Larger map so it is easier to see.
Room 41) 28’ × 28’ × 10’: storage empty
Room 42) 38’ × 100’ × 10’: storage empty of all but dust
Room 43) 48’ × 48’ × 10’: storage empty of all but dust
Room 44) 100’ × 46’ × 10’: Guard ready room
Where the guards on standby wait. Beds are available for extra guards.
Room 45) 107’ × 16’ × 10’ – 16 × 116’ × 10’: corridor
goes from the barracks to the dining hall.
Room 46) 88’ × 9’ × 10’: corridor
secret door is stone and findable under ordinary chances.
Room 47) 6’ × 81’ × 10’ – 44’ × 6’ × 10’: corridor
There are 3 pit traps in this corridor.
Dungeon level 1 gp equivalent in money and goods, excludes any magic items: 2490.71 gp equiv.
Magic items: silver +1 dagger (magic and silver) ; long sword + 3 ;
2 scrolls of Protection from Evil (3 uses each); Ring protection from fire ;
Ring of Free Fall (4 charges) ; chain mail +1 ; leather armor +1 ;
wood shield + 1.
Book of spells, listings that can be rewritten as spell book entries.
Monsters: 6 giant rats ; 6 skeletons ; 6 giant centipedes
Larger map so it is easier to see.
Rooms 16 through 34 are in the Jail and Punishment area.
Room 21) 28’ × 28’ × 10’: punishment room
Doors and furniture are rotted.
Room 22) 8’ × 14’ × 10’: jail cell Door and furniture are rotted.
Room 23) 7’ × 15’ × 10’: jail cell Door and furniture are rotted.
Room 24) 6’ × 14.5’ × 10’: jail cell Door and furniture are rotted.
Room 25) 6’ × 14’ × 10’: jail cell Door and furniture are rotted.
Room 26) 20’ × 19’ × 10’: manacle store room Door and furniture are rotted.
Room 27) 30’ × 29’ × 10’: turnkey office Door and furniture are rotted.
(a turnkey is one of the jailers. He had keys to the cells.)
Room 28) 19’ × 19’ × 10’: storeroom Door and furniture are rotted.
Room 29) 29’ × 29’ × 10’: jail cell Door and furniture are rotted.
Room 30) 19’ × 8’ × 10’: jail cell Door and furniture are rotted.
Room 31) 19’ × 8’ × 10’: jail cell Door and furniture are rotted.
Room 32) 19’ × 8’ × 10’: jail cell Door and furniture are rotted.
Room 33) 18’ × 12’ × 10’: jail cell Door and furniture are rotted.
Room 34) 18’ × 9’ × 10’: jail cell Door and furniture are rotted.
Room 35) 59’ × 59’ × 10’: weapons and storage
Dusty and rotted goods
Room 36) 39’ × 39’ × 10’: store room all items are rotted.
Room 37) 49’ × 49’ × 15’: Leader’s room, fake
looks like a rich well appointed room.
Room 38) 50’ × 50’ × 16’: Leader’s room, real
Very ostentatious room, worthy of a dukedom.
Room 39) odd-shape x 10’: Dining Hall
This is where the soldiers ate.
Room 40) 30’ × 30’ × 10’: Cold room for food
No food left, but the room is cool.
I didn’t put many traps nor monsters in here. I leave that up to referees who use this.
Room 1) 100’ × 50’ × 10’ at center 7’ high walls at sides: Guard Room
There is 100 cp on the floor and covered mostly with dust to act as
a lure for adventurers.
Room 2) 200’ × 100’ × 10’ – 50’ × 50’ × 12’ – triangular area: Banquet Hall
Room 3) 18’ × 18’ × 10’: Guest Room
Room 4) 18’ × 18’ × 10’: Guest Room
Room 5) 18’ × 18’ × 10’: Guest Room
remains of furniture.
Room 6) 18’ × 18’ × 10’: Guest Room
remains of furniture.
Room 7) 18’ × 18’ × 10’: Guest Room
Door looks repaired. There is a lock on the door.
Furniture is repaired.
Room 8 ) 50’ × 50’ × 12’: Banquet Hall Kitchen
Door looks repaired. There is a lock on the door.
Room 9a) 9’ × 9’ × 7’: Real treasure room
Secret door in and out: push on left to open exiting. Push up to enter.v
Room 9b) 8.5’ × 6’ × 10’: Real treasure room entrance
Secret door in and out: push on left to open exiting. Push up to enter.
