5E DUNGEON CRAWLING We will use the following dungeon crawling procedures. 1. While exploring, every turn lasts 10 minutes. 2. Every player types their action in the chat box. 3. Actions get resolved one at a time around the table. · Deduce & Disarm Trap : You can study a trap with Investigation to see what it does and try disarming it with your thieves’ tools; if you fail at disarming by 5 or more, the trap is sprung. · Exploring : Move up to double your speed, taking 10 on Perception as if you had rolled a natural 10 on the die; if someone is helping you, you take 15. You automatically learn whether any door that you find is locked or trapped, if your passive Perception is high enough. · First Aid : You may take the First Aid action on yourself or an ally. · Party Discussion : The party or its individual members may spend time discussing something. · Ritual Casting : Cast one ritual spell of your choice. · Running : You can run up to double your speed 10 times. · Study Discovery : You can investigate or study a new discovery. This might need a skill check. 4. When all actions are finished, one turn (or 10 minutes) of exploration passes. 5. After a number of turns, the GM rolls on the wandering monster table. If monsters are encountered suddenly, everyone makes a DC 15 Perception check to avoid surprise. They appear 1d6 x 10 feet away.