No matter how densely populated or remote and wild the territory in which a franchise is licensed to operate, that territory has secrets. Characters and franchise staff can explore their licensed territory in search of useful features, hidden lairs, resources, and creatures that can be engaged in beneficial service. (Or, you know, sold for parts. If you're okay with that). Exploration can be done any number of times in a franchise's territory, representing new areas being explored, new discoveries, or elements that have changed since the last exploration.
***Resources.*** Exploring a portion of a licensed territory requires at least one workweek of effort and incurs 200 gp per franchise rank in expenses. Spending more time and money increases the chance that the expedition finds something of use to the franchise.
***Resolution.*** A character or staff member directing the expedition makes a Wisdom (Survival) check to determine the outcome. This check gains a +2 bonus if a character with the cartographer or occultant position is part of the expedition, a +1 bonus for each workweek beyond the first that is spent exploring, and a +1 bonus for every additional 200 gp spent over the baseline expenses. A maximum bonus of +10 can be applied to this check. The total of the check determines the outcome, as shown on the Exploration Discoveries table.
##### Exploration Discoveries
| Check Total | Discovery |
|:-----------:|------------------------|
| 1–5 | Major threat* |
| 6–10 | Minor threat* |
| 11–15 | No discovery of note |
| 16–20 | Natural feature |
| 21–25 | New customers |
| 26–30 | Ally or useful monster |
| 31+ | Expanded benefit |
*Might involve a rival
***Major Threat.*** A result on the table indicating a major threat represents a discovery, event, or entity that might completely undo a franchise's ability to do business—or destroy it altogether. Such threats might include the discovery of a massing orc tribe, or a dragon entering the area to raid the franchise's trade routes. The franchise's monthly costs increase by 50 percent until the threat is resolved, as determined by the DM.
***Minor Threat.*** A minor threat to the franchise involves uncovering a danger that can disrupt the characters' ability to conduct business effectively. Such threats might arise from stumbling upon the lair of a monster, learning of the machinations of a noble, or discovering a rival's outpost. The franchise's monthly costs increase by 25 percent until the threat is resolved, as determined by the DM.
***Natural Feature.*** The expedition could locate timber, precious metals, or other valuable natural resources; a feature that serves as a lookout or offers defensive value; a location that can serve as a safe house; or the like. Valuable resources lower a franchise's monthly costs by 25 percent for 1d4 + 1 months. Other natural features can offer material benefits in future gaming sessions. For example, a tall spire of rock could serve as a watchtower, allowing the franchise to gain advance warning of any large-scale forces moving through their territory. A cave network acting as a safe house could allow the franchise to conceal goods or people in times of trouble.
***New Customers.*** A new settlement is discovered in the territory, and the people there are eager to deal. These could be newcomers settling the area or a previously unnoticed village or group of farmsteads. The presence of new customers lowers franchise costs by 25 percent for 2d4 months before rivals catch wind of them.
***Ally or Useful Monster.*** The dwelling of a useful ally, such as a sage or a former franchise member, is discovered. This ally can become a source of lore, providing insights into one or more campaign secrets—for a low, low fee of 100 gp times the franchise tier for each secret. The party can also make one-time use of the ally to lower franchise costs by 50 percent for 1d4 months, after which the ally departs.
The expedition could instead locate a monster that is either willing to help the party or can be tamed. The challenge rating of the monster is typically equal to franchise rank, and providing for the monster's needs costs 100 gp per month. This monster could serve as a scout or spy, alerting the franchise to danger in its territory. Or it could serve as a mount or guardian and be based in the franchise headquarters. Such a monster remains with the franchise as long as its costs are covered and it is treated well.
***Expanded Benefit.*** The DM chooses whether the expedition turns up a natural feature, new customers, or an ally or useful monster, then increases the benefit or reduces the cost of that discovery. Natural resources might be found in greater abundance, an ally might provide secrets for half the normal fee, a monster might be of a higher challenge rating than normal, and so on.
***Complications.*** A result of 1–10 on the Exploration Discoveries table is its own complication, but the DM can add unexpected side effects to a successful result by choosing from or rolling on the Explore Territory Complications table.
##### Explore Territory Complications
| d6 | Complication |
|:---:|----------------------------------------------------------------------------------------------------------------------------------------------------|
| 1 | Within 1 month, the characters find legal documents indicating the beneficial element is owned by or sworn to serve someone else.* |
| 2 | One or more staff members go missing during the exploration activity. Their fate is a mystery the characters must resolve.* |
| 3 | The beneficial element has a nefarious past, bears a curse, or comes with a dark secret. |
| 4 | The beneficial element is short-lived, ending with little notice. Allies might suddenly leave, or a natural feature could be destroyed by a storm. |
| 5 | Outsiders are drawn to the beneficial element, getting in the way of the franchise's operations.* |
| 6 | Bad luck seems to follow anyone interacting with the beneficial element. |
*Might involve a rival