Dungeon length sets the risk and reward of every run. Short is safe, long pays more, and medium is the balance point.
Why this matters
Length determines how much stress and provisions the run consumes. Picking wrong wastes the trip.
Step-by-step
- Start with short runs on new regions.
- Move to medium once the region is familiar.
- Reserve long runs for well-trinketed parties.
- Match length to your provision stock.
- Bring more torches for long dark runs.
- Retreat early on long runs when things slip.
- Scale length to the roster’s strength, not its level.
Tips
- Short for learning, long for profit
- Long runs need full provisions
- Familiarity makes medium safe
- Length is a difficulty dial
Common mistakes
- Long runs in unknown regions
- Short runs with nothing left to learn
- Insufficient provisions for the length
- Long runs with a tired party
Practical notes
Short missions give fast loot with low stress, while long missions pay more but risk affliction. Pick by your roster state. Run long only with a stress-healed party. A calm team endures the full length. A short run is safer when low.
Pick by your roster state: run long only with a stress-healed party and full provisions. A short run is the safer choice when your heroes are already strained. Match the length to your sustain, because a long mission with a broken party ends in retreat or death. Tie your choice to dungeon tier progression and the broader dungeon guide.