By RAW, an object is a single designated thing that isn't alive. In my opinion RAI extends to obvious containers.
The teleport spell states (emphasis mine):
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
This wording indicates it only applies to a single object since it does not say all objects. It also makes no exceptions for containers and their contents.
For example, if you could transport anything in a container all you would have to do is build a makeshift 10 X 10 X 10 wooden cage and call it a large box. Then you could teleport 1000 cubic feet of whatever you want because you targeted the container.
Personally, I would allow transporting obvious containers like chests, bags of holding, boxes, jars, etc because that seems in keeping with the intent of the game mechanics. It also avoids the unnecessary confusion and ceaseless arguing over just how many separate objects make up a single carriage.
I would say that common sense needs to prevail. If the contents of a table would fit in a standard chest, there's no real reason to prevent players from designating the table or shelf as a container for the purpose of transport. Especially if you're willing to let them just throw it in a Santa Claus bag and transport that anyways.
Now, if the players were trying to be deliberately game breaking with it, you can always have fun. Let's say they stack the treasure eight feet tall on a small bench and transport it. When they arrive, the mound of treasures topples, and riches are scattered everywhere. Small street urchins, poor folk, homeless beggars and Paul's girlfriend are all seen sprinting in to scoop up as much as possible. The player's are able to recover X % of the treasure before the rest disappears, and the guards come by and fine/imprison them for starting a riot.
That's just my opinion though. I don't mind people bending the rules a bit to do some ridiculous stuff, but I bend back a bit to show them I'll be just as ridiculous in response.
Name |
Level |
Classes |
Companions |
Thunder Step |
3rd |
Sorcerer, Warlock, Wizard |
1 |
Dimension Door |
4th |
Bard, Sorcerer, Warlock, Wizard |
1 |
Teleportation Circle |
5th |
Bard, Sorcerer, Wizard |
no limit |
Arcane Gate |
6th |
Sorcerer, Warlock, Wizard |
no limit |
Transport via Plants |
6th |
Druid |
no limit |
Word of Recall |
6th |
Cleric |
4 |
Teleport |
7th |
Bard, Sorcerer, Wizard |
8 |
Plane Shift |
7th |
Cleric, Druid, Sorcerer, Warlock, Wizard |
8 |
Gate |
9th |
Cleric, Sorcerer, Wizard |
no limit |
In detail (all page references are from the PHB, unless otherwise stated):
Thunder Step: 3rd level Conjuration spell, minimum 5th level caster, (Sorcerer, Warlock, Wizard). XGtE, pg. 168.
90 ft range. Up to 2 creatures. Same plane only. Note that it also deals damage around you as you leave, so have any companions not brought along clear the area
Dimension Door: 4th level Conjuration spell, minimum 7th level caster (Bard, Sorcerer, Warlock, Wizard) p. 233
500 ft range. Up to 2 creatures. Same plane only
Teleportation Circle: 5th level Conjuration spell, minimum 9th level caster (Bard, Sorcerer, Wizard) p. 282
Unlimited range, requires teleportation circle sequence. As many people can pass through it before it closes. Same plane only.
Arcane Gate: 6th level Conjuration spell, minimum 11th level caster (Sorcerer, Warlock, Wizard) p. 214
500 ft range. As many people can pass through it. Same plane only.
Transport via Plants: 6th level Conjuration spell, minimum 11th level caster (Druid) p. 283
Unlimited range. As many people can pass through it before it ends. Same plane only.
Word of Recall: 6th level Conjuration spell, minimum 11th level caster (Cleric) p. 289
Unlimited range, must have a designated sanctuary. Up to 5 creatures. Possibly allows travel between planes if you are in a different plane than your sanctuary.
Teleport: 7th level Conjuration spell, minimum 13th level caster (Bard, Sorcerer, Wizard) p. 281
Unlimited range. Up to 9 (You + 8) creatures. Same plane only.
Plane Shift: 7th level Conjuration spell, minimum 13th level caster (Cleric, Druid, Sorcerer, Warlock, Wizard) p. 266
Unlimited range. Up to 9 (You + 8) willing creatures. Allows travel to different planes.
Gate: 9th level Conjuration spell, minimum 17th level caster (Cleric, Sorcerer, Wizard) p. 244
Unlimited range. As many people can pass through it before it closes. Allows travel to different planes.
Page references for SRD V 5.1 (Arcane Gate is not included in the SRD):
Dimension Door p. 135; Teleportation Circle p. 186; Transport via Plants p. 188; Word of Recall p. 193; Teleport p. 185; Plane Shift p. 168; Gate p. 148
Best Answer
Also see ways to prevent teleportation.
