Teleportation Circles on Terus
OPEN CIRCLES:
- NOTE - 3 Hours to Memorize/write down correctly runes of a new Circle (costs ink and paper as well - 30 gp)
- NOTE 2 - players can learn a teleportation circle sequence BEFORE knowing the spell, but its an ARCANA DC 16 check to ensure they learned it correctly. (if lower, tell them they THINK they got everything, but aren't sure. Could cause problems later)
- Mount Stosan - Stosan Academy
- Wine & Dot Plains - Thindriline
- Lancu Sea - Oba
- Wastelands - Gimloth (Dwarven City)
- Cambrey Valley - Oreton (Earth Genasi Kingdom)
- Alah Sea - Surfton (Water Genasi Kingdom)
- Underdark - Zyn (Drow City)
- Brightshell Harbor - (Tortle City)
- Magia - Magia Castle*
- Winda - Winda University*
- Crua - Crua Castle*
- Expa - Expa Castle*
- Sta - Sta Government Center *
- Abra - Abra Government Center*
- Miraxalim - Royal Library
- Lithserin - Rothenel Home
- Obrer - Alphanis Home
- New Shi - Jonin Nara Museum
- Surefire Monastery - Crypts
- Eternal Current Monastery - Gardens
- Dark Ember Monastery - Prison
- Chalinos - Hallowed Inn (hidden there by DJ)
- Sta - Svadri Estate Bathroom
- Wight Caves on Lancu Sea - Rinit's old cell (only DJ's know about it)
- Business that started a few decades back to offer teleportation to regular people across Domunz and Oroccid
- Charge PREMIUM price for teleportation circles
- Do not have access to ALL circles, but many in well-placed areas
- Do not get along well with the Yaw Conglomerate who were in the midst of trying to set-up a similar business but the TCS stole their idea
- Each station is heavily guarded and warded to prevent people from taking advantage of their services
- CEO - Jimzick Flickerbock (Former apprentice and inventor at Alchemist Guild & Clockwork Shop in Waptropolis) - left the Clockwork Shop to found TCS (after little bit of a falling out with Sheedla and Gnobbnost who didn't appreciate his work)
- 50GP per person per trip if TCS casts the spell
- 10GP per person per trip using Circle (charged upon arrival)
- 25GP (updated! used to be 45gp) per person for Large groups of 5 or More (Discounted Price)
- 10GP Discount If You Cast the Spell Yourself
TCS EXCLUSIVE CIRCLES:
DOMUNZ- Acropojig - TCS Building
- Bronzehook - TCS Building
- Chalinos - TCS Building
- Crua - TCS Building
- Culille Village - TCS Building
- Expa - TCS Building
- Magia - TCS Building
- Miraxalim - TCS Building (Opening Anarro 18th!)
- New Shi - TCS Building (Opening Anarro 18th!)
- Oba - TCS Building (Opening Anarro 18th!)
- Obi - TCS Building
- Obrer - TCS Building
- Teep - TCS Building
- Waptropolis - TCS Building
- Winda - TCS Building
- Boludo - TCS Building (Opening Anarro 18th!)
- Cloudscape - TCS Building (Opening Anarro 18th!)
- Fugore - TCS Building (Opening Anarro 18th!)
- Oreton - TCS Building (Opening Anarro 18th!)
- Palm Point - TCS Building
- Surfton - TCS Building (Opening Anarro 18th!)
- Twin Falls - TCS Building
- Warrenstone - TCS Building (Opening Anarro 18th!)
MAKING A PERMANENT CIRCLE
- Takes 1 Year
- 15,000 gold to make a teleportation circle permanent, 300 days (1 year-ish) x 50 gold per day.
- Need permission from Local Government if it is a known circle to others, especially a public circle
EXTREMELY SECRET CIRCLES
SPEER
Every SPEER Base and the SPEER HQ has a circle- HQ in Great Nilos Wood
- Farmhouse Basement Outside Magia
- Small base just outside TRASK on Obreriault
- Just Outside Bronzehook near Volcano
- In Cram forest near Lithserin
- Near Road to Miraxalim
- Forests Outside Tremorfall
- Farmhouse Outside Warrenstone in Fields of Frith
- Forests above the Underdark Entrance
- Caves near Gimloth
- Galdunel basement in Chalinos (safehouse)
THE WATER GENASI
Have a circle in their hidden city for easy transportation without giving away their secret- The Glass City near Surfton on the floor of the Alah Sea
TCS Tablets
- Homebrewed TCS Tablet (uncommon)
- This clay tablet is 6 inches long, 2 inches wide, and half an inch thick. Inscribed on it is the sigil sequence for a permanent teleportation circle (only ONE). A creature that studies the sequence for 10 minutes can make a DC 21 ARCANA check, learning the circle’s destination on a success.
- 1 - Teleportation Circle works as normal, but each creature going through the circle takes 3d8 psychic damage and has upsetting images of tentacled monsters.
- 2 - Teleportation Circle destination changes to a random teleportation circle close to the target circle (at the DM's discretion), but otherwise works as normal.
- 3 - Teleportation Circle appears 40 ft above target circle, each creature going through the circle takes 4d6 force damage as they hit the ground unless they have a reaction that will slow their fall or otherwise prevent themselves from being damaged.
- 4 - Teleportation Circle works as normal, but each creature that went through the circle loses 8 sp as their belongings, purses, and wallets are tossed around violently during the teleportation.
