Quasqueton Room #16 - Teleportation Room Building / Landmark in The Realm of Ard'Vanwa | World Anvil
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Quasqueton Room #16 - Teleportation Room

Purpose / Function

This room will teleport someone to a room of exact same dimensiosn. it's believed it's use was designed to disorante any attackers who invade the stronghold... or it could be a sort of "test" created by Zelligar to see if he could create a teleportation system like it.

Design

The room is a featureless 30ft by 20ft room.

Entries

There is only one enterance, through the eastern door.

Sensory & Appearance

When entering the room, there is felt a palitable senes of magic. Exploring the room, the source is not found.

Hazards & Traps

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.
Show spoiler
Once adventurers enter the room to investigate this, the entire party is instantly teleported to identical locations at Room #16 - Teleportation 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 Dungeon Master must turn his or her map on its side in order to be able to correspond to the directions the players belleve 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 Dungeon Master 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 ove~ 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 first 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 po.int 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 two 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.

Special Properties

This room will teleport a party to it's alternate room.

Architecture

The room itself is an empty 30ft by 20ft room.

RUINED STRUCTURE
968
Founding Date
958
Type
Room, Chamber, Teleportation
Environmental Effects
The teleportation is activated by light shining on a small crystal outcropping in the northwest corner of the room.
Ruling/Owning Rank
Owning Organization

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