Ways to prevent scrying
Many countermeasures to the 4th-level Sor/Wiz spell scrying [div] (PH 274-5) and the 7th-level Sor/Wiz spell greater scrying [div] (PH 275) and other spells of the scrying subschool exist, but some of those countermeasures perform inadequately.
The list below omits scrying countermeasures of the illusion school, like the 5th-level Sor/Wiz spell false vision [illus] (PH 229) and the 8th-level Sor/Wiz spell screen [illus] (PH 274). Because a "[scrying] sensor has [the caster's] full visual acuity" (PH 275), illusion countermeasures are rendered moot by a caster savvy enough to activate an effect like true seeing before casting the spell scrying et al. or during the spell's duration. I assume that a defender assumes that all casters are savvy enough.
The list omits effects the caster can overcome by making a successful caster level check or saving throw, like the 3rd-level Sor/Wiz spell nondetection [abjur] (PH 257). I assume that a defender assumes that the caster prepares for such countermeasures and can trivialize them with temporary bonuses, especially as it's usually a more powerful creature with resources to burn that picks as a subject a less powerful creature.
And, while such effects are countermeasures, I've never seen antimagic effects—like that created by the 6th-level Sor/Wiz spell antimagic field [abjur] (PH 200)—not lead to arguments at the table, so means to create such effects have also been omitted from the list because I like my friends.
The list omits countermeasures that are unavailable to most creatures, such as becoming fettered to the caster of the 9th-level Sor/Wiz spell imbrue [conj] (Dragon #336 81), acquiring the template Vecna-blooded (Monster Manual V 66-7), or becoming an object upon which is cast the 2nd-level Sor/Wiz spell obscure object [abjur] (PH 258). I have boldly assumed that, for example, most folks' characters won't be somehow-sentient sandwiches.
Finally, keep in mind that the spell scrying et al. are not spells with a target as they've no target entry in their descriptions. Instead, the spells create an effect that causes the subject to make a Willpower saving throw and the caster to overcome the subject's spell resistance. This renders the spells unaffected by, for example, the 7th-level Sor/Wiz spell spell turning [abjur] (282-3).1
(Richards and Sernett's "I Scry: Spying and Divination Magic Items" (Dragon #319 63-6) introduced the items above that were reprinted in Dragon Compendium Volume 1. Kudos to the authors for supporting this largely overlooked minigame.)
As an aside, in campaigns that I DM the PCs' foes start scrying on the PCs when the PCs are about level 5 and stop when the PCs are about level 13. By that time, the PCs either have ready access to scrying countermeasures or have become skilled enough to make scrying on them a fruitless endeavor. I don't have foes constantly scrying on the PCs—that takes tremendous resources—, but, instead, the foes try to peek in on the PCs about once a week in a long-running campaign. And, if a foe is really struggling to spy on the PCs, the foe'll pick as the scrying subject a PC's associate, cohort, follower, friend, mount, or pet to see if one of them is an easier or more interesting scrying subject.
Notes
1 A DM that house rules the spell scrying et al. nonetheless are targeted effects allows the spells to be absorbed by magic items like a rod of absorption (DMG 234) (50,000 gp; 5 lbs.) and directed back at the caster by the magic weapon special ability spellblade (Player's Guide to Faerûn 120) (6,000 gp; 0 lbs.) keyed to the appropriate spell as well as the aforementioned spell spell turning and similar spells and magic items.
2 When I DM, I include in the campaign's introductory material that this is an actual thing so PCs can make Knowledge (arcana) checks (DC 10) to know appropriate shelter's usually available somewhere. Further, PCs aren't themselves surprised later when they cast the spell scrying et al. yet find such spells blocked. Also, to be fair, I have lead sheeting included at no extra charge in the price of structures or vessels PCs have built on their behalf if they want. Finally, if using the Stronghold Builder's Guide, lead-lined walls cost 1,000 gp per stronghold space (37); I've found most folks just don't want to bother with the Stronghold Builder's Guide, though.
3 The feat Eyes to the Sky is how I presume Conan deals with scrying sensors. Not that I think you're Int 3, Mr. The Barbarian.
4 A reader may note that mind blank says, "Scrying attempts that are targeted specifically at the subject [of the spell mind blank] do not work at all," yet the spell scrying et al. aren't targeted; this DM recommends a house rule saying that mind blank stops cold the spell scrying et al. rather than a house rule that makes such spells targeted spells.