I just wanted to take a moment to let you know that I am working on Part Two. I hope it won't take more than two weeks from now, but I'll be ooc for the next few days for the duration of the current unpleasantness that is the bane of middle aged men: colonoscopy. :-P
. There, I said it. Done! Next: I also would like to say that this post is via my new stupid "smart" phone, so if the diction or the idiom brings out the grammar Nazis, so be it. Its the kind of world where sacrifices are made in the name of: "I want it frelling NOW, Daddy!"
Let's put it this way: the onscreen keyboard takes up all the screen, so obviously I cannot see what I'm typing. ;-)
Back to Part Two: it will be titled "Crypt of the Marrowbeast " and will feature a recently discovered ancient tomb in the heart of Portown. The dungeon will be sandbox with optional npc intrigue (side plots) that the ref can use or not, depending on how much your players ignore plot devices in your elfgames. The baddies aren't standard, so their stats & descriptions will be included.
A disclaimer: the original dungeon was randomly generated using Wizardawn's random dungeon generator set on his "kitchen sink " setting ; so the range of monsters include 1e, Holmes, OSRIC and a special surprise source, which you are free to guess at, but I reveal nothing until it is up.
I am currently in the middle of revising the text, actual encounters, room descriptions, etc. to make it's random origins less obvious, but the heart of any good module, IMO is the monster stats in an appendix, separate from the meat and potatoes of the module ; the last thing I like... or rather, the first thing I hate about modules are the monster stat blocs on every damn page, interrupting the flow of the adventure.
On the plus side, side plots are presented but not forced on your players. They may or may not discover who or what the Marrowbeast really is, or they may come to a false conclusion. Its all up to you. I hope this turns out to be a useful and versatile module.