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===Expert Set=== [[Image:ExpertDnDBox.jpg|thumb|Expert]] This allowed characters to advance from level 4 to level 14. It came with another module (Moldvay's [[X1: The Isle of Dread]]) and another set of dice. This time, Mentzer kept (an updated version of) the module. Both versions center on Karameikos, excerpted from [[Mystara|Moldvay's Known World]]. It added a few more rules and more material relevant to characters of mid level. Well, ''Moldvay'' did. Mentzer suppressed half the spells which Moldvay allowed for fifth and sixth level - perhaps anticipating [[Arcana Unearthed]]. Also added combat rules for charging, using mount lances, or setting a spear to receive a charge. Introduced monsters with multiple attacks that could drain 2 levels per attack, instant kill poisons, and numerous other things that made us hate our DM. As with Holmes, and with Moldvay-Basic, M&M both tried their hand at adventure ideas. Moldvay offered a gnome dungeon, like in [[S4: Lost Caverns of Tsojcanth]], but lame. Mentzer kept Moldvay's map but just went with adventure ''hooks'' - mostly interesting, although there's a truly painful dad joke in "the museum of the Smith's son, Ian". As for Mentzer, he couldn't quit a good villain so Bargle is here again, as "The Infamous" - working for Moldvay's Black Eagle Baron. We'll be seeing both bastards once more in ''[[X4-5-10: Desert Nomads series|X10: Red Arrow, Black Shield]]''. Moldvay, based [[Xenos]]-despiser, wouldn't let [[demihuman]]s (Elf, Dwarf, and Halfling) advance in level past this set, although by the end of their respective paths they had impressive saves and fair hit points. Mentzer post-Expert will relent and allow their fighting ability to improve - which leads into . . .
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