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.
Monster: --
Treasure: --
Trick: --
>>Seventeen>>