After purchasing arms and equipment with their shares from the escort job, the party heads out the Keep gate under the watchful eye of the guards on the wall. Though it was only mid-morning, the heat was already unbearable. Returning to the spot along the north road where the other caravan was ambushed, the party discovers that Keep soldiers have already recovered the bodies of the slain merchant and his laborers. The charred skeleton of the wagon still sits off to the side of the path as vultures pick over the carcasses of the dead draft horses.
No sign of the bodies of the goblin bandits is found, but after locating the gangs' tracks, the party follows their trail westward, off the caravan path and into the rugged wilderness. The ground becomes loose and uneven. Ledges, gullies, and cul-de-sacs make moving in a straight line all but impossible. Fortunately, the ranger's guidance helps the party make decent progress despite the treacherous terrain, and soon they enter a wide pass between a cluster of jagged hillocks to the north and an imposing ridgeline to the south.
The southern ridges rise like the walls of an impenetrable fortress. Their serrated cliffs conceal numerous shadowy clefts and dark folds, and as the party moves through the pass, they sense eyes watching them. A tense hour later, they emerge from the pass into a stretch of broken ground that slopes gently west and then disappears into the golden savanna of the Horse Plains stretching out before them.
I love wilderness areas.
The characters in my campaigns must travel in-game to wherever they want to go, with all that such journeys entail. I always design an exterior component to my adventures, and the party typically has to find the dungeon before they can start exploring it. My players don't often like or appreciate this aspect of my campaigns, but I don't care; I do it for me. I owe this minor obsession to B2 ( and T1 and X1 to lesser extents).
The B2 wilderness area isn't even all that conducive for exploration and adventure. Any of the encounters can easily trash a group of 1st-levels. Most of the encounters are gated by an imposing river, whereas an easy-to-follow trail takes characters right up to the dungeon (the main event). The dungeon itself is so close to the Keep, it defies logic that the Castellan wouldn't immediately send his troops to wipe out the evil camp forming right on his doorstep.
But even with these gentle flaws, B2's concept of a dungeon existing within a wilderness teeming with encounters is ur-D&D for me. I don't consider a dungeon "complete" until I know something about the territory around it (and what lives there).
When I set out to adapt B2, I knew I wanted to greatly expand the wilderness area but still use as much of the source material as I could. To prepare, I read through the original text carefully to pull out all the fun little details that Gary hides in his module-writing—details that are easy to miss if you just skim the write-up. As expected, I found quite a few things I did not remember.

