Scouting is an AWR : Search roll, for every 5 above 10, you gain 1 Scouting point that must be used within that travel time period.
Scouting points can be spent to:

  • 1 point to scout deeper into this hex.

  • x points to reveal a hex Range x away. (Repeatable)

  • 1 point to know if the Danger Clock will be triggered today.

  • 2 points to know exact location, intensity, and number of individuals of danger that the Danger Clock represents as well as the value of the Danger Clock.

  • 1 point to find Shelter in the area.
    Scouting helps discover the interesting things around the party as they travel and stops the dangerous things from attacking the party as they travel.
    By default when you enter a hex, all adjacent hexes are revealed.