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Eberron: Whispers of the Vampire's Blade [Paperback]

David Noonan
4.0 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Paperback: 32 pages
  • Publisher: Wizards of the Coast (9 Jan 2004)
  • Language English
  • ISBN-10: 0786935103
  • ISBN-13: 978-0786935109
  • Product Dimensions: 27.2 x 21.3 x 0.2 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 936,919 in Books (See Top 100 in Books)

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Customer Reviews

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6 of 7 people found the following review helpful:
4.0 out of 5 stars A road trip with added inrigue and violence..., 30 Jan 2005
By 
Murphy88 (Coventry, UK) - See all my reviews
This review is from: Eberron: Whispers of the Vampire's Blade (Paperback)
Firstly, a few disclaimers: this is the first D&D module I've purchased in a good many years, I'm not familiar with the first published Eberron module ('Shadows of the Last War') and I've not yet had a chance to run Vampire's Blade for my own players. Having said all that, it looks pretty good.

It's intended for a party of four 4th level characters, who'll initially be hired to detain an unlikely thief and return some stolen property. Obviously I'm not going to say too much about the plot here, but it works for me. This is a fast paced, event driven road trip, more chase than investigation - oh, and don't expect a dungeon crawl!

It's also a showcase for the Eberron setting, throwing the characters into distinctive environments and situations that just wouldn't occur in any of the other D&D worlds. Basically, it's got a touch of that 'Indiana Jones' feel to it, which is one of the things I really like about Eberron.

Having said all of that, it's not perfect. Firstly, it's billed as a "stand-alone" adventure on the back cover, which isn't entirely true - it's the second adventure in a series, designed to follow on from 'Shadows of the Last War'. While it works well on its own, with a definite start and finish, there are elements that might make a little more sense if the players have already completed that first adventure - some parts of the background are clarified for the GM but never really revealed/explained to our heroes, which might be a little confusing or frustrating (I don't know if the other two adventures in the series plug these holes, but it'd be nice to think so).

Secondly, it's a poor choice of title. Dramatic, yes, but the moment the players hear it they're going to start wondering about stocking up on garlic and wooden stakes, aren't they?

Lastly, the ending is a little abrupt - there's a suitably dramatic showdown, but only a very brief GM section describing the possible complications and consequences. To be fair, it's got to end somewhere, there are some good (if single-sentence) ideas in that section, and many GMs will be happy to generate their own or to simply end the adventure on the spot and assume it all works out ok - but given that the GM guidance for the rest of the adventure is extensive, well-written and consistently useful, I'd hoped for a little more.

That, though, brings us back to a very positive point - the information given to the GM. Each of the key encounters is extensively detailed, with GM text detailing exactly what's happening, some likely responses to the characters actions and guidance for what to do when the plot stalls or our heroes make an entirely wrong move. Recurring NPCs also get their own profiles, detailing motivations and strategies as well as stats. And as ever, the inside cover presents detailed maps of all the important locations.

Finally, it's well illustrated and laid out in a clear manner. Subheadings in bold text clearly highlight creatures, traps and possible developments - and you even get (3.5) Core Book page references for checking important rules and creatures for each encounter.

All in all, it's easy to run and looks like it'll be very enjoyable to play. If the players stick to the plot, there's probably about four sessions of adventure here - plus a few more if they insist on getting sidetracked!

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1 of 1 people found the following review helpful:
4.0 out of 5 stars A great adventure, but a rushed ending., 18 April 2006
This review is from: Eberron: Whispers of the Vampire's Blade (Paperback)
If I were to give my full feelings on this adventure, I would only be echoing my fellow reviewer before me -- so I shall keep this brief.

Whispers of the Vampire's Blade is an exciting, fast-paced adventure, and overall I am glad that I ran it with my group. It follows a different plotline to that of the preceding and succeeding adventures in the story arc (Shadows of the Last War and Grasp of the Emerald Claw respectively), and I found it to be a welcome break from what was in danger of becoming a repetitive hook. Many of the battles in Whispers are large-scale, involving scores of participants -- but, with a little planning and preparation, they are far from overwhelming. Indeed, they are some of the most memorable encounters that I have run.

I echo my previous reviewer in criticism of the title. It really was a foolish choice, and I had to hide the front cover of the book to stop my players having an unfair advantage. Also -- and again I can only reiterate the last review -- the ending seemed somewhat incongruous with the rest of the adventure, feeling like it had been rushed off quickly before being sent to the printers. If you are a DM and are seriously considering purchasing this product, I advise you to contemplate a superior ending to this module -- I wish I had. The opening encounter, while quite comedic, was unnecessary in my opinion; the adventure could have begun far more dramatically, considering Eberron's cinematic tone.

Nevertheless, on the whole this adventure is thrilling, balanced, and well-constructed. If you are still quite new to playing D&D, this adventure will not be challenging to run -- and if you are a D&D veteran, there is plenty in this module to excite you. (The option of 'having a guy kick in the door when the action lags' allows a lot of DM scope for customising the adventure to suit their party.)

Hope this helps!

