The Lost Ancient World of Zanterian - D20 Role Playing Game Book: The World's Dangerous Dungeon
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The World’s Dangerous Dungeon sets deep beneath the earth in the Ancient World of Zanterian. It is an ancient prison designed by Embreal the ancient goddess of Creation. She designed it upon request for Clearalious the ancient goddess of Righteousness and Judgement. She is a Chaotic Good goddess. Her Angel- Queen Vargon imprisoned most of the evil being and monsters in the dungeon, which most of them can’t be destroyed.
The Dungeon walls, ceilings, and under-floor are made of living magical stones. These stones regenerate. It is impossible to break through, destroy, or pass through the magic. The stones are black granite with glitter throughout it. There are beings and monsters that are stone granite golems. They are one with the dungeon and will reform back into existence in 1d6 days. These golems are intelligent and they acted as one with the dungeon.
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
Copyright © 2019 James A. Grosse.
All rights reserved. No part of this book may be used or reproduced by any means, graphic, electronic, or mechanical, including photocopying, recording, taping or by any information storage retrieval system without the written permission of the author except in the case of brief quotations embodied in critical articles and reviews.
LifeRich Publishing is a registered trademark of The Reader’s Digest Association, Inc.
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Certain stock imagery © Getty Images.
Cover and Interior Illustrations by: James Grosse
ISBN: 978-1-4897-2605-6 (sc)
ISBN: 978-1-4897-2606-3 (hc)
ISBN: 978-1-4897-2604-9 (e)
Library of Congress Control Number: 2019917589
LifeRich Publishing rev. date: 12/13/2019
19512.pngCONTENTS
Chapter 1 Emperor Zanterian
Game Introduction
Game Objective
Game Rules
Chapter 2 Queen Vargon
GM Screen Chart
Chapter 3 Paradox
Wizard Spells
Priest Spell
Chapter 4 Spike
Encounter Stat’s G.M. Versatility
Chapter 5 City & Castle Conditions and Effects
Inate Powers
Ancient Magical Items
Ancient Artifact Weapons
Chapter 6 The Ancient God’s/Goddess’s
Chapter 7 Celestial Sphere Magical Device
King Triaxe’s Magical Device
Chapter 8 King Triaxe
The City of King Triaxe
Events
Maps
Chapter 9 The Ancient World of Zanterian
The World’s Dangerous Dungeon
CHAPTER 1
EMPEROR ZANTERIAN
19532.png802340_MS_09-03-2019_Page_005.jpgBy 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