Dream Fortress

The players have to assault a fortress in the plane of dreams from which the Quori are enacting some dastardly plan.

The fortress is built following dream logic. It is entirely larger and taller than it needs to be. The layout is both maze-like and inconsistent. The rooms are an assortment of rooms from similar locations/buildings in the "real" game world scrambled, combined, rotated, mirrored, and repeated as nauseum. Many rooms have their own stairs and second floor that doesn't let out into the corresponding floor of the rest of the building; For example, someone's sleeping quarters might have a finished basement seperate from the rest of the building. There are many rooms that aren't needed and/or don't fit the purpose of the building, although their construction and decoration generally fit the style of the rest of the building. There are also many rooms that almost fit the purpose of the building or almost fit their own purpose but are slightly off or have some other additional unrelated nature; such as an armory for swordsmen that contains only bows, or a guard post that is also a busy restaurant.

Occupants of the fortress include quori and dream NPCs. The dream NPCs are much like regular NPCs except their behaviors are limited as appropriate for something formed from somebody's distracted thoughts. Some of the dream NPCs may be inappropriate to a fort such as this, particularly but not exclusively in rooms that don't fit (which they generally but not always do fit). Furthermore, many of the denizens of the fortress (which include both quori, and non-quori dream NPCs) look like different people or things than what they are or are supposed to be, and in the case of the dream NPCs their behavior sometimes doesn;t match either their identity OR their appearance.

In game terms:

The gross layout of fortress is constructed like a roguelike such as Dungeons of Dredmor, with rooms being randomly generated as they are encountered, but with two major differences from normal roguelikes: Firstly the rooms do not have to all "fit" together on the map, if a room is generated that would overlap with an existing room the result is not thrown out but the rooms do not overlap either, draw the second room elsewhere on the map and add a note that they are conmected (alternately, at the DM's discretion, sometimes encountering a second room that doesn't fit may cause the connection to the first room to "decay" (see below) provided that nobody is looking from the first room to the room that both these hypothetical rooms connect to (if any).
Secondly, the connections between rooms gradually "decay". If a room has not been visited in a while it is struck from the map and put into a pool of used rooms. It may appear again later in a different location (see below)

Each new room can either be a prefabricated setpiece (see below), a randomly generated generic room, or a previously visited room. First roll to select which of these the new room will be, then roll to choose from the list and/or to choose the shape and contents of a new generic room.

There are two main types of rooms, generic rooms (choose shape, contents, occupants, etc. from a table), and setpieces. These latter rooms are predesigned and include things like major encounters (including the actual mission objective), chunks of locations from the "real" game world (including not just other dungeons but regular civilian buildings as well, especially ones that many people would be familiar enough with to dream of), weird staircases (not just escher type stuff, also stuff like fancy entryway staircases from fancy buildings*, except not necessarily in entryways), irregularly shaped and/or highly specialized rooms, specific non-euclidean/multiply commected rooms (such as the saddle-point and conic angle deficit rooms in one of my earlier posts), shops, etc.





*For example
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