Room 10) 10’ × 30’ × 10’: Fake treasure room entrance
Secret door in and out: push on left to open exiting. Push up to enter.
Room 11) 75’ × 177’ × 20’: main kitchen
Doors are rotted.
Room 12) 50’ × 50’ × 10’: storage
Doors, furniture, barrels, sacks are rotted.
Room 13) 30’ × 60’ high: tower up to surface.
30’ of the tower is above ground.
Room 14) 50’ × 100’ × 10’: main barracks
Doors, furniture are rotted.
Room 15) 100’ × 47’ × 10’: barracks
Doors and furniture are rotted.
Rooms 16 through 34 are in the Jail and Punishment area.
Room 16) 50’ × 50’ × 10’: head jailer office
Doors and furniture are rotted.
Room 17) 9’ × 19’ × 10’: jail cell Door and furniture are rotted.
Room 18) 9’ × 19’ × 10’: jail cell Door and furniture are rotted.
Room 19) 9’ × 19’ × 10’: jail cell Door and furniture are rotted.
Room 20) 9’ × 19’ × 10’: jail cell Door and furniture are rotted.
Quasqueton cave sub-level, Trillolara
Room 1) about 55’ x about 95’ x about 15’ high: storage and entrance to 2nd level
the stairs are stone, drop 30’ at a 15 degree angle, and the steps go for 54’ 1”
12 rotted sacks of grain.
20 giant rats on and near the sacks.
Passageway between room 1 and 4: if detect magic is cast on them:
North wall shows battle scenes between the Nomads and infantry of Quasqueton.
South wall shows a large portrait of a beautiful woman.v
Room 2) about 105’ x about 135’ x about 10’: emergency/under siege water supply
The rope on the well is rotted and useless. But the water,
about 20’ down, is drinkable.
The water filled sinkholes go down to a water filled cavern.
Up a ways from that cavern is an open cave that has 3 carrion crawlers living there.
Splashing the water in these sinkholes will attract their attention. If you feel
this is overpowered, then substitute lesser monsters.
The two greenish areas are common mold. The fungi aren’t dangerous.
There is a small bit of treasure in the sinkhole room.
25 gp and the bones of a man-at-arms. His chain mail
has rusted. Dagger + 1
Room 3) about 22’ x about 55’ × 10’: fake treasure room
Exact measurement for the ceiling is due to it being smoothed years ago.
2 chests.
1) wooden chest, open.
30 gp on top of 150 silver.
200 copper pieces ; some sparkly cut glass that looks like gems.
2) cast iron chest, closed, rusted shut
150 gp in side ; cursed long sword +1
Room 4) about 65’ x about 110’ × 15’ : storage dusty
Exact measurement for the ceiling is due to it being smoothed years ago.
Room 5) about 55’ x about 80’ × 10’ : torture room
Exact measurement for the ceiling is due to it being smoothed years ago.
Room 6) 20’ × 20’ × 10’: weapon storage
weapon racks are empty
Room 7) 20’ × 20’ × 10’: weapon storage
weapon racks are empty
Room 8) 20’ × 20’ × 10’: weapon storage
weapon racks are empty
Room 9) about 20’ long x about 6’ wide x about 10’: corridor dusty
Secret door into corridor from the passageway:
enter: push on right, on a spear in the battle picture, to open.
exit: push on left to open
Dungeon level 2 gp equivalent in money and goods, excludes any magic items: 316 gp equiv.
Monsters: 35 giant rants ; 3 carrion crawlers ; 4 zombies ; 12 skeletons
Treasure magic items: dagger +1, and 4 long swords + 1 with evil designs on them.
There are 2-3 skeletons in groups scattered about the hill the dungeon is inside. They stay near the hill, not moving around the area. Roll 1d20. Any one walking here encounters them on a roll of 1-7.
I placed a group of 3 near the tunnel entrance and 3 near the brown tree southwest of the tower.
There are 12 groups in all. The rest are 6 groups of 2 and aren’t mapped and should be considered wandering monsters.
Once all 12 groups have been destroyed, no more will show up as those who lived in Quasqueton are gone. No one to reanimate more.
Once the characters go up the over grown road to this area, there are few trees. The ground is mostly rocky. The few trees look in bad shape, some are sickly looking with reddish leaves. They appear to be oak trees, but the few green leaves look unhealthy.
If the characters go into these forest areas, the only prevalent life they will find are small winged singing lizards. They aren’t dragon young.