PS - I had the opportunity to test it out - if you marquis-select a group of tokens - including tokens that may be overlapping (like creatures or token objects on top the section of "map" that you want to rotate), they yes you DO still get a rotation handle on your selection. And the relative positions of the tokens being rotated is maintained. So for example if you had a square "map room" that you made a token, and had a goblin in the NE corner of the room (goblin token sitting on top of map-room token), and then you dragged a box to select around both and rotated the selection 90 degrees clockwise, the goblin token will wind up in the same corner of the room, which is now the SE corner. You need the tokens on the same layer to drag the selection marquis around both of them so that you get the "group" selected, and it may not always be convenient to have that piece of your map that you've made into the rotating room token on the token layer, so you might want to send it back to the map layer after rotating. It's a bit clunky, but this method will make your rotating room idea work with out needing any api scripts. Be aware though, that it will be obvious to the players. So if the ideas is they are in a rotating room but aren't supposed to know it's rotating - they'd know. And if you use dynamic lighting, this idea of the rotating room being a token may not work, I don't know, I haven't used it but as I understand it uses "walls" on a lighting layer to block light/sight - and those wouldn't be rotating with tokens. Experiment with it - Good luck!