Dm about to run dungeon of the mad mage and planning something. I know characters cant teleport into the Undermountian but could they into Skullport? Is Skullport fully under the supervision of Halaster there for blocking teleport?
Skullport is part of Undermountain, so I belive the anti-teleportation covers it as well.
By official lore anyways. If you need to change it I don't think it'll break the game, as long as you make it so the players still have to discover Skullport themselves first.
There is an actual teleportation circle listed in one of the buildings that the players are told can be used to enter and leave the city before heading into the dungeon again.
27. The Poisoned Quill
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If the characters come seeking an escape from Skullport, Tasselgryn offers to cast the teleportation circle spell but demands payment of 50 gp per party member up front. She knows the address of another teleportation circle in Waterdeep (in the attic of an orphanage in the Dock Ward) and sends the characters there if they don’t have a teleportation circle address of their own.
Halaster has placed enchantments on Tasselgryn’s shop that enable her (and her alone) to cast teleportation circle spells within its confines, ignoring the restriction that Undermountain places on such magic (see “Alterations to Magic”).
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
The only other way to teleport into or out of undermountain is to have one of Halaster’s special horned rings that allow the wearer to do so. It might be interesting to make 1 available to the party at some point “ by accident” or maybe one with a broken horn that allows teleportation into skull port but nowhere else.
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Wisea$$ DM and Player since 1979.
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Dm about to run dungeon of the mad mage and planning something. I know characters cant teleport into the Undermountian but could they into Skullport? Is Skullport fully under the supervision of Halaster there for blocking teleport?
Skullport is part of Undermountain, so I belive the anti-teleportation covers it as well.
By official lore anyways. If you need to change it I don't think it'll break the game, as long as you make it so the players still have to discover Skullport themselves first.
There is an actual teleportation circle listed in one of the buildings that the players are told can be used to enter and leave the city before heading into the dungeon again.
Oooo thank for this. That is very helpful. Thanks
The only other way to teleport into or out of undermountain is to have one of Halaster’s special horned rings that allow the wearer to do so. It might be interesting to make 1 available to the party at some point “ by accident” or maybe one with a broken horn that allows teleportation into skull port but nowhere else.
Wisea$$ DM and Player since 1979.