Hordes of the Underdark

Dark Jezter

First Post
Okay, after two solid days of playing, I completed the new Neverwinter Nights expansion pack: Hordes of the Underdark.

NWN and its expansion packs seem to be getting better over time; the NWN original campaign was good, Shadows of Undrentide (the first expansion pack) was better, and Hordes of the Underdark is absolutely incredible.

This latest expansion pack begins shortly after Shadows of Undrentide, and takes your character on a truly epic journey filled with plot twists, betrayals, and epic battles. In Chapter 1 of the expansion pack, you travel through Undermountain, the most famous dungeon in Faerun. In Chapter 2, you get to explore the underdark itself. As for the third and final Chapter... well, I'm not going to spoil it, but let's just say that it contains lots of unexpected twists and turns. Additionally, there are several different endings depending on choices you make as you progress through the adventure, giving this expansion pack lots of replayabilty.

In this expansion pack, you'll be encountering dangerous new creatures such as drow, duergar, mind flayers, beholders, and the old D&D standby: The Gelatinous Cube. You'll also go up against some truely powerful foes including (spoilers ahead)
a dracolich, a demilich, and even the arch-devil Mephistopholes himself!

To help you take on these challenges, this expansion pack has added the Epic Level Rules to the NWN engine, allowing your character to attain levels as high as 40 and take Epic Feats (when I completed the expansion pack, my character was a Fighter 21/Rogue 5). The expansion pack also adds prestige classes from various suppliments, including the dwarven defender, weapon master, dragon disciple (red dragon only), divine champion, shifter, and pale master.

Several old friends return in this expansion pack as henchmen, including Tomi Undergallows (halfling rogue/shadowdancer), Linu La'nareal (elf cleric), Daelan Red Tiger (half-orc barbarian), Sharwyn (human bard), and the always-enjoyable Deekin Scalesinger (kobold bard/dragon disciple). Two brand-new henchmen include a female drow assassin and a male tiefling fighter. You can also now have two henchmen instead of just one, which will make some of the epic-level enemies easier to take on.

Overall, this expansion pack is a must-own if you are a NWN fan, and I have no regrets about buying it.

So, has anybody else gotten it yet?
 

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I've gotten it, but I'm still at beginning to Chapter 2. I was actually typing up a mini-review of the game when the boards died this afternoon, this saves me the trouble. :)

I think they did some really great stuff with some of the special effects. The graphics are a little better, but honestly I don't think the increased poly count is all that noticeable unless you have a high-end machine - which I definitely don't. The toolset has some really nice features that I want to play with, but haven't yet because I'm playing the game first.

My main character from SoU is a Bard 8/Arcane Archer 4. I elected not to play one of the modules bridging SoU and HotU (see NWVault) and so started at level 12. Big mistake, especially for a sub-optimal build like mine. So I raised my level to 15 (8/7), which is the suggested starting point for the game, and also the level you will be boosted to if you start with a character under level 12.

As for henchmen, I decided to use Deekin and Sharwyn. Which set up an interesting situation - all three of us are Bards in some form another. Deekin I told to advance solely as a Red Dragon Disciple, because I'm not really overly fond of the Bard's spell list in NWN. Sharwyn I left alternating between Bard and Fighter. All of us were using ranged weapons, and it actually worked so surprisingly well I decided to keep Sharwyn (I was originally going to grab Daelan or Linu). Plus, the banter between Sharwyn and Deekin is hilarious, so that was a bonus.

One random comment - I'm a little disappointed in the Arcane Archer's epic levels. They pretty much get nothing but better versions of Enhance Arrows - I was hoping there might be some different Imbue abilities at the higher levels, but it was not to be. The only other thing they do get is bonus damage to Imbue Arrow - +1d6 every two levels. Bleh. Ah well, gives me a chance to work on my Bard abilities.

The story through Chapter One is pretty straight-forward. There are puzzles, there's exploration, but pretty much it's just a straight dungeon-crawl. Though it wasn't a terribly boring one, that's what it is. It started to pick up a bit toward the end though.

On the treasure side, there's a nice variety of items, though it seems there's a bunch of Monk and Bard items - the latter perhaps because I am a Bard, but the Monk item thing has been an issue throughout all three games, IMO. Nevertheless, I've found a few interesting items for Druids, Monks, and Wiz/Sors, and into Chapter 2 some items for Clerics, Shadowdancers, and Assassins. I haven't found anything that really benefits any of the fighting classes though. Overall the variety is definitely better than SoU (which was mostly armor), though I haven't found any neat rings - just the standard stuff.

Also, I bought the Lich's Lyrics, a special item for Bard that uses you Bard Song to cause a Horrid Wilting. It works great for my character, since Deekin is a much better Bard than I. I'm also looking to buy two pieces of equipment specifically for Arcane Archers - a bow with unlimited Fire Arrows (+1d6 Fire damage) and a suit of armor I don't recall the specifics of.

