Has anyone found, or maybe already compiled themselves, a list of permanent teleportation circles, on the material plane and other planes as well, established in the various official materials?
I know I can just have them exist wherever I deem appropriate in my game, but I was curious to see where all they are established "officially" since I often mine stuff from the official materials to adapt to my campaign so thought it would be useful and interesting to draw from that as I design my own network.
I know the harpers have their network mentioned in ToD I think, and there are a few mentioned in SKT I believe, but before I go to the time of going through all the adventures, I thought maybe someone might have already done it, but all the googling I've done only turns up a few partial lists. Thanks!
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
"Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines."
This description in the spell would tend to indicate that teleportation circles are quite common and are actively used by any notable organization of a certain size as well as regional governments. So ... the DM can and should include teleportation circles wherever they think reasonable since the published materials will clearly not mention every teleportation circle.
"Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines."
This description in the spell would tend to indicate that teleportation circles are quite common and are actively used by any notable organization of a certain size as well as regional governments. So ... the DM can and should include teleportation circles wherever they think reasonable since the published materials will clearly not mention every teleportation circle.
Yeah, they aren't comprehensive, thats why I said I only found partial lists and was wondering if anyone had found or made a comprehensive list already before I spend the time reconciling a bunch of different lists.
Also why I said I know I can put them anywhere I deem appropriate. I am just curious of seeing where they all have been established in official lore as existing.
Are they teleportation circles that the teleport spell could target though? Admittedly I have not spent a lot of time with the outlands and Sigil in my campaigns, but I thought they were more like portals linking two specific spots? (I know, its a bit of semantics questions, but it's more a question of if the teleport spell could use those for a target destination like they could with knowing the sigils to a specific circle)
I think teleport would work to, although "I have not spent a lot of time with the outlands and Sigil in my campaigns"
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Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Here is what I could find. I could be missing some though. Feel free to add to the list.
Hoard of the Dragon Queen (Part 1 of Tyranny of Dragons)
Chapter 6 section 13 - To the Graypeak Mountains
Located in Castle Naerytar in the Mere of Dead Men and used to travel to the Hunting Lodge in the Graypeak Mountains
Rise of Tiamat (Part 2 of Tyranny of Dragons)
Chapter 15 section 1 - Xonthal's Tower
After Completing the Maze players emerge within sight of a teleportation circle located at the foot of Xonthal's Tower
Xonthal's Tower is located at the base of Mount Hlim, in the western part of the Greypeak Mountains.
Two notable towns exist just north of Xonthal's Tower:
The town of Llorkh
The town of Parnast
Chapter 16: Mission to Thay
Located in the audience chamber of Nethwatch Keep within the Tharch of Lapendrar in Thay
Nethwatch Keep is located near the First Escarpment ridge almost due west of The Citadel in High Thay
This area is ruled by Tharchion Eseldra Yeth a powerful vampire
Out of the Abyss
Chapter 12: Araj: Vizeran's Tower
At the towers peak on the 6th level Vizeran's sanctum contains a permanent teleportation circle
Teleportation is dangerous to use since it is located in the underdark and is subject to Faerzress
Storm King's Thunder
Chapter 2 section - Triboar Quests:
Near the top of Moongleam Tower, in Everlund, is a circular windowless room that contains a permanent teleportation circle.
Chapter 3 section - Rassalantar
Rassalantar's keep is located at the southern tip of the Sword Mountains north of Waterdeep on the Long Road
A hidden chamber in the dungeon holds a permanent teleportation circle
Chapter 3 section - Yartar
Hand of Yartar tells them about a not-so-secret teleportation circle (more details below)
Chapter 3 section - Inner Circles
The teleportation circle in Everlund is located inside a circular chamber in Moongleam Tower
The teleportation circle in Loudwater is located in a 30-foot-square cellar under a tavern called the Smiling Satyr
The permanent teleportation circle within Mirabar's walls is inscribed in a stable house loft
The circle in Neverwinter is drawn on the floor of an attic in a creaky old three-story rowhouse
The Waterdeep circle is located inside a raised crypt in Waterdeep's walled cemetery, the City of the Dead
A sarcophagus contains a stone staircase leading down to a magically lit room. The circle is on the floor of this chamber
Located behind a dilapidated villa in the heart of Yartar is a 40-foot-square garden patio enclosed by an 8-foot-high wall of ivy-covered stone. A hallucinatory terrain spell conceals the teleportation circle.
Dead in Thay
Many teleportation circles are contained within the Doomvault in Thay.
Tomb of Annihilation
Chapter 2 section - Heart of Ubtao: part 6
This teleportation circle is etched onto the floor of a chamber located in Chult.
