Cunning Limited - Guild Type Adventure in the Forgotten Realms

Dungeons & Dragons 5e on Foundry VTT

Dungeons & Dragons 5e

Foundry VTT

About the adventure

You are a member of Cunning Limited, an eclectic Guild of adventurers sent out on various missions and jobs by your Guild Master, Landrick Vanfiago. Based out of Waterdeep with chapters in SIlverymoon and Neverwinter, there are always adventurers to be had, with a decent payday involved. The story and world is not limited only to the work the guild provides however, as players are encouraged to explore their own backstories, and the world, as there is literally a story, an adventure, or a danger around every corner. This is a High Fantasy High Roleplay Campaign that will take your characters from level 5 to minimum of level 10 through milestones and storytelling and character development. After the main story and each character arch has concluded, the adventure, if the group wishes, will continue with a follow up campaign. Expected length of the Campaign is 6-8 months (24-32 sessions/weeks), depending on how deep into roleplaying the group is.

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5 Reviews

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20 years as a TTRPG player

8 years as a Game Master

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Brings Foundry VTT. Roll20 Pro, DnDBeyond Gamemaster License and Resources to the table

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Additional Details

How to prepare

We will play on Foundry VTT, and players will have personal journals on there to take notes on if they wish. A PC/Laptop is required and Voice is required over Discord so a headset is a must. Cameras are optional up to the individual if they wish to use one or not.

What I provide

I will provide and setup the Foundry VTT Server and access to many resources on DNDBeyond.

Gameplay details

I run high Fantasy Adventures that focus on Role-Playing first. There is combat and it has it's place, but it should not be expected every session. The settings and stories that are told take place in the World in which they set, so situations and scenarios that can play out in that world, can and could happen. When finalizing the campaign I will ensure that lines and boundaries are followed in the story, and expect the players to respect the lines and boundaries of others, which would all be discussed during session 0. Sessions tend to run an average of 4 hours, with a 5-10 minute break somewhere in the middle. After each sessions we would go into open discussion to answer any out of character questions, clarify anything that happened in character someone may have questions about, touch base on how everyone felt during the session, and how they feel going forward. I have an open door policy, even during game, so even while playing or at any other time, players can feel free to message me privately with questions, or concerns, especially if something or someone in game making your uncomfortable. We will fix and deal with the problem so that you, and everyone can enjoy their time playing. I do not condone "Murder Hobo" groups, and such actions have steep penalties to the party in game when done regardless of the world setting. I don't run hack and slash. Generally don't go around murdering random people because you want that 3 silver in the pockets, and it won't be an issue. I require players to flesh out their characters by filling out a questionnaire covering different aspects of their character's past, personality, and establishing some vague plot hooks. This allows me to weave things important to the characters into the story, and establish a baseline for each character that I can use to make them a part of the "living world" the players will be playing them in. House Rules: 1: All classes that are spell casters or half spellcasters get the Identify Spell for free as a known spell that does not count against the number of known spells they can know/learn. 2: All Cantrips are a Bonus Action, even those normally requiring an action to cast as they are the most simple form of spell casting. The only caveat is that you may not cast an offensive spell as an Action, and then a second offensive cantrip as a bonus action. 3: I use the 10 point exhaustion system. Each point of exhaustion gives you a -1 to all rolls except for Death Saving throws. You can gain exhaustion through being afflicted by certain spells, diseases or conditions that exist already in the rule set, including not getting a proper full rest. Additionally you gain a point of exhaustion if you reach 0 hit points and fall unconscious, even if you pass Death Saving Throws or are revived with healing. You lose exhaustion normally, 1 point at a time after finishing a long rest. 4: If a Character hits 0 hit points and needs to make Death Saving Throws, I require the player to make the rolls privately to me, in addition to muting their microphone. 5: Rule of Cool - You have an interesting idea of how to use a spell or ability that is not it's description of how it is supposed to be used? Let me know and explain how you want it to work and why, and if it fits possible, I'll most likely allow it. 6: Spell Components - Spell Components are not needed if they cost less than 50g. It will be assumed any component under that threshold your character will already have in supply on them. 7: Basic supplies. I will assume whenever a party is in a town with resources you stock up on basics such as a week worth of rations. 8. Naturals. Natural 1's are almost but not always a automatic failure, but do always some with a consequence. Natural 20's are almost but not always a success and come with added benefits and coolness. 9. Everyone starts the game with a free feat, 1 common and 1 uncommon magic item (They do need to be approved by me to make sure they fit the world setting) 10. I do allow homebrew Sub Classes, Races, Backgrounds and Items - This does have limitations, and I may make balance changes to them to make sure they are balanced for this campaign and in line with the same power level as the other characters. 11. Everything else: Potions are a Bonus Action, Flanking gives a +2 instead of advantage, making the other players and myself laugh to the point we are in tears with anything gives you huge bonuses in what you are doing.

Content warnings
  • Alcohol Use
  • Animal Death
  • Blood
  • Body Horror
  • Character Death
  • Drugs (addiction, use, withdrawal)
  • Fire
  • Guns
  • Hostages
  • Illness
  • Kidnapping
  • Language/Cursing
  • Memory Erasing
  • Mind alteration
  • Murder
  • Slavery
  • Violence
  • Warfare
Safety tools used
  • Aftercare
  • Breaks
  • Debriefing
  • Lines and Veils
  • Luxton Technique Discussion
  • Open Door
  • Session 0
How will character creation work

Characters will be created before the start of Session 0, and backstories will be required as well. I will speak via Messages or Voice with each player before session 0, get them into Foundry so stats and traits can be rolled. This will also be the time to discuss your idea and flavor for your character, and address any one on one questions you might have.

Players can expect

  • Combat/Tactics: Medium
  • Roleplay: High
  • Puzzles: Medium
  • Experience Level: Beginner

Player reviews (5)

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Cunning Limited - Guild Type Adventure in the Forgotten Realms

5 Reviews

Price per player-session
You will be charged when a session starts


  • Duration: 3 to 5 hours
  • Number of players: 2 to 6 players
  • Experience required: Beginner
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