One slightly annoying thing was that Staves now have to be equipped to be used - makes my Staff of Power fairly useless now, since I'm not going to want to have my Bow out of hand in the middle of combat. Though it makes sense that it works this way. Still, I was relying on Wands and Staves for my meager magic power.

I also took Craft Wand, to play around with. Now, the fact that you can craft something, and more importantly give an item your caster level is great, especially for custom content makers - no more having to make seperate item properties if you want a stronger or weaker wand. But as a player, I find it sorely lacking. You get 1d20+CL charges on the wand, instead of 50 (bleh), you can't cast spells from scrolls to enchant wands (or any magical item... bleh), and you still pay the full XP and GP. Very sub-par. Hopefully it can be changed.

The game is actually fairly easy, though I did die at one point, which is actually a really amusing story. It's starting to get a bit more difficult in Chapter Two, but nothing that I can't really handle. I've found that I hardly ever rest now though, between potions and healing kits, and a variety of items, I can go for a good couple of hours of playing without needing to rest - a good thing, IMO.

Finally, I've ran into a couple of bugs. The big one is (spoiler for Chapter One, but not big)
when I found Tomi and revived him, the conversation would mess up if my henchmen weren't close enough (since they have lines). The first time this resulted in some goofy behavior from Sharwyn, where she left my party, rejoined eventually, but then wouldn't do anything.
Also, I couldn't take any of the item crafting feats unless I took a level in a spellcasting class, even though I already had eight levels of Bard.
 

LightPhoenix said:
I think they did some really great stuff with some of the special effects. The graphics are a little better, but honestly I don't think the increased poly count is all that noticeable unless you have a high-end machine - which I definitely don't. The toolset has some really nice features that I want to play with, but haven't yet because I'm playing the game first.

I don't think the higher-polygon models are that noticable unless you zoom-in very close to the action. I did notice that the models look a little nicer than they used to when you look at them up-close.

My main character from SoU is a Bard 8/Arcane Archer 4. I elected not to play one of the modules bridging SoU and HotU (see NWVault) and so started at level 12. Big mistake, especially for a sub-optimal build like mine. So I raised my level to 15 (8/7), which is the suggested starting point for the game, and also the level you will be boosted to if you start with a character under level 12.

I didn't play any of the "bridging modules" either, and so I began HotU as a level 12 character (Fighter 10/Rogue 2). Even though my character was 3 levels lower than he was supposed to be, I still didn't run into anything I couldn't handle.

Then again, I've noticed that melee-types usually have an easier time in NWN than ranged attackers, since combat in NWN tends to be up-close and personal.

One slightly annoying thing was that Staves now have to be equipped to be used - makes my Staff of Power fairly useless now, since I'm not going to want to have my Bow out of hand in the middle of combat. Though it makes sense that it works this way. Still, I was relying on Wands and Staves for my meager magic power.

I think that applies to all magic items, and not just staves; I was unable to use ring and amulet special abilites unless I was wearing them.
 
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Dark Jezter said:
I didn't play any of the "bridging modules" either, and so I began HotU as a level 12 character (Fighter 10/Rogue 2). Even though my character was 3 levels lower than he was supposed to be, I still didn't run into anything I couldn't handle.

Then again, I've noticed that melee-types usually have an easier time in NWN than ranged attackers, since combat in NWN tends to be up-close and personal.
Yeah, I agree completely. Like I said, it's a sub-optimal build, especially given the game, and Arcane Archer isn't exactly a great class anyway (in PnP). My Bard spells are for the most part useless - I'm getting decent use out of Haste and Dispel Magic, and the Lich's Lyrics are great for when enemies gather around me. Still, I never use Bard Song (Deekin) and I don't have a high enough caster level to get through most creatures' defenses. With a high Dex (I'm around 26 or so right now) I have a pretty good AC, but I still can't take very much punishment... my HP are terrible. I can dish out a ton of damage from range though. Luckily I (Ch. 2 spoiler)
have the tiefling henchman right now, and his 300 HP are much better for soaking stuff than my 150. And I love watching him smash doors I can't open. :)

Of course, contributing to these feelings is the fact that (another Ch. 2 spoiler)
I just got done with the Maker's Island, and those golems literally tore me a new one. The clay and iron golems, and the minogons weren't bad, but the demon flesh golem and the greater minogons just tore through me. I managed to take out the mithral golems with the Golem Crasher, but the demi-lich I didn't have a chance against. Though I got my 11th level of Arcane Archer, so I'm hoping my arrows will be able to pierce the damage reduction now.
So I'm a bit demoralized. Still at the other similar place I cleaned up no problem... bodes poorly for the drow.:p

I think that applies to all magic items, and not just staves; I was unable to use ring and amulet special abilites unless I was wearing them.
Yeah, which also makes sense. I don't disagree with it at all, but it was kind of bleh because it limited my Bard's magical firepower a bit. Luckily there are plenty of non-staff items to use, and I have a Wand of Fire, so it's all good. :)

