Here’s a draft of a “wandering monster” move that also acts as a reminder that time passes in a dungeon, with a hint of Torchbearer’s “Grind”. It might be too harsh if used strictly with the way the trigger is currently worded.
When you do anything carefully, thoroughly, or otherwise take your time in a task, such as searching for traps or secret doors, reading lengthy text, enacting a ritual, or bandaging your wounds and catching your breath(?), determine what everyone is doing (if you wish, someone may Stay Sharp and/or Make Camp and Manage Provisions during this time), and the Judge chooses a character to roll + Luck (minus a chaos factor set by GM? Dungeon level?).
* On a 10+, all is quiet.
* On a 7-9, choose one.
* On a 6-, the Judge chooses two.
– It takes longer than hoped; all torches gutter out, and a tool in use breaks or a resource is used up.
– Exhaustion sets in; unless you Make Camp very soon, everyone burns 1d4 CON.
– A Danger will soon manifest (or, the Judge makes a move).