The Edda
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Amazon.com: 2.8 out of 5 stars (5 customer reviews)

22 of 25 people found the following review helpful:
4.0 out of 5 stars Good adventure, even great adventure, however..., 12 Nov 2004
By thebardwithnoname "thebardwithnoname" - Published on Amazon.com
This review is from: Eberron: Whispers of the Vampire's Blade (Paperback)
***I have now run the adventure and further to my review, there is some linkage between this adventure and the previous (and following) published adventures. Even though it is small, it was an unexpected development during the adventure as the players had all thought that thier previous quest(s) were totally behind them.***

I now upgrade my rating to 5 Stars.

Firstly, I have purchased Eberron Campaign source book as well as the Shadows of the last War module. So when I saw "...is designed to either be a stand-alone adventure or an immediate follow-up to the first published Eberron adventure, Shadows of the Last War." I was thinking sweet.

Now that I have read the module, it really has NOTHING to do with the previous adventures. I mean the same organisations are present (as you would expect in a campaign flavoured based adventure), so the Emerald Claw and Lord of the Blades hinder the PC's, however, the adventure plot really have NOTHING to do with either of the previous adventures. The schema is barley mentioned (someone wants to know what the PC's know about it, but its more of a possible side plot than a main part of the adventure, in fact if the PC's are doing well the encounter will not even occur.)

The plot also has a weak point when the PC's are expected to enter a masked ball without an invitation. If you are playing mostly good characters or "God forbid" a paladin there is NO alternative to stealing an invitation or sneaking in... (The guards can not be convinced, no invite no entry).

There is also one place where the whole party or at least some of the party is likely to take 12D6 falling damage (no save). For characters in a level 4 adventure this seems a bit excessive, especially due to a lack of options shortly before this occurs.

That aside the adventure is really pretty cool, with a number of excellent exciting plot points with time specific requirements forcing the PC's to race against the clock as well as enemies.
As a number of situations in the adventure are races against time as well, there are alternative adventure paths that the PC's can take to continue on the chase if they are not quick enough or lucky enought to beat the clock. The alternative paths are detailed and plausable.

There are also several larger battles; one that looks particularly exciting is the battle on the lightning rail.
Also the style of the adventure is explained well in the DM notes, such tips as how to handle larger battles, and how to use NPC's and plot devices to pace the adventure to suit the interest level of the players. The plot design elements and cliff-hanger moments make this a potentially memorable adventure.

Overall the adventure is very good, arguable better then Shadows of the last war, however be forewarned that this adventure appears to me to have NOTHING to do with the first two adventures (although perhaps all will become clear in time).
The plot hooks, villains, edge of your seat action, excitement and the race against time atmosphere make me look forward to running this adventure, despite its apparent shortcomings.
(If this adventure had been related to the previous modules in some sort of meaningful way, I would have given it at least 4 1/2 stars if not 5. As I said, even though it has nothing to do with previous adventures it is still looks way cool. PC's running across a busy platform to try and catch the lightning rail as it starts to leave the station, makes for an exciting action scene, especially when preceded by action and followed by more action and even more action)

*** After running adventure I now upgrade my rating to give it 5 Stars out of 5 ***

6 of 6 people found the following review helpful:
1.0 out of 5 stars Badly designed adventure, 8 Aug 2007
By Thomas R. Glasco "D&D Geek" - Published on Amazon.com
This review is from: Eberron: Whispers of the Vampire's Blade (Paperback)
This module has many failings and weakness.

The author is clearly a fan of the James Bond movies in my opinion.The author was going for a cinematic effect which sounds good but doesn't work very well unless your group of gamers is open to a cinematic style and doesn't mind writing off inconstancies.

First the module depends on the main villain escaping and running away from the players 4 separate times if you want them to reach the final encounter the author has in mind. As a result the players are constantly chasing the bad guy. We have a horse chase, a massive ball, a airship chase and a train chase which then leads to final chase to the modules end. If the players manage to defeat the villain, the rest of the adventure becomes moot.

Two of the chases have major flaws. The horse chase has travel rates for the bad guy and the heroes that should end up resulting in the heroes never catching the villain before he can reach the destination he is headed. The Airship chase has the players taking 12d6 damage from falling when the airships crash. Most 4th level characters can not survive that.

Finally the players may not have magic weapons. Level 4 characters may not have gotten any magic weapon. Without them they are going to have a hard time defeating the villain at the end of this module.

There are some good elements in this module but you will have to ignore some problems and probably have to be ready to invoke "GM Says" to make some parts of this work.

1 of 1 people found the following review helpful:
5.0 out of 5 stars Fast paced excitement, 20 Oct 2006
By anakin78z - Published on Amazon.com
This review is from: Eberron: Whispers of the Vampire's Blade (Paperback)
Holy Crap! This adventure never lets up! You hit the ground running and barely have time to catch your breath. This adventure is very well written and you can tell the writer loves to game. Information is easy to find and 'what if this goes wrong?' scenarios are covered as well. This campaign has some awe inspiring action sequences and really makes your players have to think on their toes. One of the things you should be aware when running this campaign is that there isn't much time for the players to do research or aquire new items. Things move along at a breakneck pace, so make sure you give your players opportunities to get the things they need. Also, certain parts of this campaign are really, REALLY tough. Make sure they're fairly well prepared before they fight Lucan.
Have fun!
 Go to Amazon.com to see all 5 reviews  2.8 out of 5 stars 
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