JourneyJolt 🗺️

Tabletop Travel Attrition Simulator

The road levies a toll

Overland travel shouldn't be a loading screen. Calculate the supply drain, exhaustion risks, and pacing consequences of moving your party across the map.

Journey Parameters

Journey Log & Attrition

Set travel parameters and generate the log.

Adding mechanical depth to wilderness crawls

Many dungeon masters struggle with making travel interesting. Pushing across a swamp in pouring rain should feel different than riding down a king's highway on a cool autumn morning. This simulator builds mechanical attrition to add stakes to your game.

Pacing Assumptions

A normal travel day assumes 8 hours of movement. Fast pace covers more ground but imposes penalties on the party's passive perception (often a -5 penalty). Slow pace covers less ground but allows the party to use stealth.

Forced March Risks

Pushing past 8 hours demands a Constitution saving throw for every extra hour. The DC usually starts at 10 and increases by 1 for each additional hour. Failing means gaining a level of exhaustion.

Supply Drain

We calculate standard medium-sized creature consumption: 1 pound of food and 1 gallon of water per day. Extreme weather doubles water requirements. Mounts require roughly 4 times this amount depending on the beast.

Common Terrain Modifiers

Terrain Speed Modifier Foraging Difficulty
Highway / Plains 1x (Normal) DC 10-15
Forest / Hills 1.5x (Slowed) DC 15
Swamp / Mountains 2x (Difficult) DC 20

Note: These are baseline d20 fantasy assumptions. Adjust according to your specific campaign manual.