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Review by: Dustin Arient Published: January 21, 2004
Before I begin describing Hordes of the Underdark, the latest expansion pack for BioWare’s Neverwinter Nights, I’d like to make confession: Not only have I played just about every Dungeons & Dragons PC game ever made, I’m also a card-carrying role-playing nerd in the non-computerized, dice rolling, character sheet scribbling sense. When Neverwinter Nights came along, I was impressed. BioWare had created a fully-fledged CRPG that anyone could pick up and play, but didn’t skimp on its adherence to D&D’s rules. Underdark doesn’t just continue the tradition of adding new character classes and options, it sets out to enhance the theme, settings and overall feel of the game in the hope of making it more reminiscent of the tabletop experience.
As the title suggests, much of Hordes has to do with a realm known as the Underdark. For those of you who’ve never played D&D proper or the Baldur’s Gate series (or even Menzoberranzan back in the days of DOS), the Underdark is a continent-sized subterranean habitat complete with its own mountains, rivers, lakes and cities full of dark-skinned elves known as Drow. The add-on’s story begins in a tavern in the city of Waterdeep, known as The Yawning Portal. The inn is built on top of one of the entrances to an enormous dungeon known as Undermountain – which is itself situated above the Underdark. The mysterious labyrinth, constructed and administered by a functionally immortal (and totally insane) arch-wizard named Halaster, was usually only dangerous to the adventurers who voluntarily probed its depths in search of treasure. Lately, however, it’s become the source of a violent invasion by the Drow. In addition to enduring sporadic raids, an increasing number of Waterdeep’s most influential citizens have been assassinated in their beds. The besieged city has sent out the call for adventurers to determine the cause behind the unrest and put an end to it.
The player character begins in a rather awkward position. Having had your belongings stolen by a Drow thief, you spend the first several minutes killing the offending elf in your underwear, and then scrounging through the tavern’s spare equipment room for duds. After a brief interlude during which you get to talk to all the henchmen from the original Neverwinter Nights (who’ve gathered to help with the crisis), the place is attacked by a raiding party from the well housed under the building. Just as the battle appears to be over, a beholder rises out of the abyss and attacks, stunning you and the innkeeper. When the former henchmen run after it in a half-cocked fashion, the tavern’s owner suggests you equip yourself better and prepare more thoroughly before following them. You’re then sent off with a Rod of Resurrection to bring back any of the impulsive adventurers that didn’t survive.
It turns out that all of them had indeed bought the farm at some stage in the upper portions of the dungeon, and as you bring them back to life, you get the opportunity to let them join your party. As you continue through the dungeon, you discover that a minor player in the dark elves’ complex system of royal houses has bound a demon to her service. Using his power, she’s amassed an army that’s conquered all but a few small pockets of the subterranean realm. The major goal of the campaign is to stop her.
Hordes of the Underdark introduces some major additions to the series’ selection of character classes. Since the Underdark is no place for the inexperienced, all adventurers must start at level 15 or higher. If you start a new character or one at a level lower than 15, you’ll be given the requisite experience points when you start; furthermore, you can either make your own choices in spending the points or allow the computer to make them for you. There are several new prestige classes from which to choose, such as the Champion of Torm, a holy warrior that resembles an exceedingly powerful Paladin or Cleric, but with unique abilities. The Dwarven Defender gives dwarven characters incredible combat skills, and as the Pale Master, spellcasters gain amazing power over the realm of necromancy. The Red Dragon Disciple lets sorcerers or bards assume the powers, and eventually the form, of their dragon masters. Lastly, the Shifter class greatly expands the shape-shifters’ repertoire of forms.
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