TEXT: Improved Travel
  This cheat sheet is based on The Angry GM's article Getting there is Half the Fun. Read that before using this page.
  Set up for Travel
  1. Determine Time for each possible path of travel. Distance
  is measured in days, not miles.
  2. Determine Danger Level for each possible path of travel.
  3. Determine Navigation DC and Resource DC for each
  possible path of travel.
  4. Determine Discovery Level for each path of travel.
  5. Have party choose a path for travel.
  Time
  Pace
  Consequences
  Distance
  Slow
  Advantage to Perception checks.
  Disadvantage to be perceived or tracked.
  Advantage on Navigation checks. Forage
  with no penalties.
  2/3
  Normal Straight rolls to Perception checks and
  being perceived or tracked.
  Disadvantage to forage.
  1
  Fast
  Disadvantage to Perception checks.
  Advantage to be perceived or tracked.
  Disadvantage on Navigation checks. No
  opportunity to forage.
  1 1/3
  Advantage and Disadvantage can be replaced with +4 or -4
  respectively.
  Danger Level
  Level Description
  1
  Relatively safe, civilized region or a barren, desolate
  region
  2
  A dangerous frontier or a wild forest
  3
  Enemy territory
  4
  Regularly patrolled, extremely hostile territory
  5
  The sort of terrain which is filled with monsters that
  are actively trying to destroy all intruders and can
  detect the intruders with supernatural means
  Navigation and Forage Difficulty
  DC Navigation
  Forage
  5 Farmland
  Farmland
  10 Flatlands, Grasslands
  Lush forests, meadows
  15 Forests, Jungles
  Grasslands, Jungles
  20 Mountains, Deep Jungles
  Mountain Ranges
  25 Desert, Tundra
  Desert, Tundra
  Discovery Level
  Level Description
  1
  Within a day's travel from a city or town
  2-3
  Off the beaten track
  4
  An ancient area
  A Day of Travel
  The instructions below outline how to run a single day of
  travel.
  Setup the Day
  Determine Pace. The party informs you of the speed they
  wish to take. This can vary between each time period.
  Determine Encounters. Roll 6d6. Each die corresponds
  with a time of day: Morning, Afternoon, Evening, Dusk,
  Midnight, Predawn.
  Each die that is the Danger Level or lower is one potential
  random encounter for the day. Assign it to a time of day.
  Danger Level determines maximum encounters for the day.
  Determine Discoveries. Roll 1d6. If this number is equal
  to or below the Discovery Level for the path of travel, the
  players will come across a discovery this day.
  Play Out the Day
  Play out the encounters for the day. If the party short rests
  after a fight, don't worry about tracking that in terms of
  distance covered.
  Making Camp
  Determine Location. If the party has not been following
  landmarks or set paths, have the party's navigator roll a
  Survival check against the Navigation DC.
  Determine Distance Covered. Pace determines how far
  the party got, so log 2/3, 1, or 1 1/3 days accordingly. If the
  party stopped to investigate a discovery, subtract 1/3 of a day.
  If the party spent all day on the discovery, or did something
  unexpected, log no travel or use your best judgement.
  Determine Rations. Have every member of the party make
  a check against the Forage DC. If someone fails the check,
  they must consume rations from their supply (1 pound of
  food). If every member of the party fails the forage check, the
  party failed to find a clean water source and everyone has
  drained their waterskin and will start dehydrating until they
  find a water source.
  Play Out the Night
  Play out the encounters for the night. If the long rest is
  interrupted by a fight, it may impact on the next day's travel. A
  long rest is two consecutive parts of the day.
  Being Lost
  When the party makes camp, log zero progress and roll a
  check for the navigator. If this check succeeds, the navigator
  will recognize that the party has become lost the next
  morning as the party is starting to set out. Otherwise, the
  party will just continue to make no progress every day.
  Once they realise they are lost, it is up to the party to
  decide how to get back on track by looking for landmarks or
  trying to backtrack. At this point they are on a new path and
  are no longer considered "lost".
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Improved Travel.pdf