Foraging
In hospitable terrain, you can supplement your supplies by foraging for food. On any day, each character can “forage” as the party travels.
A successful Survival or Naturalist roll collects enough edible plants and berries for one meal. (On a 17, you poisoned yourself. Roll vs. HT. On a success, you lose 1 HP; otherwise, lose 1d HP.
On an 18, you shared with your friends: the whole party suffers – each PC rolls independently.)
In suitable terrain, a successful skill roll with a Missile Weapon (at -4) bags a rabbit or similar creature, providing meat for two meals. Near water or at sea, a successful Fishing roll has similar results.
Each forager gets one Survival or Naturalist roll and one Missile or Fishing roll per day.
Alternatively, the party can take some time off from travel and do some serious foraging. Each character can make five Survival or Naturalist rolls and five Missile or Fishing rolls per day. Foragers can smoke meat and fish over a fire and add it to the regular store of rations.
The GM can impose penalties in areas with little plant or animal life (e.g., -3 in snow, -6 in desert), and cumulative penalties for repeated foraging in an area.