So, I probably should explain the title, right?). See, as someone who's become a little obsessed with dungeon crawling as of late, I tend to portray any "on-foot" exploration of a significant landmark as pretty time-consuming activity — we're talking dozens of hours, potentially days, spent in cramped dark hallways. When I tend to run this stuff, my mind always goes to that moment in the Mines of Moria, when Gandalf, in response to concerned Frodo, says: "It's Gollum. He's been following us for three days". As a kid, THAT was the moment when I realised that actual days had gone by, with fellowship going to sleep and waking up in complete darkness, with nothing but their torches illuminating the way forward.
Now, when I'm actively preparing to run some Forbidden Lands, I started to think: how do I implement this stuff in FB? We're not talking massive hex-exploration of the underground, but specifically Adventure Site exploration. With each turn taking 15 minutes, a typical adventure site — let's take "Weatherstone" as an example — can be fully explored in under 3 hours. So, there's no way a situation would arise where players would need to roll for their Food and Water supplies — there's simply no way to stretch an exploration of an adventure site to such a degree. But I'd really like to, because that's kind of huge element of fantasy of dungeon crawling, at least for me.
And so I come here, looking for any tricks or ways to "slow down" exploration phase of the game. I know that some rooms might take multiple turns to explore (even though the only example that I can find are "Caves" in "Stoneloom Mines" of Raven's Purge) and that some obstacles might add additional turn or two for PCs to overcome them, but I'd like to hear if there's any general approach that is more... versatile. Something that can be used on more than a few rooms in a dungeon.