0one's Blueprints: Vale of the Mages PDF

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01GBLU13

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The Vale of the Mages houses four wizard's towers. A river forms a "Y" through the vale's cliffs and woods. The first tower is a classic old and cozy round wizard tower; a small three-storey building constructed with smooth river rocks. The tower features all the necessary for a wizard and an apprentice; a small laboratory, a kitchen, and bedrooms. The second one is a larger square tower, it's perhaps a tower built to house more than one apprentice and for a more ambitious sorcerer. The third one is the largest tower of the vale; perhaps it is an archmage's tower. It features a large garden surrounding the main building, stables, a small dungeon and a central six-levels tower. The last tower is a ruined one; few things remains of this ancient round tower, but adventurers will find for sure something for them!

You can use the vale as it is, with all the four towers together or use each tower singularly, as best fit in your ongoing campaign. Some hints to use the vale follow:

  • The four wizards dwelling in the vale are battling each other from centuries for a magic items buried somewhere in the vale, they eventually slew one of them blasting his tower with fiery magic; the PCs enter the vale and meet the ghost of the dead wizard who has discovered the magic items and asks to the PCs to retrieve the item in order to prevent the other wizards from finding it.
  • The PCs receive a letter for an old friend wizard inviting them in the vale. When arrive they find the tower destroyed and their friend dead. The last annotation in the old wizard journal says one of the wizards dwelling in the vale was arriving in visit. The PCs must find their friend's murderer.
  • Four wizards were researching a powerful magical item for their king, but from weeks, nobody receives news from the vale. The PCs are sent to investigate; once in the vale, they find the towers empty, and one of them destroyed.

The Blueprints product line offers you old-fashioned blueprint-style maps for your adventures and campaigns. Each map includes a blueprint version and a standard black-and-white version. The maps are all vector-based for maximum print resolution. Despite their old-fashioned appearance, each map offers a degree of customization by taking full advantage of pdf technology. A small control bar (which will not be printed) on each map allows you to turn the grid on and off, eliminate the room numbers, fill the walls, or hide doors and furniture.

Each product features a classic fantasy adventure location: a dungeon, a keep, a temple complex, a thieves' guild and so on. You can use these maps as reference to build your own adventures or simply have them at hand in case your players go in an unexpected direction during the campaign.

While offering you the best quality, these products are really inexpensive.

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An RPG Resource Review

5/5

Would you like a mage for a neighbour? The wizards who live here certainly do, there are no less than four traditional wizard's towers here, although one has fallen into ruin. The introductory notes provide a few ideas for using them 'as is' - or of course you can use them individually whenever you have need of a residence for a mage. It also provides a key to common items on the maps, and directions on how to operate the customisation tools to show or hide numbers, grid, furniture and heavy fill on the black and blue versions of each plan.

First up, an overview of the valley, which has a Y-shaped river - the eddies suggest that the two branches entering from the bottom of the page join to flow off to the top-left, but that's up to you to decide. There are paths, woods, and bridges to enable the mages to visit each other without getting their feet wet or having to expend flying magic.

Next is a round tower described as the Old Wizard Tower. This has three levels plus a cellar and a circular staircase. The ground floor has a kitchen and a living room, upstairs there's a comfortable bedroom for the mage and space for an apprentice on the top floor. There's a front view and a cross section to help you sort everything out. The notes describe the living area as the laboratory: well, it has bookcases and a large table with chairs... but also a couple of comfortable armchairs round a fire place.

The second tower is called the Small Tower. It's basically squat and square with some unusual crenellations around its flat roof. Squat it may appear, but it still packs a ground floor and two upper levels as well as a cellar and that flat roof. Like the previous tower, the cellar is used for storage. The ground floor has a kitchen, dining room and bedroom; and there's a laboratory, a library, and a palour upstairs. The mage's comforts have been attended to, there is both a privy and a bathroom noted.

Next the Large Wizard Tower is quite an impressive edifice. It has four levels plus a flat roof, and stands in its own grounds with a separate stable block and gazebo... and a full-blown dungeon underneath, complete with cells and a couple of laboratories. The ground floor contains the kitchens, library, a more public laboratory, dining room and storage. Upstairs, there is a master bedroom for the wizard and accommodation for several apprentices, who have yet another laboratory and a storeroom for components. The wizard has his own private laboratory at the top of the tower just under the roof as well.

Finally, the Ruined Tower. In a considerable state of disrepair, you can still make out a ground floor, cellar and two upper levels. It was built to a round plan, tapering towards the top, and the remains of a spiral staircase can be seen.

These are three nice towers that any mage might want to settle in, with ample room for study and experimentation. I'm not sure I want to know what goes on in the dungeon, though!


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