AdmundfortGeographer
Getting lost in fantasy maps
Any of the B1 through B4 to start seem to be iconic.
Then X2 Castle Amber. (Levels 3 to 6)
The Master of the Desert Nomads sequence (X4, X5, X10) seems to be an iconic Expert path. (Levels 6 to 14)
Companion level play was much more freeform so the iconic published adventure are difficult to fit in to a classic Adventure Path. The iconic Companion adventure is CM1 Test of the Warlords, that introduced PCs to the region of Norwold. But it is not a traditional adventure, it is a mini campaign with a framework about what PCs might trigger. Still, there are more than a few traditional encounters built in to it with War Machine battles at the finale. Still CM1 lead into CM2 and CM3 which were traditional adventure taking PCs up to 22nd level. A great deal of Companion-level play was about dominion management, though it did focus on the PCs new realms in Norwold under King Ericall. Master-level play introduced plane hopping and back to more, but also mostly loosely linked around their liege King Ericall of Norwold.
Not sure if there are "iconic" Master level adventures, most players seemed to have wanted to start over at level 1 with new characters rather than continue on higher and higher, that or DMs were freestyling it. Going wiht published adventures, follow with M5, to M1, to M3. Ought to take PCs up to level 36. If PCs are short of XP before M3, then toss M2 somewhere after M5.
That's an attempt at something of an adventure path. There is a clear mini-path in there with the popular Master of the Desert Nomads sequence. The rest are stand alone adventures tacked around. While it would be interesting to see how compare high level play in BECMI vs. any other edition, I'm not sure is going beyond level 14 (where Expert ended) would be worth much effort.
Then X2 Castle Amber. (Levels 3 to 6)
The Master of the Desert Nomads sequence (X4, X5, X10) seems to be an iconic Expert path. (Levels 6 to 14)
Companion level play was much more freeform so the iconic published adventure are difficult to fit in to a classic Adventure Path. The iconic Companion adventure is CM1 Test of the Warlords, that introduced PCs to the region of Norwold. But it is not a traditional adventure, it is a mini campaign with a framework about what PCs might trigger. Still, there are more than a few traditional encounters built in to it with War Machine battles at the finale. Still CM1 lead into CM2 and CM3 which were traditional adventure taking PCs up to 22nd level. A great deal of Companion-level play was about dominion management, though it did focus on the PCs new realms in Norwold under King Ericall. Master-level play introduced plane hopping and back to more, but also mostly loosely linked around their liege King Ericall of Norwold.
Not sure if there are "iconic" Master level adventures, most players seemed to have wanted to start over at level 1 with new characters rather than continue on higher and higher, that or DMs were freestyling it. Going wiht published adventures, follow with M5, to M1, to M3. Ought to take PCs up to level 36. If PCs are short of XP before M3, then toss M2 somewhere after M5.
That's an attempt at something of an adventure path. There is a clear mini-path in there with the popular Master of the Desert Nomads sequence. The rest are stand alone adventures tacked around. While it would be interesting to see how compare high level play in BECMI vs. any other edition, I'm not sure is going beyond level 14 (where Expert ended) would be worth much effort.