I've already got some ideas about how to play through the game again, if I do. My main one is to go Paladin, then pick up Champion of Torm for a couple of levels, then alternate between that and Weapon Master. My other plan is to play through as a Wizard/Pale Master or Sorcerer/Dragon Disciple. I've not once played a spell-caster in any of the NWN games, or in any fan-made module. I must say I'm a bit reluctant to do it - it's not particularly my forte. I'll definitely be taking Craft Wand and Scribe Scroll for that character. One of these I'll probably take through at level 40, just for the experience of such a high level character. Probably the melee guy, since I played a Paladin in the first story, for what little I could get through it.

I will agree with you though, this is definitely the best official campaign yet.
 
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LightPhoenix said:
I've already got some ideas about how to play through the game again, if I do. My main one is to go Paladin, then pick up Champion of Torm for a couple of levels, then alternate between that and Weapon Master. My other plan is to play through as a Wizard/Pale Master or Sorcerer/Dragon Disciple. I've not once played a spell-caster in any of the NWN games, or in any fan-made module. I must say I'm a bit reluctant to do it - it's not particularly my forte. I'll definitely be taking Craft Wand and Scribe Scroll for that character. One of these I'll probably take through at level 40, just for the experience of such a high level character. Probably the melee guy, since I played a Paladin in the first story, for what little I could get through it.

I've already started playing through HotU again as a Neutral Evil female human Rogue/Assassin. I'm also thinking about taking levels in Shadowdancer.

My first character was Lawful Good and acted as such, so I'm interested to see how differently HotU plays out with an evil characer. :D

I will agree with you though, this is definitely the best official campaign yet.

Without question. If this proves to be the final NWN expansion pack, then at least they ended on a high note. But if this isn't the final expansion pack, then the developers will have their work cut out for them trying to top HotU.

I'm also excited to see some of the modules that the NWN custom content community puts out using the features found in HotU.
 
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You guys make me feel like such a slacker. I've bought all the expansions, but I'm still working on Neverwinter Nights (yep, the first one).

I'm slow I guess (but I also tend to get sucked away for long period in MMORPGs), :p but at least I got alot of play to look forward to.
 

caudor said:
You guys make me feel like such a slacker. I've bought all the expansions, but I'm still working on Neverwinter Nights (yep, the first one).

I'm slow I guess (but I also tend to get sucked away for long period in MMORPGs), :p but at least I got alot of play to look forward to.
Just a note, are you enjoying the first story? If not, I would suggest just skipping it and moving on to SoU. You're not really missing out on much, IMO. I found the first game to be terribly boring, just a bunch of strewn together fetch-quests. So much so that I got through the second chapter and stoped playing. SoU and HotU are sooo much better story-wise.
 

Heya:

Question on henchman available in Chapter 2:
Is Deekin the only henchman from Chapter 1 that's available in Chapter 2? The tiefling is okay, but I really wanted to keep Linu since she's got a great personality and voice and a high level cleric would be more useful to me. Any way I can get her back? I tried Repearing back to Waterdeep, but my bound portal didn't seem to work anymore.

Thanks,
Dreeble
 

LightPhoenix said:
Just a note, are you enjoying the first story? If not, I would suggest just skipping it and moving on to SoU. You're not really missing out on much, IMO. I found the first game to be terribly boring, just a bunch of strewn together fetch-quests. So much so that I got through the second chapter and stoped playing. SoU and HotU are sooo much better story-wise.

Actually, I would recommend playing through the NWN original campaign because a few quests in Chapter 3 of HotU are related to events that happened in Neverwinter Nights.

Dreeble said:
Heya:

Question on henchman available in Chapter 2:
Is Deekin the only henchman from Chapter 1 that's available in Chapter 2? The tiefling is okay, but I really wanted to keep Linu since she's got a great personality and voice and a high level cleric would be more useful to me. Any way I can get her back? I tried Repearing back to Waterdeep, but my bound portal didn't seem to work anymore.

Deekin is the only henchman from Chapter 1 who will accompany you to Chapter 2. So it looks like you'll have to fill in your second henchman spot with either Valen or Nathyrra.
 

LightPhoenix said:
Just a note, are you enjoying the first story? If not, I would suggest just skipping it and moving on to SoU. You're not really missing out on much, IMO. I found the first game to be terribly boring, just a bunch of strewn together fetch-quests. So much so that I got through the second chapter and stoped playing. SoU and HotU are sooo much better story-wise.

Overall, I'm really enjoying the first story (of course, I've been told I'm easily amused). Regardless, it is exciting to know it gets better in the latter two expansions as well.

Which brings up a question I've been meaning to toss out there. Are any of the expansions using the 3.5 rules, or if not, is there any talk of a 3.5 version of Neverwinter Nights? Just curious.
 

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