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Dungeon Crawling with Style
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Dungeon Crawling with Style


Dungeon Crawling with Style

An exploration Ruleset for Immersive Dungeons

Earlier iterations of the world's greatest RPG game placed greater importance on underground exploration and the tracking of time and resources. These elements were removed from the game a long time ago but we can add them back in with little preparation.

Reimplementing these systems gives great depth to dungeon delving by making storage space and lighting important again. Besides, tracking time makes the world more believable as it feels like a real thing that reacts to the characters' actions.

Get the Fantasy Grounds Version Here


How does It Work

Dungeon Crawling with Style works by replacing the current weight system for the Bulk system and adding a dungeon turn procedure to track time, resources, and random effects in dungeons.

The most fundamental change is that time becomes a valuable asset and a trading system for the characters' actions.


This is our Dungeon Turn Tracking sheet. With it, you can keep accurate records of activities inside a dungeon, random events, and the duration of light sources.

A sample dungeon is included at the end of the document. A minotaur maze with custom encounter and event tables, described areas and encounters, and high definition maps for eye candy or for importing into Roll20.

You might also enjoy these other adventures from ours:

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230572.png   304937.jpg  249513.jpg  252138.jpg    rDY5GwM.jpg


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Discussions (7)
Customer avatar
Tim M June 08, 2021 12:22 am UTC
Am I correct that a character in heavy armor with a two-handed weapon would be at 3 bulk even without any other items? It seems like the bulk system really penalizes strength builds.
Customer avatar
Derek Antonio R June 08, 2021 4:37 pm UTC
That is correct. 3 Bulk. But they can still carry up to 10 items for a human for example. I see what you mean. In fact, we may edit this soon. The source material this is based on has a base speed of 40 ft. so a character with three bulk would still move at 20ft which doesnt feel as constrictive.
Customer avatar
Tim M June 09, 2021 2:21 am UTC
Thanks for the confirmation! Yeah, in my opinion the bulk system here would make me less enthusiastic about playing a strength character. I like the idea of the different classes starting out on equal footing in terms of baseline encumbrance. After all, the borderline between encumbered and not-encumbered is where the decisions get interesting!
Customer avatar
Derek Antonio R June 09, 2021 5:55 pm UTC
I appreciate your view. Perhaps it's just a matter of tailor-fit the rules to your own tastes. Take the advice in the product as a starting point in that case.
Customer avatar
Jeramy B March 19, 2021 10:08 pm UTC
I also came up with this for spells and magic items, and I use torches space for spells under an hour and candles and lanterns for things over an hour. I'm running my game in Fantasy Grounds and using the dynamic lighting in the test stage. I also figured out how to make darkvision only show enemy tokens with out showing what is in the 60' area.

The Dancing Lights spell can be casted as a cantrip 2/day. It can be casted at higher levels; at 1st level it lasts for 10 minutes and additional 10 minutes for every level higher. This spell's times per day increase by 1/day when you reach 5th level (3/day), 11th level (4/day), and 17th level (5/day).

The Light spell or At Will Light Innate Spellcasting Abilities can be casted as a cantrip 2/day and has Concentration added to its duration. It can be casted at higher levels; at 1st level it does not have Concentration to its duration and additional 1 hour for every level higher. This spell's times per day increase by 1/day when you reach 5th...See more
Customer avatar
Derek Antonio R March 19, 2021 10:39 pm UTC
As written all those at-will spells would become 1st level spells. I live how you've added that spells are consumed like other light sources too, I might implement that to our game too!
Customer avatar
Jeramy B March 20, 2021 12:39 am UTC
Thank you.
Customer avatar
Jeramy B March 18, 2021 9:40 pm UTC
What about bags of holding? Should they just follow their current rules for what they can hold? Or should they only be able to hold so many slots and/or bulky items? I do know I am going to count a bag of holding as a Bulky Item it's self though being that it weighs 15 pounds.
Customer avatar
Derek Antonio R March 19, 2021 3:59 pm UTC
I must say we didn't consider them when writing this. You're right that they should be oversized things. As for their capacity, there are several tiers of BoH in the book, I'd assign a slot limit to each of them. Also if an oversized item is placed inside, it takes up 5 slots.
Customer avatar
Jeramy B March 19, 2021 10:02 pm UTC
This is what I came up with. My group I'm DMing for has a regular Bag of Holding.

Bag of Holding is a Bulky Item.
Bag Of Holding has 64 slots.
Bulky Items take up 6 slots.
Info: 4ft x 4ft x 4ft cube = 64 cubic feet.
And normal weight and space rules apply on top of this too.

Also I Added that 1000 Coins = 1 Slot, 50 Gems = 1 Slot, 10 Potions = 1 Slot, and 10 Trinkets = 1 Slot.
Customer avatar
Derek Antonio R March 19, 2021 10:36 pm UTC
That's some good groundwork. I think it was never specified in the PDF but our intention with coins is that 100 coins take up 1 slot. You're free to allow for 1k coins as per your comment above too, if you like that more.
Customer avatar
Gratz P March 15, 2021 4:43 pm UTC
hey, just read the bulk page, do bulk maximums increase with strength?
Customer avatar
Derek Antonio R March 16, 2021 3:49 pm UTC
Not as written. In Old school D&D that is a common rule but we decided to not include it because modifiers go up to +5 instead of the rare +3 in D&D B/X.

My advice, if you want to include it, is to allow STR to increase the inventory size by half the modifier, rounded down.
Customer avatar
Charles P March 02, 2021 3:39 am UTC
Some suggestions, I would have Goliaths and Firbolg have 15 or more slots . Also noticed that waterskins don't take up slots.
Customer avatar
Derek Antonio R March 03, 2021 4:05 pm UTC
Thanks! you're right about those races, only we didn't include races from outside the PHB. But your assertion is correct. About the waterskins, that's on purpose too because water is bundled with rations for simplicity's sake. You're free to separate both but handling food separate from water makes it more complex and we tried to make it engaging, while simple.
Customer avatar
John L February 09, 2021 6:34 pm UTC
Page 19... "Challenge 4 (,100 XP)" is there a typo here?
Customer avatar
Derek Antonio R February 09, 2021 9:49 pm UTC
Yes sir it's a typo. It's supposed to say (1,100 XP).

Thanks for pointing that out, It'll be fixed in the next update.
Customer avatar
Taylor S November 29, 2020 11:04 pm UTC
Cool supplement, love adding structure to exploration and the random tables for dungeon events. I always thought it was weird that combat was the only part of the game handled rigorously. I think rules like this go a long way to helping DM's run fun dungeon explorations.
Customer avatar
Derek Antonio R November 30, 2020 3:11 pm UTC
Thanks for the Comment Tayor
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File Last Updated:
February 24, 2021
This title was added to our catalog on November 29, 2020.