The Lost Ancient World of Zanterian d20 Role Playing Game Book: The World's Dangerous Dungeon
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About this ebook
The Lost Ancient World of Zanterian is a very complex. It is a world with 10 layers "Planes", that coexist with each other. Paradox- The Dragon Emperor of the gods. He has intervened in the prophecy. Paradox has created ancient portals that connect the planes and other worlds for his dragons, and the magic weave. The other gods / goddess interve
James A. Grosse
James A. Grosse is from The Steel City, Pittsburgh, PA. He is an Architect Engineer, an inventor, and a writer. He has 5 college degrees, 10 vocational trades, and 27 self-improvement certificates. He believes in hard work, education, and a good attitude. Live a good life, and focus on your destiny.
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The Lost Ancient World of Zanterian d20 Role Playing Game Book - James A. Grosse
Chapter 1
Emperor Zanterian
By James A. Grosse
Game Introduction
The Search for Destiny is a roleplaying adventure game based on fantasy and imagination. The game mechanics and rules set the guidlines and limitations dictated by the Game Master (G.M.)
The set of D20 dice are used to predict outcomes of events in correlation with charts, skills and battles. However certain plots, natural abilities and spell/wards etc… That are unknown to the players (charictors) will become their obstacles to figure out and overcome.
The Search for Destiny implies that each player will seek out and discover their true purpose of life, their purpose for being created. The very essence of their soul. There are many paths that will lead to the fate of each charictor.
The (G.M) should respect the free will and decision of each player. Creatively connect links to the plot that are a direct result of their actions, drawing them into the plot fueled by their own emotions and ideas. This creates a game that revolves around the players.
Each player will create an identity for their charictor. They should have the opportunity to build their social class, gain power, money, land and adventure cards. That have key plot information. The game should be expressed in a mystical setting. Remember, it is just a game, so enjoy and have fun.
Game Objective
1. You will need to figure out as much as you can about the plot The Search for Destiny.
Everything should revolve around the plot. Destiny is the name of a god from Lost Ancient World of Zanterian. The myth is that The Scepter of Destiny
is an artifact created by Destiny for the sole purpose to entrap all the other gods. It is said that the scepter is all power and holds the meaning of life, death, and eternity. It can control, create and destroy.
2. The quest is to find the Scepter of Destiny
which sets in in the ancient Tomb of the Gods in the Lost Ancient World of Zanterian. It is the only artifact known capable of conquering the Darken Angle. He is planning and slowly destroying all that exist.
3. The emperor from the Ancient World has escaped his imprisoned fortress. The fortress appears during the eclipse in the blood desert. The myth is that Treana the Queen of Menthoral freed the emperor so that they may rule the world together.
4. The emperor is useing an ancient magical sword that when wielded, it cuts tears in dimensions. These tears flow like the wind. If one passes into someone or something, it will create a dimensional shift. Monsters are appearing randomly in the real world and people are appearing in the Lost Ancient World.
5. On your quest you will encounter opposition that are loyal to who they searve. Events will continue to develop all around the campane. Encounters will cross paths, information should be gathered.
Stages of the Game
1. Discuss type of character each of you would like to play. The classes are, Wizard/priest/fighter/thief, etc
…the races are, Human/elfe/dwarf, etc
… A wellbalanced adventure party is more likely to succeed. Assign the Game Master (GM) he can play a charictor who should offer a balance in the game and asist in figuring out pieces of the plot, and attemps to help at any cost.
2. You will want to study your charictor sheet and fill it out, custemizing it to your imagination.
The G.M.
will record your (d20 abilities, - roll) roll d20 #8 times, #3 collums each, reroll all #7 and under. Pick the best collumn for your abilities "STR/DEX/MAG, etc… Pick your weapons and skills. Roll % d for your social status, money etc.
3. The Game Master should study the game mechanics, rules, and plot. The G.M. can custumize it to flow with the charictors actions.
4. Each board map is designed for multiple stages of the game. The (G.M.) plays the emperor, his army, all monsters, and NonPlaying Charictors (NPC). The (G.M.) can implament the maps according to the campane setting.
Action / Battle Sequence for Grided Maps
1. Position your character Plastic figurine
on the grid map according to the Game Master (G.M.) staring point. The (G.M) will give you a brief detailed description of the scean setting.
