Exploration

Exploration requires intent.

Characters do not automatically find what is hidden simply by entering a hex.

They must look, listen, search, ask, scout, follow signs, or take risks.


Quick Survey

A Quick Survey is a brief look while passing through.

It takes no extra time.

A Quick Survey may reveal:

  • Obvious terrain

  • Visible landmarks

  • Large structures

  • Clear roads, rivers, smoke, lights, or tracks

It does not reveal hidden places, concealed threats, or subtle clues.

Deliberate Exploration

Deliberate Exploration is a careful search of an area.

Searching a hex costs at least 1 phase.

Dense, dangerous, ruined, or hostile areas may require more time.

A full search may take an entire day.

Deliberate Exploration may reveal:

  • Hidden paths

  • Tracks and signs

  • Ruins, caves, shrines, or lairs

  • Ambush sites

  • Resources, hazards, or safe camps

  • Clues tied to rumors, maps, or local knowledge

The more dangerous the area, the more the search may cost.



Player Intent

Players must describe what they are trying to find or understand.

Good intent leads to better answers.

Examples:

  • Search for tracks

  • Locate ruins

  • Survey the terrain

  • Follow a rumor

  • Find a safe campsite

  • Look for water

  • Watch for ambush

  • Sweep the area for signs of passage

Focused intent reveals more.

Broad searches take longer and may reveal less.

“Search the area” is allowed, but it is slower and less precise than a clear approach.

Hidden Locations

Hidden locations are not found automatically.

Ruins, caves, shrines, lairs, camps, caches, and secret paths may be discovered through:

  • Exploration

  • Clues

  • Maps

  • Rumors

  • Tracks

  • Local guides

  • High ground

  • Magic

  • Luck

The Referee decides:

  • Whether something can be found

  • What signs point toward it

  • How long the search takes

  • Whether a roll is needed

  • What danger or cost comes with the search

A hidden place should leave traces unless it is truly secret.

Smoke, tracks, broken branches, old stones, strange birds, missing game, worn paths, and local stories can all point the way.


Exploration Rolls

Do not roll to search every hex.

Roll only when:

  • The outcome is uncertain

  • Time or danger matters

  • Failure changes the situation

Failure should not simply mean “you find nothing.”

Failure may mean:

  • The search takes longer

  • Supplies are used

  • The party attracts attention

  • A danger is encountered

  • The party finds something, but not what they expected

  • The clue is incomplete, misleading, or costly

Exploration should move the game forward.

Referee Guidance

Make the world discoverable, not automatic.

Give obvious information freely.

Hide deeper secrets behind intent, time, risk, clues, and consequence.

Reward maps, rumors, guides, clever questions, and good scouting.

Do not make players guess the exact wording.

If their approach is reasonable, let it matter.

The map is not the adventure.

The search is.