So, I was wondering how to create the effect of an M C Escher type room for a dungeon.
Be it with portals every few squares, or gravity effects, or a maze-honeycomb.
Part of my interest in this is to get the party split up, tactically, but for them to still be visible. Most of the party doesn't have ranged support, so this would be potentially very effective. The other part would be an interest in a running battle of sorts (although monsters that fly could certainly be involved).
To add one more layer of complexity, how about a sort of clue as to the sequence or mapping it out? That way I can drop a clue (or the code, so to speak) early on, so the PCs can try and crack it. This way, the room is a puzzle. Even with a reward in the center, possibly?
I am actually starting to think that there might be rooms off the Escher room. Maybe this is a defense to keep people away from the treasury (the door to the treasury in the center? The key to the treasury in the center?) but I'm not sure.
Be it with portals every few squares, or gravity effects, or a maze-honeycomb.
Part of my interest in this is to get the party split up, tactically, but for them to still be visible. Most of the party doesn't have ranged support, so this would be potentially very effective. The other part would be an interest in a running battle of sorts (although monsters that fly could certainly be involved).
To add one more layer of complexity, how about a sort of clue as to the sequence or mapping it out? That way I can drop a clue (or the code, so to speak) early on, so the PCs can try and crack it. This way, the room is a puzzle. Even with a reward in the center, possibly?
I am actually starting to think that there might be rooms off the Escher room. Maybe this is a defense to keep people away from the treasury (the door to the treasury in the center? The key to the treasury in the center?) but I'm not sure.
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