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.
Just finished playing this one. Very well done. Good size, nice pace, not overly intimidating for a group of level 1 characters and very fair. SPOILER================================== Was a bit sad about the unexpected end. Was looking forward to wielding the Sentinel in a final assault! If you do UK3, I'll be first in line to play it.
Posted by heresiologist at 2007-04-0711:59:17
Thanks all, especially Berliad and Maddyanne, for the congrats and votes. Hey B, what with all the comments about Lorn, it seems like you were the last person to choose Big Olga for a hench. Anyway, nice to see you're still finding some time for NWN1. Razide, I've known dogs that deserve an Intelligence of 4 or better, so, needless to say, I disagree with your assessment of the merits of an Intelligence of 8. Nevertheless, I'll try to work something in about how Lorn, besides being not very smart, is also burdened by having to speak in a second language. Cheers
Posted by Steve_Savicki at on04/06/07
VOTING COMMENT: -.25: mature content could only have one henchman at a time Couldn't complete all quests by reporting back to the village Still, sound captures the atmosphere. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Maddyanne at 08:52:07 Voted9.50
Congratulations on the Hall of Fame! I'm so happy for you. _________________________ Madeleine
Posted by Berliad at 21:37:51 Voted8.75
Congrats on the Hall! Long overdue! -B _________________________ My NWN Blog FRW Character Creator
Posted by Razide0506 at on03/25/07
Played this module with a Rogue1/Ranger2/Monk2 and found it challenging. I liked all the attention to detail, the "bonus" features for certain classes, and the small XP awards. The documentation was superb, and it showed me just how much I missed. The dialogue was a cut above most modules I've played, with more options that just "saintly," "mercenary," and "jerk." However, the occasional faux-medieval dialect was annoying. Also the stupid elf was maybe the most annoying henchman I've ever seen in a module. As a side note, I don't think an intelligence of 8 means that you like a slow adult (I would have guessed the elf had an Intelligence of 4, based on his dialogue). Rather, it just means that you're a bit below-average, which probably means that you speak plainly, don't know much, and aren't capable of learning much. Overall, the module was very well-done, and I intend to look at the scripts to see how certain things were done so I can put them in my own module. However, for some reason this module didn't really grab me, and I was never really immersed in it. That may be more that I need to take a break, rather than any flaw in the module though.
Posted by Riona at on03/15/07
A very well-done and professional pnp conversion module. This module has *tons* of bells and whistles, and plenty of chances to get small bits of XP here and there, either for roleplaying or for making sound decisions. Incidentally, I played a ranger/bard and got to experience the bonuses for both stealthy characters and nature-oriented characters. I had fun. Talking to people more than once can be a good decision, and you may also be surprised at what your character can learn just from taking the time to read a book... I also have to mention that this module comes with superb documentation--not only a walkthrough, but maps, hints, and tips on getting into character. The setting is nicely designed and I really did feel like I was in the Flanaess (in Greyhawk), albeit a very tucked away corner of it. I took the elf henchman with me, and to my surprise he did pipe up every now and then with some interesting things to say...however, I felt some of the deliberate misspellings in the text of his conversations were a bit silly. For example, if you are trying to show how stupid the character is, spelling "too" as "two" doesn't make much sense, because both words are pronounced the same way. :) It's a little thing, really, but still. At any rate, I recommend this module tozy anyone who wants to the feel of a "cozy" old-time pnp module, and I cannot wait for The Gauntlet to arrive.
Posted by Flubaddy at on03/03/07
ATOM put me onto this mod and i have to say he was right it is a very well done and enjoyable mod.Any news on the release date for part two?Also congratulations on reaching Hall of Fame status you deserve it. Your style of mod construction in very polished and professional(how long did you spend making the mod?) My advice is you can not please everyone and im sure you take on board everything people are telling you in reguards to your mod.But ultimately make the sequel as you entend to and do not change things against your will just to appease the minority. I thought the Undead Hero at the start was perfect and did not require any changes to its position and role in the mod.As you said "everything does not require an explanation",or to be a part in the overall main quest.
Posted by thegeorge at on03/02/07
Solid writing and scripting. Overall a very good classic pnp conversion.
Posted by caesarbear at on02/27/07
This is one the best pnp conversions I've played. There is considerable attention to atmosphere and the choices the PC can make. The excess and empty filler of most other modules has been taken away, leaving the player with a very tight and well paced adventure. The combat is challenging but well implemented help is available. My regret is that the source material does not let loose this author's talents. A sequel to this module is of course in need, but I would personally favor something more independent to let this author shine in their next project.