2. You will want to ask questens as a group and interact directly after the scean setting. Use your abilities and skills to assist you.
3. Initiative is rolled and decleared by (G.M.) when there is danger near by. Each charactor is stuck in the square they are in. The (G.M.) appoints the person closest to his/her left to roll group initiative. Actions/battle begin clockwise.
4. On your initiative, you can draw your weapon, move your max squares, use abilities and skills that can be used in the time it takes to move etc… You can then attack with your full attack. (Note: If you are in position already to attack. You can attack then move.) You can speak briefly to each other in battle.
5. The (G.M) rolls attack dice that are assigned to a charactor infront of him/her. No (G.M.) screans
the (G.M.) can secretly lower the damage points and dice if the charactor is overwhelmed or close to death.
6. The (G.M) should use the monster chip stats (X) the charactors level. There are monster/encounter charts equal to the circle level
they’re in. Monsters gaurd territory. Adventure party can always run.
Game Rules
1. High Rolls; on all dice are good.
2. Flub: If you roll a #1. on a d20 you fail and your action is over. [Drop weapon/thieves pick brakes/fall prone -4AC/magic fails.]
3. Critical hit: If you roll a #20 (Weapon, Mag. or special ability) on a d20 you do double damage Refer to body chart on Game Master screen.
4. Knock out: If you roll a #20 in a hand to hand fight your opponent is KO.
5. Attacks: The most attacks allowed in this game by a single character in one round. [Weapons #4. ATT. /Spells #2. /WEP #2. & SP’s #1. /Inate power #1.]
6. Your attack roll, a d20 dice + your base = total attack verses opponents armor total (Armor type + ½ DEX + a magical item of protection).
7. Your ability roll. INT. #__ + a d20 dice = total factor number verses the opposed F.N
established by the Game Master or reference charts.
8. Your skill checks are the same as abilities checks, except you add the, (Skill points #__ + ABL) INT
#__ + d20 = factor number check".
9. Magic power, you can cast spell or invoke magical items equal to your Ability. (Mag. #__ = number of casting or activating of spells). Ability Mag. #__+ d20 = factor number check
. (Spell power vs. spell resistance).
10. Ability, WIS #__ awearness vs - deception/stealth/hide/sleigh of hand.
11. Treasure: Each player rolls above 50% for their own treasure when the Game Master declares. The G.M.
can put together custumized treasure kits for each character and encounters. The higher %, the better
12. Magic power is restored after 24 hours or 8 hours sleep.
13. Movement: All base movement is 30 feet (6. squares) to run add 1d6 dice which equals 5. ft per number. (Run = 30’ + 1d6, max 60’). 3 sucessful rolls against challenger means you are gone, out of sight, range.
14. Life: 50 point + CON #__ = life. Add both each level.
15. Death: If you die there are six ways to come back; only once each way.
16. All spell’s/arrows have a range of 100 feet
17. Thieves get two attemps to pick a lock. And 10. Pick pockets per city.
18. Wizards/priest get two attemps to dispell/remove curse.
19. Ability rise: You gain one point per level to build an ability.
20. General skills: You gain 4. PT’s EA. LV. Place #1. on a desired skill EA. LV.
21. Disagreement: G.M
oversight. Roll above 50% in favor. Plot overrules.
22. Your base attack is your level + any magical enchantment, etc…
Chapter 2
Queen Vargon
By James A. Grosse
Definitions on Charictor Sheet
Abilities: Example STR. 18. 18 is the base number.
1. Strength (STR.) - Defines how physically strong a person is. Carry - STR x 5 determins how much a charictor can carry. Lift - STR x 10 is how much a charictor can pick up.
2. Dexterity (DEX) - Defines how dexterious a charactor is. Reflex + d20 roll equals the factor number - F.N
, to save for ½ damage from an exsploding fireball ect. Acrobatics DEX + d20 equals F.N.
to tight rope walk etc.
3. Intellagence (INT) - Defines a charictors intellect all mind saves, like mind evasion INT + d20 will determine the F.N.
total to save. Read & write is based on known language. If a charictor is trying to read a language unknown the FN
factor number must be ment.
4. Wisdom (WIS) - Defines how wise a charictor is. All search checks are WIS + d20 to discover the F.N. of something hide etc… Awearness is a check to know if you are being decieved or in