This adventure takes place in the region known as Berghof, which lies around a large lake at the head of the Hool River, in an isolated corner of the Hold of the Sea Princes, in the world of Greyhawk.
Gameplay Length
4 to 7 hours (depending on how much time is spent exploring and/or interacting with villagers).
Number Players
Solo
Language
English
Level Range
1st level characters raised to 2nd on module entry and will get an opportunity for more 'free' xp in the 1st area. Possible for characters of 2nd or 3rd level to reach 5th. Higher level characters ought to gain a level or two (unless ubering).
Races
Any
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
Any, but it has been designed to cater to the "plain" NWN classes and not those found in the expansions or PRC. Note that Search and Detect Trap skills are useful for any class to have.
There are some extra treats for the wilderness oriented classes (barbarian, druid, ranger) and XP awards for lockpicking, trap disarmament and use of stealth are often used for the benefit of the sneaking classes (bard, monk, rogue).
There are also small treats for most other classes scattered about the module. Most of these are merely small XP awards for player actions deemed appropriate to their class.
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
05
Max # Players
01
Min # Players
01
Min Character Level
02
Content Rating
Mature
Alignments
Any, but Lawful Neutrals or Good aligned characters will work best.
Alignment oriented dialog options are often present and small (usually 1 point) alignment changes and XP awards can be expected.
Evil characters should not feel compelled to murder large numbers of peasants. However, they might get away with a small number. Also, in many cases, if a "good" convo option is chosen by an evil aligned character, it will be assumed the character is lying.
Gameplay Hours
05
Description
'The roots of Berghof are as old as the mountains, deep as the waters of the lake, unchanging as the heroic destinies once forged there. Now once-proud men crave the help of strangers. Will you aid them?'
A recent string of thefts and murders has frightened the small village of Kusnir's inhabitants into sending out a region-wide call for aid. You are the type character for whom such a call is irresistable and enough to set you traipsing straight to Kusnir.
At game start, your character is on the Adlerweg Road headed towards Kusnir. How or why your player character came to be travelling on this road is left to the player�s imagination, as are any "real", as opposed to publicly voiced reasons, the player character may have for wanting to get involved.
This module can be played alone or as the first part of the two part ADLERWEG Series.
NOTE: CEP 1.01 or higher is also required to play this mod. It has been successfully playtested under NWNs 1.65, 1.66 and 1.68 (with the 1.68 CEP patch).
The required hak is included in the zip file, along with a drastically truncated txt file version of the read-me. The zip also holds two jpg files of maps that can be printed out and used for in game orientation. PLEASE NOTE: one of the maps should not be examined until it is found "in game". See one of the read-me files for more details.
UPDATE NOTICE (Dec 5, 2005): an HTML version Read-me was recently uploaded. It features quicker navigation, a much smaller file size than the previous version, screenshots and an extensive walkthrough. There's one javascript powered alert window.
UPDATE NOTICE (Oct 13, 2005): Version 1-4b (for Berliad) has been posted. This version has, hopefully, addressed issues noted by Berliad.
NON-UPDATE NOTICE (Sep 30, 2006): just a quick note to say there has not been an update to the mod, just some added screenshots and text.
NON-UPDATE NOTICE (Feb 8, 2007): In response to Phantasma's kind comments, I have added a slightly altered version of the Read-me's section on PC motivations to the description.
Thanks to all who have offered help and/or encouragement.
heresiologist, thanks for replying... don't worry about any delay, i don't have time to check the boards, let alone play NWN, as much as i'd like! anyway, that sounds like good advice... i'll post to the biowar boards also and see if anyone there has a solution... i look forward to playing your mod! _________________________ angry_yard_gnome ________________ Dave
Posted by heresiologist at 2009-04-2300:47:58
Hi angry_yard_gnome, Sorry for the delayed response. Anyway, the mod was built with the 1.01 version of the CEP. I'm not sure but I don't think there is backward compatability between CEP version 2 and version 1. I'll ask for advice on the Bioware boards, but I think what you need is CEP version 1.68 and the 1.68 cloak patch hak. Cheers
Posted by angry_yard_gnome at 2009-04-2109:53:36
heresiologist? I?m having the same problems as Nick_D? I?m dying to give your mod a run through, but I cannot get it to run! Very frustrating. Just wondering if the .tlk file issue has ever been resolved?? What version of the CEP was the mod built with? I?ve got CEP v2.2 installed, as well as the NWN 1.69 patch. I may try using the .tlk file from the version you used to build it. Thanks, v/r Dave _________________________ angry_yard_gnome ________________ Dave
Posted by heresiologist at 2009-03-2110:57:03
Hello again Nicky_D, I think it's the 1.68 version, but I'm not certain. That's why I was rather disappointed to not find versioning info in the names of some of the older CEP files in my tlk and hak folders. I've found read-mes for CEP versions 1.52 and 1.68 as well as the 1.53 patch. At any rate, 1.68 is the latest CEP file I have from the first series. So, since it works for me (I use a different computer now than the one I made UK2 with) I think that one ought to work. Cheers
Posted by Nick_D at 2009-03-1915:34:55
Hi heresiologist, thanks for answering so quickly! Since you have run the module successfully with v1.69, what version of CEP are you using?
Posted by heresiologist at 2009-03-1820:32:54
Hi Nick_D, I'm not sure exactly what is causing the problem you described, but some kind of CEP 1.xx Vs. CEP 2.xx compatability issue would also be my guess. My tlk folder has a file named cep.tlk (there's no versioning info, but it was added in 2005). If an older version of the CEP doesn't work, let me know and I'll make ask around for advice.
Posted by Nick_D at 2009-03-1818:49:23
I am trying this mod with NWN 1.69 and CEP 2.2 but it won't start. It says "Cannot start the module. Missing required custom talk table". Will I need to use an earlier version of CEP?
Posted by heresiologist at 2008-10-0411:42:08
In the better late than never department, I'd like to say that since the 1.69 patch came out I've made a couple successful playthroughs without any problems. No horses though. If anybody comes across a problem, please post. Meanwhile, I'll be struggling to find time for UK3...
Posted by herrjeff at on09/03/07
Although I never played the original boxset, this module had a touch of the 80's that gave me the impression of being back in my parents' basement playing DD! Basic choice of henchman was convenient, if surprising (dwarf rogue and elf fighter) and the few dwarf dialogs were in line with her alignment. The number of journal entries after vising the village was a bit overwhelming and could be streamlined.
Posted by heresiologist at 2007-06-1220:52:12
Thanks for the vote peterk1. I believe yours is the first official multiplayer based vote. As such, I'm interested in whether or not there was a DM and what the class composition of the group was. Would you mind posting that info? I'm still working on UK3, but progress lately is slow and inconsistent. Cheers