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couple bugs on portal to the surface

On the portal to the surface quest:

Upon entering the house and talking to the man, he says he'll charge you 100 gold to enter the portal. If you agree, but have less than 100 gold, it just takes what you have and in you go. I also think you can just walk straight in from talking to the woman and hop in without paying him, but not sure on that.

Also, after leaving the ruins, the first batch of kobolds you run into has an evoker who can cast "Call Lightning." Since the players were told some time ago to disregard this spell due to being miles below ground, seems only fair the kobolds do the same. :)

Tanner

Also, after leaving the ruins, the first batch of kobolds you run into has an evoker who can cast "Call Lightning." Since the players were told some time ago to disregard this spell due to being miles below ground, seems only fair the kobolds do the same. :)

Hell, I thought it was our loot-a-lot druid that cast that.

Was it? Maybe.

I forgot about that possibility. My bad for jumping to conclusions, I assumed it was the kobold when the lightning did more damage to our party than the kobolds.

My apologies.

(1) One of the dialogue options with the man is, "I'm just going to use the portal without paying you" -- the portal is there, and he's not prepared to stop people from using it (obviously has multiple agendas)

(2) Kobold Evoker definitely can't cast Call Lightning, but a good reminder for us to alter Call Lightning into something more appropriate

Yes I can confirm it was our druid, otherwise it would have done way more havoc to us, and not just the kobolds (duh), I made sure about that in a discreet tell but the player informed me he had spoken to a DM earlier (whose name was forgotten) who had allowed using this spell freely. I apologized, since I am not playing a druid I may not be up to date on the Call-lightning issue.

On the call lightning issue, the D20 SRD has this to say about the spell for 3.5e:

Call Lightning Evocation [Electricity] Level: Drd 3 Components: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Effect: One or more 30-ft.-long vertical lines of lightning Duration: 1 min./level Saving Throw: Reflex half Spell Resistance: Yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.

This was a change from the 3e version that only works outside, and was the one that the default nwn is based off. Perhaps rather than a mass shot of lightning bolts in one go, it is a duration based spell, calling 1 bolt per round, duration: 1 round/level once cast?

Call Lightning has been changed.

...And is now a spell approved for use in the Underdark?

Yes, go ahead. It now calls down a storm of rocks from overhead, and does bludgeoning damage.