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D&D Party Spends 3 Sessions Avoiding Dungeon in Game Named After Dungeon

A Dungeons & Dragons campaign entered its fourth session this week without the party ever setting foot inside the dungeon the game is ostensibly named after, sources confirmed.

The dungeon, introduced in the opening session with ominous description and multiple clear entrances, has instead become a looming landmark the party “plans to deal with eventually.” Players have spent the majority of their time gathering rumors, shopping for supplies, debating tactics, and repeatedly deciding they are “not quite ready yet.”

“We’re being smart about it,” one player explained while purchasing a third rope. “There’s no rush.”

According to the GM, several plot hooks were designed to funnel the party toward the dungeon, including time-sensitive threats and escalating consequences. These were met with caution, contingency planning, and a brief detour to help a farmer with a completely unrelated problem.

Each session ends with the group agreeing that next time they will finally enter the dungeon. Each subsequent session begins with a recap that includes the phrase “before we go in, though…”

The GM has confirmed the dungeon remains fully stocked, balanced, and increasingly over-prepared. “At this point, they could walk in at level two or level ten,” the GM said. “It honestly won’t matter.”

Despite the delay, players insist they are enjoying themselves. “This is what D&D is about,” one said. “Freedom.”

At press time, the party was making plans to scout the dungeon’s perimeter again, just to be sure.