Waterdeep: Dragon Heist
Chapter 3 section - Gralhund Villa: part G15
Located in Gralhund Villa in Waterdeep is a wood-paneled bedchamber with a birdcage on a table and a permanent teleportation circle inscribed on the floor
Chapter 4 section - Old Tower: part O5
Located in the Old Tower in Waterdeep arcane runes are inscribed in a circle on the floor of this otherwise empty chamber. The circle is a permanent teleportation circle
Chapter 8 section - Kolat Towers: part K22
Located within the Outer Tower on Level 4 in the Kolat Towers in Waterdeep
Chapter 8 section - Extradimensional Sanctum: part E1
A teleportation circle is inscribed on the alabaster floor here
App. B: Monsters and NPCs - Urstul Floxin
Mentions that House Gralhund in Waterdeep has a teleportation circle
Waterdeep: Dungeon of the Mad Mage
Skullport section Exploring the Town: part 27 The Poisoned Quill
Tasselgryn Velldarn knows the address of a teleportation circle in Waterdeep in the attic of an orphanage in the Dock Ward
Candlekeep Mysteries
The Canopic Being: Mission to Tashluta
The permanent teleportation circle is located at the House of the All-Seeing Orb
Tashluta is located in Tashalar south of Calimshan and east of the southernmost Jungles of Chult
The Wild Beyond the Witchlight
Chapter 5 section - Standing Stones: part P4
Twelve moss-covered standing stones form a ring in the middle of a small clearing. An arcane sigil is inscribed on the inward-facing side of each stone, and the space between the stones is free of vegetation.
Journeys through the Radiant Citadel
The Hall of Doors in Qaragarh mentions having many teleportation circles linked to locations across the empire
The Ulema provides spellcasting services to the populace and maintains the empire's infrastructure of teleportation circles
Dragonlance: Shadow of the Dragon Queen
Chapter 5 section - Into the Wastes: part Malfunctioning Gate
An unstable gate can serve as a permanent teleportation circle linked to its partner gate
Keys from the Golden Vault
Fire and Darkness section - Brimstone Hold: part B24 Nebukath's Chamber
This area contains a teleportation circle that leads to Avernus
Vecna: Eve of Ruin
Chapter 2 section - The Sigil Sanctum
Teleportation Circles. Permanent teleportation circles exist within Sigil, but attempts to create new ones fail. If the Lady of Pain permits, they can be used to enter the city via the Plane Shift spell but not to leave.
Quests from the Infinite Staircase
Chapter 4 section - Eternal Garden Locations: part G1 Fairy Ring
The toadstools form a fairy ring that acts as a permanent teleportation circle in the Feywild
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Has anyone found, or maybe already compiled themselves, a list of permanent teleportation circles, on the material plane and other planes as well, established in the various official materials?
I know I can just have them exist wherever I deem appropriate in my game, but I was curious to see where all they are established "officially" since I often mine stuff from the official materials to adapt to my campaign so thought it would be useful and interesting to draw from that as I design my own network.
I know the harpers have their network mentioned in ToD I think, and there are a few mentioned in SKT I believe, but before I go to the time of going through all the adventures, I thought maybe someone might have already done it, but all the googling I've done only turns up a few partial lists. Thanks!
there's a ton in single, city of doors
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Two seconds on google obtained the following lists - there is some overlap between locations listed and neither list is likely to be comprehensive.
https://rpg.stackexchange.com/questions/5000/where-would-teleportation-circles-be-in-forgotten-realms
https://www.reddit.com/r/dndnext/comments/m8h9dv/permanent_teleportation_circles_in_faerûn/
The spell itself says:
"Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines."
This description in the spell would tend to indicate that teleportation circles are quite common and are actively used by any notable organization of a certain size as well as regional governments. So ... the DM can and should include teleportation circles wherever they think reasonable since the published materials will clearly not mention every teleportation circle.
Yeah, they aren't comprehensive, thats why I said I only found partial lists and was wondering if anyone had found or made a comprehensive list already before I spend the time reconciling a bunch of different lists.
Also why I said I know I can put them anywhere I deem appropriate. I am just curious of seeing where they all have been established in official lore as existing.
Are they teleportation circles that the teleport spell could target though? Admittedly I have not spent a lot of time with the outlands and Sigil in my campaigns, but I thought they were more like portals linking two specific spots? (I know, its a bit of semantics questions, but it's more a question of if the teleport spell could use those for a target destination like they could with knowing the sigils to a specific circle)
I think teleport would work to, although "I have not spent a lot of time with the outlands and Sigil in my campaigns"
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
Here is what I could find. I could be missing some though. Feel free to add to the list.
Hoard of the Dragon Queen (Part 1 of Tyranny of Dragons)
Rise of Tiamat (Part 2 of Tyranny of Dragons)
Out of the Abyss
Storm King's Thunder
Dead in Thay
Tomb of Annihilation
Waterdeep: Dragon Heist
Waterdeep: Dungeon of the Mad Mage
Candlekeep Mysteries
The Wild Beyond the Witchlight
Journeys through the Radiant Citadel
Dragonlance: Shadow of the Dragon Queen
Keys from the Golden Vault
Vecna: Eve of Ruin
Quests from the Infinite Staircase