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Are there any adventures with impossible maps ala Escher?

Sirharrok

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Queen of the Demonweb Pits
Back in the day, when going through the web, my party somehow got hold of a wish spell.

The DM insisted that the party should wish for the map of the web, so it could be in the centre of the table and we could stop arguing about mapping...
 

gribble

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While it's not exactly impossible/Escher-like, I always really liked Monte Cook's Labyrinth of Madness
It's a dungeon where the "rooms" are actually:
Spoiler: Show
the insides of moving cubes, all stacked together

Makes for quite a challenge to navigate, and I'm sure it feels very "impossible" from the player's perspective.
 

PenguinZero

Wark!
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Module I5, The Lost Tomb of Martek, had an area called the Mobius Tower, a tower from a royal palace that had been frozen in time. It was only mildly impossible, but the central staircase was infinite -- if you went up from the top floor, you came up onto the bottom floor, and vice-versa.
 

Knight of Ravens

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One of the first issues of Dungeon I picked up, #64 I believe, contains the adventure Bzallin's Blacksphere by Chris Perkins, which features a "flat" one-level dungeon that's actually warped into the shape of a cube.
 

Calypso

Bunny With a Glock
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Maybe not exactly what you had in mind, but Dungeon of the Mad Mage has "expansion tunnels" on each level to support the DM adding additional content off the main dungeon. What I did for one level was tie those together Pac-Man style, so if you leave the map to the south, you end up re-entering the main dungeon from the north and vice versa. Same for east-west. The players were (and still are) very confused by that level.
 

Gemini476

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Michael Prescott's The Sky-Blind Spire fits some of this, perhaps. I'm not particularly fond of its gimmick and think one-page dungeons tend to be lacking in general, but it's definitely usable.
 

Hammel

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Validated User
Maybe not exactly what you had in mind, but Dungeon of the Mad Mage has "expansion tunnels" on each level to support the DM adding additional content off the main dungeon. What I did for one level was tie those together Pac-Man style, so if you leave the map to the south, you end up re-entering the main dungeon from the north and vice versa. Same for east-west. The players were (and still are) very confused by that level.
Now I'm curious. Are they mapping the dungeon on their own, hence their confusion?
 
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