I enjoyed this. It is definitely the vibe I get from B2.The Keep is civilization. The caves are inhabited by monsters who are hostile to civilization. Those monsters have treasure. Adventurers venture into dangerous places such as the caves in search of treasure. The bulk of adventuring XP comes from finding treasure. Onward!!!!
That said, the last time I actually ran the module was for a party of two thieves. All the action was in the Keep - I don't think we got to the caves at all. The PCs uncovered the chaos cult working in the Keep, and then tracked it down to superior cultists in Critwall (I had located the Keep in the Shield Lands).
[MENTION=4937]Celebrim[/MENTION]'s posts remind me of Mearls' notorious review of B2. I personally didn't need 50 pages of notes to run the thieves-vs-chaos-cult adventure I've just described - I had my Greyhakw maps, and a name for my dark god (Chemosh) from Dragonlance, but the details I made up as we went along - but it certainly wasn't something I could have done as a new GM straight from the text.
I'll admit I was disappointed when the D&Dnext playtest shipped with the Caves as Chaos as its sample adventure. I would have liked to see something a bit more ambitious.