
What new classes have been added to Storm of Zehir?
In addition to the numerous classes that were a part of Neverwinter Nights 2 and Mask of the Betrayer, Storm of Zehir adds three new classes. The Swashbuckler is a new base class that emphasizes light armor and light weapons; instead of using a high strength score to deal massive damage, Swashbucklers use high dexterity and intelligence to strike at their opponent's weak spots, while deftly avoiding attacks. The Swashbuckler is a ton of fun to play, especially if you role-play them like other famous Swashbuckler, such as the Dread Pirate Roberts, Captain Jack Sparrow or that Nancy Boy Frederic from The Pirate Movie (yeah, sorry... I just had to go there).
The Doomguide of Kelemvor is a prestige class for divine spellcasters. Doomguides trade a bit of the healing power of a normal Cleric or Favored Soul in exchange for powerful abilities that make them the perfect exterminators of zombies. The Doomguide is like the Orkin man of the undead.
Lastly, the Hellfire Warlock is a prestige class for warlocks. As the name implies, Hellfire Warlocks wield infernal power to create things like cause much additional "ouch" to your enemies. Hellfire Shield gives fourth degree burns to whatever sorry sot tries to bum rush you, and Hellfire Blast adds up to 6d6 extra "ouch" to your other Warlock offensive spells. These abilities are very powerful, but come at a cost: the warlock's own vigor is drained with each use. Last but not least, the Hellfire Warlock can compel powerful devils to leave the comfort of the Nine Hells to whoop butt for the party – however, they'd better be home for supper or they'll be stabbing at the party with their steely knives!

What can you tell us about the new economic-trade features in the expansion?
The trading system can be used to gain your party quite a bit of cash. At the heart of the trading system lies the ability to create merchant caravans that travel between your trading posts, which you can establish in most cities that you visit. These merchants will automatically establish trading routes, but you'll have to protect them, as bandits and monsters on the overland map will attempt to rob them of their goods. If a merchant is waylaid, you'll have to repair them to send them back on their way, or your supply of gold may dry up.
What new creatures will the player deal with in Storm of Zehir?
One of the creatures you will encounter in the wilds of Samarach where your party begins, are the Batiri, a tribal race of sadistic, cannibalistic, lipstick-wearing, big-stick-carrying, jungle goblins.
You will also encounter dinosaurs such as the Deinonychus – a larger, more vicious cousin to the velociraptor. And if you should be hapless enough to come across the much larger Megaraptor... well, there are worse fates in Storm of Zehir than ending up as dino-dung...
And I barely dare make mention of the yuan-ti – as they have spies everywhere. Members of this reptilian race come in many sizes and shapes, all of which are smarter, stronger, faster and deadlier than the average mortal. Beware the Purebloods, Abominations, and Holy Guardians – and there are others too terrifying to reveal here.

Now, I don't want to give away all of our cool creatures in Storm of Zehir, but there is one I will mention simply because of my extreme aversion to it: the damned, blasted Clockroach! Just like Steven Colbert hates Rain, I hate you clockroach, I hate you with all my might... Why I despise the clockroach is a story for another time that will have to be begged, bribed or beaten out of me. But in the mean time, I would feel a lot better about the Clockroach infestation that plagues Storm of Zehir if my fellow gamers and D&D fans could just give me a reason to like them. Anything? Please!

