This is the third 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
My revised map of the main level of Quasqueton (from the classic B1 module “In Search of the Unknown) just didn’t have enough space for all the rooms on that level even after reducing the amount of hallway space, and I wanted to keep it so you could access most rooms via multiple routes, avoiding other sections of the dungeon level if you need to.
So here’s the upstairs, containing two of the best-known rooms of the dungeon – the strange magical pools and the overgrown fungal garden. I purposefully placed the gardens right against the rock face. In my mind, there are metal shutters along the top of the west wall that are well concealed from the outside. These shutters have rusted shut – allowing rain water into the room without allowing sunlight.
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).
I haven’t had a chance to get to the basement caves of Quasqueton yet, but I expect I’ll have them done by the end of the month so they will show up next month on the blog.
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!
this map has so much more logic in it, using the same numbers as the adventure, than the adventure itself…anxiously awaiting the 3rd level…maybe a view how it would look from the outside would finish it off completely.
These are great, I am really looking forward to the third map.
A much more rational map than the original. Just one correction. Room 35 on this level is possibly room 36.
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I’m just labelling the rooms at the moment and can’t find rooms 13 or 36. Any ideas?
I am going to use these maps next week and I am loving them.
Kindly,
Glenn
Some rooms specifically didn’t make it into this version, and new rooms were added instead. 13 got dropped because of the removal of the portcullis – the contents can be added to one of the other storage rooms. Ditto for 36 since it was mostly about two things not in the room (the false steps and the pit trap).
You could put the false stairs in the zigzagging corridor to 20 and us room G as a modified version of the pit trap that funnels PC’s down to the water in area 50 below.
If I wanted room 13 I would sub it for 14 and put the portcullis in the hall from 15 to 14.