How to track a wilderness journey
- Open Journey settings to name the route, enter its length, and set the destination and party size. Begin with the example values or enter your actual provisions.
- Choose a pace, environment, and whether this section is difficult terrain. Changing the environment selects a relevant encounter collection; difficult terrain is a separate choice.
- Log travel in hours or full travel days. Add a note for a crossing, landmark, navigation result, or detour. Check the preview before recording a block: the tracker logs the full time and distance you choose, even if it extends past the destination.
- Open Camp, rest, or wait to record time without covering distance. Camping begins a new travel day for the marching counter. Decide rest benefits at your table.
- Select Use supplies when the party consumes provisions, and add supplies after purchases, foraging, or magic. Travel and camping do not consume them automatically.
- Roll encounter checks when the reminder comes due, or whenever a scene calls for one. Use the environment link to find an encounter to run. Undo reverses your latest change during this visit.
Hourly travel and full travel days
The built-in presets use the 2014 D&D 5e / SRD 5.1 travel pace table. Its daily values are separate from its rounded hourly values. This tool preserves that distinction:
| Pace | Miles per hour | Miles per travel day |
|---|---|---|
| Slow | 2 | 18 |
| Normal | 3 | 24 |
| Fast | 4 | 30 |
An hourly block advances the clock by the hours entered. A full travel day advances it by 24 hours: eight hours of travel and sixteen hours of downtime. It begins and ends at the same time on consecutive days. This is the tracker’s scheduling convention; those sixteen hours are available for your table to describe and adjudicate.
To switch from hourly travel to full travel days, log a camp first. Short delays leave the marching counter unchanged. The remaining-days estimate uses your current daily pace and assumes the rest of the route has the same terrain. It does not predict obstacles or a precise arrival time.
Difficult terrain halves the selected rate. For hourly travel, the log reminds you about Constitution saves at the end of completed extra hours beyond eight since camp. The tracker records reminders and does not apply exhaustion to characters. Custom speed uses the rate you enter, with eight hours of movement per full travel day; handle its travel limits and special rules at the table.
See the 2014 adventuring rules for the source table and travel procedure.
Food, water, and party supplies
Supplies are shared totals. By default, one food portion represents a day’s food for one traveler, and the water unit is one gallon. The starting consumption rates assume one such portion and one gallon per person per day. Adjust those rates for your party, weather, and chosen rules; hot-weather water needs, mounts, and magically created supplies can change the accounting.
Use supplies subtracts the party’s daily needs multiplied by the days you choose. If provisions run out, the log records the shortfall while keeping the totals at zero. Resolve hunger, thirst, and other consequences yourself. Set a resource’s consumption rate to zero when you want to stop tracking its daily use.
Encounter checks you control
The starting procedure—check every four travel hours, with an encounter on a 1 on a d6—is an optional DM-selected procedure, not an official universal encounter frequency. Change the interval and threshold in Journey settings. An interval of zero switches reminders off while leaving manual checks available.
Checks count travel hours only. Logging a full travel day adds eight travel hours, so the starting procedure makes two checks due. Each roll resolves one due reminder. A check made early restarts the interval from the current travel hour. Changing the interval also restarts it and clears outstanding reminders.
An indicated encounter can be a discovery, conversation, obstacle, or combat. Browse the linked environment encounters to choose a scene that changes the journey.
Frequently asked questions
Is this D&D travel tracker free?
Yes. It works in your browser with no account, subscription, or database. Your journey saves automatically on this device. The log retains the latest 200 entries, while the overall time and distance totals continue accumulating.
Does it support 2024 rules or other game systems?
The named pace presets and forced march reminders use the 2014 baseline. Use Custom speed and adjustable supply rates for other rules, and resolve their terrain, hazards, and rest procedures at your table. The tool does not automatically apply 2024 exploration rules.
Can I move a journey to another device?
Use Export to download your journey and Import to load it in another browser. Import replaces the current journey. Data stays in your browser unless you choose to share the exported file. There is no live multiplayer synchronization.
What happens if I clear browser data?
Clearing this site’s stored data removes the journey save. Private browsing can also remove saves when the session ends. Export a backup for anything you want to keep. The tracker does not send your route, provisions, or notes to a server; ordinary site analytics still apply as described in the privacy policy.
Plan the next leg
Our wilderness travel guide explains route choices, navigation, and meaningful obstacles. Pick a scene from the road, forest, or mountain encounters, and open the initiative and combat tracker if a fight breaks out.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.