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Dungeon Crawling is an iconic part of D&D – don’t be caught unprepared. Here are five basic dungeon crawling tips.

Dungeon crawls are an iconic part of D&D. A party of adventurers descending into the depths of a complex fortress, ruined temple, or ancient prison that holds a primordial evil or whatever else.

But what should you do when dungeon crawling? How do you keep the party safe? Here are five basic tips you can try when delving into your next dungeon.

Make A Map

One of the best things you can do in a dungeon is make your own map of it. This lets you keep track of where you’ve been, so that you can start figuring out what the Dungeon’s deal is.

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What I mean is, by drawing it out, you start to notice things. You know where hallways and corridors are. Which rooms loop back on each other? You might even spot a secret door or the like. You’ll also get a sense of where enemies can and can’t come from, which leads us to our next point…

Fight In Chokepoints

One thing to keep in mind is that dungeons are often full of enemies. Enemies that will almost certainly outnumber you and surround you if given the chance. But if you know where they can and can’t pour in from, you can move the fight to a place that’s to your advantage. Fight in a narrow corridor or a doorway, blocking most of them on the other side. Classic dungeoneering stuff here.

Plan Your Rests

If you’re in a dungeon, especially a big one, you’re going to end up using your limited resources. You’ll want to keep in good communication about what you have available. Let the party know if you’re low on spell slots or Focus Points or whatever. Plan your rests together.

Because resting in a dungeon isn’t guaranteed to be safe. Sometimes you have to find a room you can secure so you can rest up without worrying about a random encounter happening to you.

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Know When To Hold ‘Em, Know When To Fold ‘Em

Another great tactic is going home. Or at least back to town so you can resupply and get a long rest somewhere safe. And most importantly, stash the treasure you’ve found someplace safe, so even if you die or get captured, your party doesn’t lose everything.

Also, in between dungeon delves is a great time to buy new weapons, etc.

Critical Thinking

Then, of course, there’s the most useful but hardest thing – critical thinking. This ties back to everything, but as you get a sense of how the dungeon is, you can start to piece together what it’s for. And what might lie ahead.

For instance, you might be able to tell when you’re getting close to the lair of the dungeon boss, or getting close to where monsters dwell in greater numbers, and can adequately prepare.

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Happy Adventuring!


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