You can sort of fake it. Since you can activate a door remotely (i.e. DoorRef.Activate Player) from a script. You could place several teleport doors into the same location, then using a script on the 'real' door object, determine (randomly if you wish) which door to activate. This would have the effect of teleporting the player to a random location. Once you place all your doors in the cell and move the door markers where you want and finalize the navmesh (to create the teleport triangles), just move the 'invisible' doors below ground or behind a wall and check the "hidden from local map" flag to keep them from appearing on the player's local map.