This is the first map in the Return to Quasqueton series where I re-imagine and remap the dungeon maps of the classic 1979 D&D adventure “In Search of the Unknown”. The three maps in the series are:
- Return to Quasqueton – Main Level
- Return to Quasqueton – Upper Level
- Return to Quasqueton – The Caverns
In Search of the Unknown is one of my favourite modules of all time. But there are times that the map annoys me as the main level is more hallway than rooms (and that’s with 38 rooms on that level). So today we get to explore an alternate version of that venerable dungeon.
I ended up splitting the main level of Quasqueton over two levels (the second will appear later this week). In the process I added a few new rooms to the dungeon layout and removed one or two.
I’ve also made a version of the map with the rooms numbered for use with the classic adventure module. The numbered rooms correspond with the original rooms in the adventure, and the lettered rooms are new to this map.
Both maps are 1200 dpi images with the squares being roughly 7mm per side. To make the squares 2 inches per side (appropriate size for miniatures, since the adventure uses 10 foot squares instead of 5 foot squares), you would have to blow it up about 7.25 times (which still has a resolution over 150 dpi, so it should look fine printed, although incredibly big).
The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!
One problem I had with B1 was thar it was supposed to be an introductory module for new players, but the map with its wavy lines and odd angles made it really difficult for inexperienced mappers.
In addition to being the first module I owned (from the Holmes box), it also has one of the top three most evocative titles from early RPGs along with Descent into the Depths of the Earth and Expedition to the Barrier Peaks. Maybe it’s just me!
Expedition to the Barrier Peaks is still my all-time favorite “dungeon”. I love Ruins of Undermountain also, which I think included the Caverns from B1.
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These maps are spectacular. Thank you!
Excellent map! I am running the module today and this is just perfect. What does the letters A-G refer to?
The numbered rooms correspond with the original rooms in the adventure, and the lettered rooms are new to this map.
Can you tell us what the letters correspond to in the original version? Or what your intentions are in this new map?
The numbered rooms correspond with the original rooms in the adventure, and the lettered rooms are new to this map because there were some spaces that I felt the map needed but that did not correspond with areas in the classic adventure.
Great, but what do they represent?
I have seen several people ask this question. Do you have a key for the letters?
No. There is no key for the lettered rooms. They are just rooms that the physical form of the map needed but didn’t match up with the keyed rooms in the actual adventure.
These maps are great! I really liked that you put the “S” for secret doors /behind/ the walls so that they could be used more easily with a virtual table top. Really brings me back!
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Where would room 13 be located. Implement Room. Elongated room used primarily for storage. It also has a portcullis ‘trap’ish just outside the room “to the East”.
My group just finished it and they loved it! Your maps were just what I needed to keep them guessing and not metagaming!
DO you have any other Classic Dungeons redux maps available?
I think I’m going to make a change or two on the map before I use it. If this doesn’t make sense, please let me know why. I’m moving 17, 18, and 19 down to the main level. Room G will become room 19 and give access to 18 on its east which will in turn give access to 17 to the south. On the upper level, room 19 will become G, 17 will become H, and 18 will become I (pronounced eye) . The effect of all this is that 19 now has a hole in the floor that leads to 50 as well as a hole in the ceiling that acts as an exhaust vent that goes up through G. G will also have a hole in the ceiling leading up and out of the mountain top (with a vent cover over it). Room G may just have holes in the floor and the ceiling, or it may have a chimney pipe (with or without a fire place) that runs through the room.
I just noticed the feature between 2 and 25. Are those supposed to be stairs leading to a dead end? Reminiscent of the stairs north of 36 in the original map?
2 and 25? Or do you mean 24 and 25?
There’s a secret passage between 24 and 25. And beside that are the main stairs up to the upper level.
I really like what you did here. I have to admit I’ve always wanted to run B1 but only after I completely stock the dungeon. Your much-improved map is making me want get stuck into it!