Thanks to the boost from Sabre River we can continue into the Master level modules. Basic tends to be about doing dungeons, expert takes players into wilderness exploration, while Companion mostly surrounds player kingdoms. Master goes beyond all of that and starts getting serious about going to other planes of existence.
As I expected, Expert level caused a serious slowing of XP gain, so even though the party entered the expert levels well over levelled, they are entering into the Campaign levels well under levelled for the content. Most of the modules are for level 15+ characters but the party varies from level 9 to 13. Still, they are a good group that works well together so we are pressing on as is.
Let’s continue the journey through the last of the ‘Basic’ selection of Dungeons & Dragons. As I said in the previous review set, these are my own personal thoughts and feelings which I’m sure not everyone will agree with. I hope at the very least it offers a guide for GMs to help them pick adventures appropriate to their group and play style. It should also offer some thoughts to help them develop their written content.
I’m currently running the entire range of classic D&D modules from B1 to M5. I thought at first I would do all the modules in the one article, but that would make for an excessively large article. Of course what I say about the modules will be subjective, as I’m giving my personal view (just feels like a lot of the internet fails to grasp what an opinion is). That said, my opinion comes from 40 years of play from the D&D brown books all the way into 5th ed. That doesn’t make me an expert, but it makes me an expert on what I like. What do I like? Balanced adventures that are level appropriate and feel like it has an ecology and story. So, let’s get on with it with modules B1-B6…