the dungeon exploration procedure for the 1974 edition of dungeons & dragons is given in volume 3, pages 8-10. here is a selection of passages throughout those pages to best understand how the procedure is structured; i have only removed parts related to sub-procedures unrelated to time and movement. THE MOVE/TURN IN THE UNDERWORLD: Movement is in segments of approximately ten minutes. Thus it takes ten minutes to move about two moves --120 feet for a fully-armored character. Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (and no mapping allowed). Time must be taken to rest, so one turn every hour must be spent motionless, and double the rest period must be taken after a flight/pursuit takes place. Time searching for anything (secret passages, hidden treasure, etc.), loading treasure, listening, ESP'ing [1], hiding, will be adjudged by the referee as to what portion of a turn will be used by the activity. Typically, ESP