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?
Poison can only ever be the tool of a murderer - as such, alchemists are tightly regulated by the Crown, and anyone found in posession of an unknown substance is forced to taste it themselves.