High Level Play Dec 19, 2012 10:39:49 GMT -6
Post by Alex on Dec 19, 2012 10:39:49 GMT -6
M1 Into the Maelstrom 25–30 Bruce Heard, Beatrice Heard 1985
M2 Vengeance of Alphaks 28–32 Skip Williams 1986
M3 Twilight Calling 30–35 Tom Moldvay 1986
M4 Five Coins for a Kingdom 28–32 Allen Varney 1987
M5 Talons of Night 20–25 Paul Jaquays 1987
I used to own M1 but don't recall much about it. I'll query Bruce on Google+.
I own all these. M1 is a high fantasy retelling of the Odyssey. M1 + M2 + M5 together make a continuous story arc. M5's cover is misprinted. The levels are 30-35 not 20-25, as one can tell from the first page party requirements and the sample characters provided. M3 was a pocket-plane hopping hack fest and offered little of the high level play concepts associated with the other modules, but as a one-shot looks fairly exciting. M4 was just bad all around, in my opinion (though it seems a common opinion from other posters).
In addition to the Masters level modules, some of the Companion level modules do an excellent job of modelling aspects of the high level game. For AD&D there is only the H-series, which is a much less grand scale (lead militias to protect a town from an army of bandits, assassins, and monsters vs lead trained armies of thousands in a continent-spanning struggle between two empires over the contested Norwold region while holding off the berserk rampage of 2,000 frost giants that happens every century or flying three flotillas through a sky-realm and dealing with 3 warring empires in order to reach a vortex to get back to the Prime plane). The H-series are not bad, they just didn't aim high enough, in my opinion.