During the recent illness, I got a wild hair, and followed up on it. It started out with a simple map sketch of the dungeon located within the cliffs at Dockside, Portown. There isn't an exact location picked yet, just a general location, but that's good enough to get it off the ground and flying.
That's the first rule in gonzo Holmes D&D: Learn to fly before you walk, or run. That may be the only rule... Hrmmm.
The result is a 7 page 10 locale dungeon worthy of uploading. Well, my sole criteria for worthiness is simply that I finished it. I dunno if its any good, but I finished it, with a caveat that there may be more, once I find another angle to present the "Marrowbeast of Portown". I may have wrapped things up a bit too neatly in Part One, and that's just fine for me and for other refs who don't like to rely on 2 or 3 parters. Wrap it up and move on, I like that too. Pulp novels with famous characters did that a lot. That could be why I'm such a fan of the short story format, and I think more dungeons could benefit from that philosophy.
Of course, these ten rooms aren't going to offer enough XP by way of monsters or treasure to level up even a first level thief, (well, maybe...) but that's not the point. The point is to enjoy the setting, implied or spoon-fed, its in here, it's pulpy, it's sloppy, and it's incomplete, which calls for at least "Part Two"....
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