The Hall of Many Panes (and it's panes, not planes) is a linked series of adventures, where the PCs are supposed to be helping some "missing" deity (God knows why) by completing a looooooong series of adventures, entered into by jumping through various colored "panes" (as in panes of glass). This deposits them into an adventure area, where they have to explore around, trying to figure out what to do in order to be magically returned to the HoMP, where they can rest up and attrmpt the next go-round.
The entry is rail-roady, and while I haven't seen the finished product, I'm betting that the PCs can't "escape" the adventure by, say, Boots of Teleportation, and the like... Typical!
I doubt that Jon's stats for D&D matter, much, as most of the module (from what I understood from the play-testers' reports) didn't involve a lot of combat. If the PCs want to attack 60 Mongols, for instance, they should expect to get slaughtered.
Anyway, one adventure involves, for instance,
Another mission involved
getting back to the Hall (which I think of as a Space Station).
In all of the missions that I heard tell of, none of them involved necessary combat, although some of them might, and most of them could. I just think that this is more of a Tomb of Horrors type module, where Hack-n-Slashers will be unhappy, and "thinking men" have more to do.
IMHO. YMMV.
The entry is rail-roady, and while I haven't seen the finished product, I'm betting that the PCs can't "escape" the adventure by, say, Boots of Teleportation, and the like... Typical!
I doubt that Jon's stats for D&D matter, much, as most of the module (from what I understood from the play-testers' reports) didn't involve a lot of combat. If the PCs want to attack 60 Mongols, for instance, they should expect to get slaughtered.
Anyway, one adventure involves, for instance,
going to the plane ruled by a god of... humour? Anyway, he is Xagyg-like. The first obstacle that the PCs/ACs must overcome is to convince him that they are not supposed to be there... This gets done by answering his riddle with a pun... After that, he admits that, MAYBE, the ACs/PCs don't belong in his realm, and tells them of a way out. They then head off, looking for it, trying to get back to the HoMP for their next assignment.
Another mission involved
trying to get a gemstone from some burrowing forest creatures (although how the PCs figured this out, I don't know). Unlike in the above episode, there is no one to talk to, in this adventure! Anyway, the playtesters figured out a way, and succeeded,
In all of the missions that I heard tell of, none of them involved necessary combat, although some of them might, and most of them could. I just think that this is more of a Tomb of Horrors type module, where Hack-n-Slashers will be unhappy, and "thinking men" have more to do.
IMHO. YMMV.