WG12: Vale of the Mage (1989) is a jarring return to form after the three previous modules. The difference is immediately apparent just in the heft of the book — this is a 64-page booklet, a big full color map and a cover screen. Compare that to the 32 pages and nothing else of the “funny” scenarios.
The first chunk of the book is a sourcebook for the title region, one of the few spots mentioned in World of Greyhawk that was mysterious enough that I recall folks being excited when this showed up on shelves, though some material on the Vale and its inhabitants appeared in Greyhawk Adventures. The titular mage is a somewhat evil but reasonable fellow who is working toward becoming a shade. His best (only?) friend is Tysiln San, the drow woman on the cover. She hails from the Vault of the Drow and it is interesting how different she is both from the original (cartoonish) depiction of Drow and the newer, more elaborately developed Drow of Forgotten Realms. Chaotic Neutral and loyal and loving to the Mage, she seems more of a cultural outlier than Drizzt.
The rest of the book is the scenario, which is basically a hexcrawl through the Vale hunting necromancers who failed in a coup attempt and fled. The idea is to either eliminate them or beat them to the Mage and convince him to deal them justice. This is mostly an excuse to get entangled in emergent adventures in the Vale.
One of my favorite bits is a new monster, the Grist, also called a True Gargoyle, immediately recognizable because they have four arms and permanently attached wings. They feel like a direct refutation the dopey gargoyles of Gargoyle.
Cover by Elmore, interiors by Valeries Valusek. The whole visual presentation feels like a sea change that says Greyhawk going forward will be different. And it was (though, ironically, it got very dark, very fast, and a lot of people didn’t like that either!).












