. “Real or Homebrew?” tests whether players can tell official monsters, items, and spells from convincing fakes. “Setting or Fake?” does the same for locations — is it a real D&D city, or did we make it up? “Higher or Lower II” pits D&D stats head to head, “Creature Type!” challenges teams to classify monsters by type, and “Name That Artifact!” reads a description and asks players to name the legendary item before it claims its next victim. Each one works as a drop-in replacement for any round, a tiebreaker, or an icebreaker while a team is up at the bar. Because they stand on their own, they are also the easiest way to keep a repeat crowd guessing: drop a different bonus round into each visit and even your regulars never quite know what is coming.
What’s Included in This Pub Quiz Book
Volume 2 packs a complete event toolkit. You get ten full quiz nights of 500 core questions, plus five bonus rounds for 550+ total challenges, every one rated by difficulty — Apprentice, Journeyman, or Veteran — so you can read the room and push as hard as your crowd can take.
The book uses the same thematic Gold Piece scoring system: 10 GP per correct answer, 100 GP per round, 500 GP per quiz night, with fun language for announcing standings between rounds. Questions and answers sit on facing pages, so you never lose your place at the lectern, and every answer comes with a fun fact you can share to sound like an expert even if you learned it five seconds ago. The “Roll for Funny?” host quips fill the dead air during scoring, and the layout prioritizes usability over decoration. This is a working tool for someone standing in a noisy game store, not a coffee-table book meant to look impressive on a shelf.
Perfect For
Game Store Owners and Staff: Ten-plus weeks of fresh content to drive weekly foot traffic — and if your regulars already ran Volume 1, this is the sequel they have been asking for.
Convention Organizers: Self-contained nights that scale from a 30-minute lightning round to a two-hour championship with minimal setup.
Bars and Breweries: Themed trivia nights pull dedicated, loyal crowds who stick around and spend while they play.
Home Game Groups: When nobody prepped a session, a quiz night fills the gap and tests your table’s knowledge in a whole new way.
Returning Quiz Masters: You do not need Volume 1 to run Volume 2 — but if you own both, you now have twenty complete quiz nights on the shelf.
Part of the Adventure Toolkit Series
Roll for Knowledge Volume 2 continues the Adventure Toolkit Series from Anvil N Ink Publishing — practical resources designed for the person running the game. Like every toolkit in the line, it prioritizes immediate usability over theory. Open it, pick a quiz night, and start asking. The prep is already done.
Your Next Quiz Night Starts Here
The questions are written, the answers are verified, the difficulty is balanced, and the format is tested. All you have to do is show up and start reading. This D&D pub quiz book gives you 500+ all-new questions and ten complete quiz nights for the price of a couple of coffees, and it pays you back the very first night you run it. Grab a copy and give your players something new to prove.
Roll for Knowledge Volume 2 — the D&D pub quiz book that turns any venue into a tavern full of adventurers competing for glory, gold, and bragging rights.
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