>[!info] Instead of 6-second rounds, time in the dungeon is tracked in 10-minute stretches.
Combat is tracked in rounds. Travel in hours, or even days. But for dungeon crawls, the 10-minute **Stretch** reigns supreme, allowing you, the GM, to introduce time as a resource your party has to manage while crawling through a dungeon.
**Abstraction.** Don't feel the need to strictly adhere to the 10 minute guideline; the principle to follow here is "close enough." An 8 or 12 minute stretch here or there doesn't break anything.
**Keep Track of Time.** At the end of a stretch, mark it as done by crossing out a cell on the Stretch Tracking Sheet (pg. 47), and take any notes you need. This lets you keep track of durations, events you have planned, and more.
**No Fractions.** Do not mark off time in smaller increments than whole stretches. A 10-Minute Activity (pg. 45) is done over the course of one Stretch. Any smaller, incidental Actions can be considered to happen as a part of the Activity a player character is doing. Examples of incidental actions include:
♦ Lighting a torch.
♦ Opening a door.
♦ Equipping gear with an action.
♦ Putting on light armor.
♦ Using potions or poisons.
♦ Using a magic item.
**No Initiative.** Go around the table, asking what everyone is doing for this stretch.
## Running a Stretch
When the party enters the dungeon, indicate to them that you're going to be tracking time in 10-minute increments. When dungeoneering, the typical Stretch should look something like this:
#### Start the Stretch
At the start of a Stretch, the players announce what they're doing by chosing what Activity they're engaged in and in what area of the dungeon.
Go around the table, asking for appropriate rolls while keeping things moving.
**Resolving their Choices.** At the end of a Stretch, resolve the players' choices by announcing the result of their Activities.
#### End the Stretch
At the end of a Stretch after resolving the players' choices, do the following.
**Track Time.** You mark off the stretch by ticking a box on your Stretch Tracking Sheet (pg. 47).
**Random Encounters.** Check to see if you're rolling for random encounters on this stretch or not. If you are, roll and consult the appropriate tables.
**Resolve Combat.** If the players' choices started a combat, resolve that before returning to tracking time in Stretches. If players started combat on the same stretch as a random encounter happened, add the wandering monster to the encounter.
**Repeat.** Once the stretch is resolved, you start the next stretch.