While setting up Dungeon of the Mad Mage level 15: Obstacle Course, I came across a problem: the dungeon has teleporter traps, which would be a perfect use case for the teleport script. However, the teleport traps send the player to a random destination, and the destinations are not equally weighted . For example, the trap in area 1 has a 60% chance (1-12 on a d20) to send the player to area 10, 30% chance (13-18 on a d20) to send the player to area 19, and  a 10% chance (19-20 on a d20) to send the player to area 40c. The teleport script can do random destinations, but it can only make the destinations equally weighted. The weighting is important, because not all destinations are created equally (in particular, 40c drops the player into lava, in an area where flight does not work). Solution? Multiple destinations at the same spot on the map. instead of 1 teleporter token in areas 10, 19, and 40c to handle random teleportation from area 1, I could have 6 tokens in area 10, 3 tokens in area 19, and 1 token in area 40c, and connect all 10 of them as random destinations from area 1. It's more effort to set up, but it makes the weighted randomness work. The next problem: when a player teleports, they're not supposed to be subject to  any  teleport trap on the level for 1 hour. Solution? The departure teleporters all have a key set, the players all have the appropriate statusmarker set when they start the level, and we remove the key after the teleport occurs. After an in-game hour, add the statusmarker back on. This takes some manual effort, but is a simple mechanic to explain to players. And now, for anyone else wishing to use the teleport script with this level on this module, I can share the network of (weighted) teleporters here, to help cut down on the necessary work: Departure Area Destinations (weight) Number of teleporters required here 1 10 (6), 19 (3), 40c (1) 3 5b 19 (2), 28 (1), 40c (1) 4 6 13a (3), 22b (3), 40c (4) 4 8 11 (3), 26 (1), 31 (1) 3 10 13a (6), 22b (3), 40c (1) 6 11 6 (3), 24a (1), 28 (1) 3 13a 19 (5), 22a (4), 40c (1) 6 19 5b (4), 13a (3), 26 (3) 5 22a 26 (1), 28 (1) 4 22b 6 (1), 8 (1) 3 24a 6 (2), 8 (2), 26 (1) 3 26 1 (3), 10 (4), 35 (3) 3 28 5b (3), 11 (3), 40c (14) 1 31 26 (3), 36a (2) 1 35 6 (4), 10 (3), 24a (3) 3 36a 1 (2), 8 (3) 2 40c N/A (40c does not send players anywhere) 14 Here's a graph of the teleporter trap network; edge thickness corresponds with the odds of getting sent to that destination: