The Peril at Ramsgate (Classic Medieval Fantasy)
Open the door to heroism and adventure in a labyrinth-delve with classic Medieval fantasy style! Tolkienesque adventure with a full 3D tabletop!
$20.00
/ Session
Details
Once / Saturday - 3:00 PM UTC
Mar 28
Session Duration / 6–7 hours
0 / 6 Seats Filled
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About the adventure
(IMPORTANT: This game will be played in the San Antonio, Boerne, or Austin areas in Texas). The Eaverite Empire have fallen, the fractious Nations of Men have arisen, and now threats lurk in every shadow. Mythical beasts threaten common folk, the scattered remnants of a vanquished Dark Alliance claw at the frontiers, and the followers of Ancient Night whisper madness in any unguarded ear. The people Aveltia need heroes; heroes cast in the mold of ancient days. The local authorities of Ramsgate are pleading for help, but no aid seems likely to arrive in time. However, you heard the hue and cry. There are evil forces at work. There's a subterranean complex discovered and still unexplored since the days of Ancient Night. There's a rumor of treasures untold. Maybe it's the thrill of adventure. Maybe it's the heroic and righteous thing to do. Maybe it's the start of your legend and fame. Maybe it's just the chance of taking those rumored treasures. It could be all of those things, but one thing is certain: Ramsgate is the next stop on this road, night is falling, and the dark forest is closing in.
Game style
Dungeon Crawl
Game themes
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Knows the Rules, Teacher, Inclusive
About me
I started playing AD&D way back in 1979. I almost immediately fell into the role of "Forever GM" (with only a few exceptions here and there). In the intervening years I have also game mastered for many audiences in many places, fair and foul (including GMing for my fellow soldiers in an active warzone). In 2005 an old friend once commented that if he ever became rich, he would put me on retainer as a professional in-house GM. That joke stuck with me and now that I am retired, its time to put that to the test! In terms of rules sets: I've run many systems and genres, but I am currently focusing on storytelling and innovating with Pathfinder 2E and classic high-fantasy play. In terms of my style: I like to mix historically informed settings, light hearted in-genre joking, a blend of classic Tolkienesque/Gygaxian dramatic plotlines, tactical gameplay and puzzles, and player triggered improvisations. The goal is always to craft a game you'll remember and recount in fond tales.
View Profile →Character creation
Creating your character
There are two options for character creation: OPTION 1: Many pre-generated characters will be available including characters from the following setting-specific Ancestries: Brass Archipelago Orcs, Eaverites, Free Goblins, and Giant Folk. OPTION 2: The GM understands that RPG players love to build their own characters. Thus, you may build your own character if it strictly adheres to the following guidelines- The Prime Rule: Aveltia is NOT Golarion. Regardless of published availability/rarity, no character options related to Paizo's Golarion setting are permissible. This includes character options linked to regions, languages, nations, ethnicities, organizations, religions, or any other facet of Paizo's published setting. Availability/Rarity: Only Common character options may be selected. The only exceptions to this rule are rarer character options granted by otherwise Common choices (the Uncommon Focus spells granted to some Common classes are one example of this). Ancestries: Player generated characters may only come from the following ancestries - Human, Elf, Dwarf, Halfling, or Gnome. In addition to their normal traits, Humans, Halflings, and Dwarves gain the "Mortal" trait. In addition to their normal traits, Elves and Gnomes gain the "Fey" trait. Heritages: Any Common Ancestry-appropriate Heritage may be chosen (but, remember the Prime Rule). The only Versatile Heritages permitted are Half-Elves (use the rules for Aiuvarin) and Half-Orcs (use the rules for Dromaar). In addition to their normal traits, Half-Elves gain the "Fey" trait. In addition to their normal traits, Half-Orcs gain the "Goblinoid" trait. Backgrounds: Any Common Background from Player Core or Player Core 2 may be chosen. Classes: The following Classes may be chosen - Bard, Cleric (possible religions will be provided), Druid, Fighter, Ranger, Rogue, Wizard, Alchemist (no options related to