Each exploration round, the party can take three actions as a group. The safest way to traverse a site is carefully and quietly, and trespassers are always covering each other's backs. Even when only one character is working to disarm a trap or pick a lock, the rest of the party is keeping a necessary eye out for danger.
The party spends a few minutes trading words with a creature nearby. They automatically use an action to converse if they spend more than a minute or two speaking to a creature they encounter.
The party attempts to disarm a trap in their current room. One character makes a Tinkering check while the others look out for danger. On a shadow, the trap springs on the acting character.
The party moves into an adjacent, unexplored room and begins searching for traps, hidden doors, and other secrets; or they look over the current room if it has not yet been explored. Each character makes a simple check of Perception, noticing one room detail on a success.
If there is an encounter or room trap present, the action is interrupted, and the party must resolve it before exploring the space.
Wait in silent darkness for the dungeon to become still again. The party makes a group check of Stealth. The alarm value falls by 1d4 if half or more succeed, or by 1d8 if all
succeed.
The party must be in a somewhat secluded room to take this action. They must also cover their light sources for the duration, making a depletion check for each.
The party engages with a feature of the current room in some complex or time-consuming way. This exploration action is open-ended: they could use it to decipher the ancient text scrawled on a sarcophagus, meticulously dredge a murky pool for treasure, or barricade a doorway with piled up furniture. The Judge may call for a skill check or group check as needed.
The party attempts to a pick a locked door or chest. One party member can make an Tinkering check while the others look out for danger.
The party linger in an explored room to investigate it further, learning each remaining undiscovered detail of the current room. No check is required.
The party pauses exploration to take a brief respite. Each character that chooses to rest must eat if possible or else lose 1 endurance. Those who rest can spend any number of recoveries to regain vigor. They also erase a checkmark from one of their rising focus costs and can swap out their equipment.
The party moves to any previously explored room or to the site entrance. They can then take additional actions to search it further, interact with its details, or do something else. The party can take this action to flee the site entirely; when they do, it always triggers one final alarm check.
The party tries to break open a locked door or chest or do some other act of property destruction. One party member can make a check of Athletics. Others can join in to make it a group check instead. The site's alarm value rises by +1 for each participant.