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I've just finished SoU for the first time, and have therefore discovered the xp and story gap between that and HotU, along with the selection of fan-made bridge modules written to cover that gap. Apparently there are also modules for post HotU. Unfortunately, while I've been able to find the names of the modules, finding out anything more about them is proving next to impossible with the old vault's disappearance. As far as I can tell, the best bridge modules are:

The Shadow Queen
The Nether Scrolls
Shadohaunt (not currently on the new vault)

And the best post modules (given my character is LG) seem to be:
Sands of Fate
The Pawns of Darkness (not currently on the new vault?)

However, TPoD apparently requires TSQ to have been the bridge module I use, and SoF is apparently set in a different world to Faerun. Does it do the transfer in a way which fits the lore of the forgotten realms and the planescape enough to satisfy a pnp player who enjoys reading up on the settings?

My main question isn't which of those is "best" because that's obviously subjective. My question is in what ways is each of these modules good, and in what ways are they weaker? Some basic (spoiler free) information on what each module is about would be nice, too.
This question / problem has been solved by MagicalMasterimage
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pi4t: My main question isn't which of those is "best" because that's obviously subjective. My question is in what ways is each of these modules good, and in what ways are they weaker? Some basic (spoiler free) information on what each module is about would be nice, too.
Of those, I've only played The Nether Scrolls once and Sands of Fate once.

I honestly do not remember a single thing about The Nether Scrolls, which is a less than glowing review.

Sands of Fate has its own unique settings in an extremely high powered magic world (like children shoot Fireballs for fun type of high magic). I remember getting increasingly annoyed throughout the series about "Gotcha" moments where you as the player are simply screwed due to not knowing something -- one example would be a puddle on the ground that melted your boots if you walked through it...but there was no way to predict that and it simply resulted in the player having to reload. As I recall the third module in particular is a massive, massive dungeon crawl which has varying appeal.

Overall, I wouldn't recommend you play Sands of Fate unless you really, really have a burning desire to and have no other modules you'd rather play first. Nether Scrolls is a lot shorter and simpler and wouldn't create problems playing, though, I don't remember anything being particularly bad.

Neither of those modules (and none of the ones you mentioned, period) are among the best of the NWN community. I'd suggest you play other modules first -- a very short list of some modules I remember well is here as a starting point. Links are broken but you can see the summaries. There's also like half a dozen others I want to play when I find the time, also building stuff my own.

In particular, if you want a "consistent" story going from level one to high level the I would strongly recommend the Aielund Saga by Savant as it'll take you from 1 to 36ish. However, I am doing a few minor improvements on the series (with Savant's permission/blessing) which should be done in a month or two if you're patient. Fixing a few minor bugs most people never even find and cleaning up a few battle sequences (98%+ of the campaign won't be affected).
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MagicalMaster: Neither of those modules (and none of the ones you mentioned, period) are among the best of the NWN community. I'd suggest you play other modules first -- a very short list of some modules I remember well is here as a starting point. Links are broken but you can see the summaries. There's also like half a dozen others I want to play when I find the time, also building stuff my own.
Thanks for the advice, and I do plan to play the high rated modules. I decided to play the official modules first, though, both to reduce the chance of accidentally spoiling their plots (presumably more likely to happen with them than the fan-made ones) and to spread out the best content a bit. Putting it another way, I've just come from PS:T, so pretty much any module would be a let down and I might as well make it the official ones. At this point, though, I want to have something to move the plot on to the start of HotU. Since I've spent some time developing the character I'm playing from a roleplaying perspective, I also like the idea of continuing to adventure with him after HotU, which is why I'll probably play one of the post modules before moving on. That and I want to experience playing a very high level wizard :P
You can read up on the old modules using combination of the modified 'hosts' file to access the old Vault and find the modules (search doesn't work when using the WM), then copy and past the link of the module into web archive to access the Wayback Machine and see all the reviews, photos and comments and even download some of the modules if they are archived.
Despite the numbering, SQ2 Pawns of Darkness does not require SQ1 The Shadow Queen and doesn't have any plot links with it. SQ2 is an amalgam of a couple of old D&D modules (Undermountain: The Lost Levels, Undermountain: Maddgoth's Castle) with an overall plot that ties in with HotU.

SQ1 is quite a nice bridging module between SoU and HotU with some interesting areas and ideas, but the overall plotline is unfinished (you exit while under attack from beings who are supposed to be dangerous, but you don't hear anything of them in SQ2).

SQ2 has a number of nice elements (a rust monster as a companion?) and raises expectations but then fails to meet them. You have a chance to explore Waterdeep (but only a couple of streets) and get involved in some intrigue but this isn't brought to a satisfying conclusion. You spend more time in Undermountain (where the first part of HotU is set) but don't get to revisit the Yawning Portal or meet any of the NPCs from HotU. And there are a number of items in SQ2's environment that are flagged as usable but which do nothing. So it does seem like a very promising adventure that just wasn't fully finished - but anything following up from HotU has very high standards to meet.

Summary: they're both enjoyable but will leave you wanting for more.

Sands of Fate as MagicalMaster has noted, has its own setting and your character only transfers across with the items they are wearing, while in a dream... There is a good chunk of background reading to do regarding the history of the area, but I'd have to agree that it isn't especially enjoyable, given that it involves a lot of to- and fro-ing with towns that just aren't fleshed out enough to make them memorable. There's clearly a lot of work done in making it, but the results just aren't fun to play.