Item description for Gary Gygax's Hall Of Many Panes (Lejendary Adventure) by Various...
As with most adventure modules, this one is packed with action...confrontation and combat. There is more, though. The players must think, as must their game personas. There is sufficient problem solving herein to suit most, even hardened veterans. The same is true for being "in character," and role-playing with proper dialog-comedic, dramatic, and the rest are all possible here. As for the other elements of the game form, well, only unless you, the Game Master, wish to work them in will they be found. The adventure doesn't include much in the way of extensive exploration, as you'll see, although there are many unique and wonderful places to visit. Business, intrigue, politics, and so forth are not likely given the setting, save for innovative addition to the work. As for story, other than the backstory that opens the adventure, that must await the conclusion of the action, can then be told as a tale of what occurred. This is for gaming, not stage presentation, after all. This adventure is suitable for a party of six d20 adventurers of 8th or greater level. If the party is to be given a free hand in deciding the order in which the panes are accessed then a few of the characters should be of the 9th or 10th level. With just a little work of the GM's part characters of 11th-14th level could adventure here-simply increase the number of monsters encountered, add extra levels to the NPCs, or place horrific guardian creatures here and there as pickets for the areas already detailed.
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Est. Packaging Dimensions: Length: 11.5" Width: 8.9" Height: 1.3" Weight: 2.4 lbs.
Publisher Chenault and Gray
ISBN 1931275335 ISBN13 9781931275330
Availability 0 units.
More About Various
Benedicta Ward is a reader in the history of early Christian spirituality at the Theology Faculty in Oxford. She has translated The Prayers and Meditations of St. Anselm for Penguin Classics.
Various has published or released items in the following series...
Reviews - What do customers think about Gary Gygax's Hall Of Many Panes (Lejendary Adventure)?
Hall of many panes (pains). Jun 30, 2007
Gary Gygax does a respectable job in an imaginative way to combine many small adventures into a very large campaign. We were able to get through some of the adventures in a single session, while some (pane 8 - Dungeon Delving) took several nights to complete. There's enough hack and slash, with problem solving throughout, to keep players involved. The presentation may be lacking, but a good GM needs only the basic story to keep the over 50 adventures moving along.
Interesting Idea, Horrible Execution Dec 8, 2006
Maybe it's me. I remember a moment, far too many years ago, when I opened the magic box for the very first time, exulted in the worlds of fantasy it opened to me, and praised the name of Gygax. The Dungeons and Dragons game promised to transport me beyond my mundane, grammar school existence, and I was in awestruck rapture.
I suppose I was hoping to recapture some of that same magic with this boxed set, but--in the same way the new Star Wars movies fail to recapture that lens of childish innocence through which we watched the first three epics--Hall of Many Panes falls utterly short.
After running afoul of a being far too powerful to run afoul of (if you will pardon the dangling participle), the party finds itself transported to a tower. The tower is home to a long, spiraling ramp, two "safe" areas where they can rest and possibly interact with a handful of generally-benevolent fae, and numerous (indeed, many) panes of various shapes and colors. Each pane is the pathway to a new world--a world seemingly conjured up by the capricious force that trapped them in the tower.
It must have been a daunting task, coming up with fifty unique "worlds" capable of being described in 264 pages (less those required for introduction, finale, and the inevitable appendix of "crunchy bits")--and indeed, that may be the primary flaw of the set. It seeks to do too much, with too little space (a problem exasperated by the dual-statting of the game for d20 and Legendary Adventures); there are a few ideas that could be brilliant, but they are not given adequate space to be fully developed. At the other end of the spectrum, there are "worlds" which are simply unforgivably silly: it is a rare group of gamers that would appreciate having their characters turned into walking acorns. In between these extremes are a number of mazes, ambushes, and random encounters, some of which require the players to suddenly assume another persona (or shape, for that matter) with no knowledge of who or what they are supposed to be, or how to get out of the situation and back to the tower. If played as written, the party must endure a substantial number of these random worlds before they finally find the way home.
The boxed set is allegedly enhanved by a book of maps and illustrations. While the maps are marginally useful, the illustrations serve little purpose; they are a random collection of common images from a handful of the mini-worlds. While a GM could conceivably show them to his or her players to illustrate, say, a sleeping dragon, there are no truly useful sketches (e.g., an illustration of the layout of the tower, showing the way the panes hover and float in the air). One gets the impression this is simply a collection of interior art that got squeezed from the main books by excessive text.
All in all, the boxed set fails, by far, to live up to its promise of "a mega adventure in all its classic glory." Dragon Mountain this is not, and in the final analysis, nothing could save it.