Hexploration on Siren Island Rules:
So each hex is 1 mile from center to center. The party can explore 5 hexes in a day Cautiously Exploring them*.
*Cautiously: While moving cautiously, characters are purposely being careful. As if they were tracking or hunting. Exploring: While exploring, characters are assumed to be trying out side trails, examining objects of interest, and so forth.
Hexes which contain bodies of water like Swamp; Marsh or Wetlands require appropriate rafts/boats/canoes etc to explore properly. All other Hex types on the island can be traversed by foot or by mount.
Each day of exploration requires:
weather check [Macro] x1
random encounter [Macro] check x2.
Encounters played out accordingly.
On a no encounter roll:
Tracking Roll(Ranger/Huntsman/Scout) [Ability/Skill]
Exploration(All other classes)check roll [WIS-6][Ability/Skill].
On a successful check there is a Tracking Exploration Outcome [Macro] roll.
At the end of their day exploring they can make it back to their base camp if they are mounted (Proceeding at a canter from 6 hexes out and only if the terrain is passable different rules for swamp etc) or if they are not mounted but end in an adjacent hex to their camp hex. Otherwise they will have to camp in the hex they finished their exploration day in.
Line of Sight etc:
Clear terrain (Standing) = the hex in which the party is standing
Clear terrain (40 ft tree) = the terrain in the six surrounding hexes.
Hilly Terrain (assume 200 ft difference in elevation)
Hilly to Clear = Any clear hex within a three hex radius with no intervening mountain or hill hex.
FOOD
Each PC and hireling eats one days rations each day. For each day a party member does not get a full ration, their ‘to hit’ roll gets a -1 modifier. This is cumulative for each day they are not able to be properly fed. Thus mark off 1 days rations for each character and hireling for after 6 hexes explored.
If the party runs out of stores, they have the following options:
Foraging: The party as a whole may roll 1d6 once per day of exploration, and on the result of a ‘1’ they found enough food to feed 1d6 party members for the day. (Note: they must state they are foraging at the start of the day.)
Hunting: If the party chooses they may spend a day hunting- this is the only activity the party can make that day, and they cannot explore any new hexes. Each party member who chooses to hunt, can roll 1d6, and on the result of 1 or 2 they caught enough game for 1d6 party members.
Huntsman/Rangers/Scouts and Druid characters may deserve a bonus to these rolls, depending on the environment. » Hunting or foraging in particularly bleak environments may require a negative modifier to the roll, at the GM’s discretion.