Let me cut right to the chase.
From the Keep the the woods outside the Caves is about 52 spaces, or about 5200 yards, which is right about three miles.
With the rules given in the module, a party following the road (the fastest rate of travel) will take 17 hours to reach the outskirts of the wooded area I'm referring to. Given the eight hour travel days needed to prevent exhaustion, it will take the party more than two days to get where they are going.
According to the rules for outdoor travel in blue book Expert, a party with lightly encumbered members can travel 18 miles per day, meaning that the party travels 2.25 miles per hour, and should be able to reach said space in less than an hour and a half.
According to the rules in the Cyclopedia, a lightly encumbered party on a trail can actually travel 24 miles per day, meaning that they should be able to reach the area in about an hour.
...from two days to one hour... quite a disparity, isn't it?
I believe logistics and travel are an important part of old D&D, and I run my games as such. Forget to bring adequate food and water and you are in trouble. So, I need to do one of three routes:
1. I can run the module as-is, while telling my brain to stop thinking about the fact that the characters are moving fifteen feet per minute in the open wilderness; less than that if they venture into the woods or fens, or if they are actively "searching."
2. Increase the scale of the map such that the journey really will take two days, or
3. Use the more sensible travel rules and just live with the fact that the Caves of Chaos really are just a stone's throw from the Keep.
Get this: traversing the 200 yards of woods between the road and the caves will take an hour per the module, about 40 minutes using Expert or Cyclopedia sets. The disparity is much smaller even though the terrain is much more difficult. The module and the two rule sets use the same terrain modifier (2/3 normal movement) for traveling through the woods.
Anyone else ever brush up against this?