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Eberron: Whispers of the Vampire's Blade
 
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Eberron: Whispers of the Vampire's Blade (Paperback)

by David Noonan (Author)
4.0 out of 5 stars  See all reviews (2 customer reviews)
RRP: £6.99
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Customers buy this book with Races of Eberron (Dungeons and Dragons v3.5 Supplement): A Race Series Supplement ("Dungeons & Dragons") by Jesse Decker

Eberron: Whispers of the Vampire's Blade + Races of Eberron (Dungeons and Dragons v3.5 Supplement): A Race Series Supplement ("Dungeons & Dragons")
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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.co.uk Sales Rank: 193,694 in Books (See Bestsellers in Books)

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    #46 in  Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons

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Customer Reviews

2 Reviews
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Average Customer Review
4.0 out of 5 stars (2 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
4.0 out of 5 stars A great adventure, but a rushed ending., 18 April 2006
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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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
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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