15. & 16. TELEPORTATION ROOMS. A strong magic causing
teleportatlon has been permanently placed upon these 2
rooms of equal size and shape. This is a trick to fool and confuse
unwary adventurers and is designed to upset their directional
sense.

Both rooms function in the same manner once their doors are
opened. In each room, at the corner farthest from the door, is
a shiny, sparkling outcropping of crystalline rock which will
dazzle when light is reflected off of it; in both rooms the outcroppings
are identical. Once adventurers enter the room to
investigate this, the entire party is instantly teleported to
identical locations at the other room—whether they be in the
room itself or nearby in the hallway. This teleportation occurs
without the adventurer noticing that it has occurred; that is,
they have no way of "feeling" that anything unusual has
happened. And of course, this means that, although they are
in a different location facing in different directions, the adventurers
will still have reason to believe that they entered the
room through a door which is on the east wall (if they originally
entered room 15), or through a door which is on the south
wall (if they originally entered room 16). To reflect this fact
without tipping off the players, the DM must turn
his or her map on its side in order to be able to correspond to
the directions the players believe they are facing. Of course,
when the players emerge from the room and attempt to follow
their maps, they will be confused by the fact that the details
outside the room are not as they expect. They may question
the DM and even suspect a mistake has
been made (with such comments as, "Wait a minute, that
can't be like that, we just came that way!") When this occurs,
the DM should avoid argument and simply state things as
they are in the new location, letting players puzzle over the
problem and arrive at their own conclusions and/or solutions.

Once the teleportation has been triggered in a room, it will
not occur again until the room is empty and the door has
been closed from the outside. It will thereafter be triggered
when the door is opened and the room is entered. The door
of the receiving room (the one to which the party is being
teleported) will always appear exactly as the door of the 1st
room entered. Doors to both rooms will automatically close
themselves and the rooms will become "READY" to be triggered
whenever all adventurers have passed to a POINT at
least 120' from either door, as measured down any corridors.
It is possible, however, that a party could trigger the trick, be
teleported to the other room, then blunder back upon the original
room, see that the 2 were identical but in different locations,
and discover what had occurred. On the other
hand, the adventurers could become totally confused, lose
their way with an inaccurate map, and experience all kinds
of difficulty—whatever does happen will depend upon players'
actions and their ability to recognize and cope with the
situation.

Note: It is recommended that no monsters or treasures be located
in either of these rooms.

Monster: --

Treasure: --

Trick: --

>>Sixteen>>