What does that mean? In Journeyman, characters use the Sense skill to observe the world around them. Here’s how that works during the game.
Notice: If the characters walk by something that might be useful (a clue, a feature of the room that they have not remarked upon, or a possible secret door), the referee can have them roll Notice, which is equal to half of their Sense, or he may roll it himself if he doesn’t want to clue them in to what is happening. A player can also take a quick look around the room and ask, “Do I Notice anything?”
Search: When characters search a room, they are spending a lot of time searching every aspect of the room. This is time consuming but lets them make a full Sense roll to discover hidden items, secret doors, traps, and the like. It takes 10 minutes to search every 10x10x10′ space (or 3x3x3 m., if using metric).
Search for Secret Doors: By specifying exactly what the party is searching for, they can reduce the amount of time spent searching. Searching for a specific item takes half the time of a normal Search. One might use the same tactic when searching for traps. Searching for treasure requires a full Search.
Split up and Search the Room: When the party split up and search, they divide the amount of time it would take to thoroughly search the room by the number of characters. If there is something important to find, the referee rolls to see who can potentially find it, and then uses that character’s roll to determine if it is found.
Search Carefully: This signals that the party thinks there is definitely something here (often a secret door or passage) and that they are determined to find it. They spend double the normal time searching, tapping on everything in the room, looking for hollow spaces, etc. They anticipate that the item has been deliberately and carefully hidden. This is the only way to find the best secret passages, including those that were dwarf-built.