Sea Cave of the Selkie
A dungeon with 10 keyed rooms, 11 strange lichens, salt poppets, magic bat guano, 3 other magic items, cassowary skulls, and a sea witch who wants her father back by any means necessary.
I did my best to follow the principles of
- setting up a precarious situation for the players to knock off balance, with no assumptions about what they will do.
- keeping all dungeon description relevant to the characters as things they can interact with, while being as tight and evocative as I can manage (so not very, then).
- Enough information to make non-illusory choices, and real danger, generally telegraphed.