In Search of the Unknown looks like a starter hole. Two wizards, a hideout, a map that teaches new Judges how rooms connect. People run it as orientation. They are not wrong. They are incomplete.
B1 is a closed economy with the owners missing.
Quasqueton is a sanctum that outlived its management. That is an ACKS story already. Laboratories, barracks, stores, the residue of a partnership that had gold, hirelings, and a plan. The dungeon is not a theme park ride. It is a failed operation. Every room asks the same question the Imperial Imprint asks at higher resolution: what happens to a project when the principals vanish, and the inventory is still there.
5E would stock this with set-piece fights and a lore handout. ACKS looks at the same rooms and sees payroll interrupted. Who ate here. Who guarded what. What the market would do with the tools. Whether the place is a tomb, a claim, or the first stronghold you did not build, only seized.
You can clear it and go home. That is legal.
Or you can treat B1 as the smallest version of the whole game: a hole that used to be a domain, waiting for someone reckless enough to finish the work the wizards started and then dropped.