black power or firearms), Monk, Barbarian, Champion (possible religions will be provided), Sorcerer, Investigator, Swashbuckler, and Inventor (no options related to black power or firearms, all inventions and innovations must be thematically clockwork or steam-powered). Starting Gear: Characters may purchase up to 23 gold worth of Common gear of Level 0 or Level 1 availability. A character may only retain 9 gold in coins. Any unspent starting money beyond 9 gold is lost. Starting Languages: All characters speak Eaverite (Imperial Common). Humans additionally speak Aelish (Old Common). Other Ancestries additionally speak their Ancestral Languages of Dwarven, Elvish, Gnomish, or Halfling. Half-Elves add Elvish to their starting languages. Half-Orcs add Orcish. Druids and Rangers add Wildsong. Available Additional Languages: Eaverite (Imperial Common), Aelish (Old Common), Dwarven, Elvish, Gnomish, Halfling, Goblin, Orcish, Draconic, Olzymem (Giantfolk), Sashazi (Lizardfolk), Duahnalan (Aberrations), and Deep Speech (Under-Common).
What to expect
Preparing for the session
(IMPORTANT: This game will be played in the San Antonio, Boerne, or Austin areas in Texas). Since this game is a traditional tabletop event (with additional props), a venue is required (be that a store, home, or other location). This choice will also affect scheduling, so it is the primary concern. Communication with the GM is also a good step in preparation. This allows the GM to prepare for the party's capabilities. It also allows the GM to provide pre-generated characters and information that would be available to the player character and might inform decisions taken during the game. Finally, every player should have a set of dice and the means to take notes/make annotations during the game. If the party includes player-created characters, those should be on hand as well (in physicalized/printed form) for the GM to familiarize himself with. Additionally, though the GM has some figures for use by the players during the game, some players always prefer their own models, so you may want to have them on hand.
What Kevin D brings to the table
I will bring all the props and equipment required to Game Master; this includes the tabletop terrain and NPC models. Typically, I also bring pre-generated characters (and the models to represent them) to account for any last minute changes of mind on the part of the players. Finally, with enough communication and collaboration from the players, I also bring important documents laying out the general knowledge of people in this world and specific information pertinent to each individual character (such as religious information vital to Clerics and Champions). Any additional preparation and support requested of the Game Master can be handled on a by-request/as-available basis.
Homebrew rules
Remastered Pathfinder 2E rules are in effect, with the following caveat: "The Game Master is the final authority on how play will be handled. If the Game Master is stumped by any situation arising during the game, he may put the question to the table... but, he may also just come up with something in the moment to keep the game moving along, to keep it enjoyable, and to indulge the rule of cool. Please respect the Game Master's decisions as final." Additionally, this is a custom setting. Some new Ancestries exist here that exist nowhere else (i.e.: Eaverites, Giantfolk, etc.). Furthermore, some of Pathfinder's published Ancestries and Heritages don't exist here at all (i.e.: Catfolk, Tengu, Dhampir, Nephilim, etc.)
Equipment needed to play
Pen & Paper
Physical Dice
Platforms used
Safety
How Kevin D creates a safe table
The Stars and Wishes feedback and planning system will be used with the addition of a Thumbs-Down mechanic. The players will be given and opportunity before the session to outline any subjects that should not be broached. This will be handled via email and does not have to be conducted in front of the other players. After the session feedback will be collected in the form of Stars (things the players want more of), Wishes (things that did not happen, but would be nice to have in a future game), and session-informed Thumbs-Downs (things that occurred which the players do not wish to see again). The GM is human as well. Compliance with the system of feedback relies on the GM being willing and capable of fulfilling the players' desires. If anything crosses the GMs own boundaries, he will inform the players ASAP, so compromises can be reached.
Content warnings
Safety tools used