In which more methods are expounded by which one may refine a dungeon to more sublime levels of confusion.
This isn't nonsense--this is logic!
From Innsmouth to Cthulhutech, a common phrase is “non-Euclidean architecture”. But what is it, and how can it be included in your games in a way that is interesting and fun?
The greatest tree in the woods has a secret, there is a dungeon under it made from the intricate web of roots. What creatures could reside here? What secrets will the PCs uncover?