This review was originally posted on the 3rdedition.org site
Whisper of the Vampire's Blade is the second adventure module to be published by Wizards of the Coast that is set in the campaign world of Eberron. It can be played quite effectively as a stand-alone module, but is also designed to be the third part of the series that began with
The Forgotten Forge (which can be found in the Eberron Campaign Setting) and continued with
Shadows of the Last War. It is a 32 page softcover book, staple-bound, with interior black and white illustrations.
Designed for use with four 4th level characters, Whisper is an interesting module. In essence, it is a chase module, of the sort that one sees with The Mummy Returns or possibly Van Helsing - a variety of exotic locales and situations as the PCs try to catch up to the fugitive.
This adventure is written in a manner that makes it very easy for the DM to run. Each encounter begins with a "stat block" in which the prevailing conditions are described: Light, Sound, Reaction and Important Rules. That last is quite interesting, as it gives rules references that are likely to be used in the encounter. For instance, the first encounter (Impromptu Audition) notes that Grapple (PHB 155) and Forest Terrain (DMG 87) will be needed in the running of the encounter. This is, quite simply, a brilliant idea and I applaud Wizards for doing so in this adventure - I hope to see it again in the future!
The adventure is divided into five set pieces, each in different locations. A masquerade ball, a fight upon an airship, a fight in the lightning rail: these are some of the highlights of the adventure. All in all, the adventure has a very cinematic feel to it. It does evoke the pulp feel of the setting more than the noir, however.
I recently ran this adventure for one of my D&D groups. It is not a standard D&D adventure, but instead is something that evokes the exciting elements of Eberron quite convincingly. My main concern about the adventure is this: it is too linear.
At the end of each set piece, the fugitive must get away, or the adventure is over. Honestly, if the PCs did capture the fugitive in the first encounter, then there wouldn't be a problem for the storyline. That's fine; it's just that there'd be a lot of adventure left unused.
The adventure seems strained is in some of the transitions from set piece to set piece. Before the end of the adventure, it is quite possible that player fatigue may set in - "You mean he escaped again?" - and the PCs would seem to spend a little to long aboard the lightning rail. Some DM inventiveness is likely to be needed to fill in the holes.
This adventure incorporates urban, wilderness and dungeon sections, and I do think it is a fine addition to the Eberron line. Because of the use of devices that are very much part of Eberron, such as the Lightning Rail and the Airship, it probably would not port very well into another world, though perhaps the basic ideas would.
My players greatly enjoyed many of the encounters, and relished in the masquerade ball. The mysteries surrounding the fugitive were revealed in a natural progression and effectively so. However, the adventure leaves too many questions unanswered. Yes, the PCs will eventually catch the fugitive, but they won't learn why he was running, the secret of his blade, or many other interesting pieces of background in the adventure. This is a great flaw with the adventure.
Where this adventure might have been better served is if only half of it dealt with the chase. If the remainder of the adventure had then dealt with the consequences of what was discovered, then the railroaded feeling that some of my players felt would have been lessened.
My players and I did enjoy the adventure, but it could have been structured better.
Content: 3.5
The module provides the basis for an exciting and fun adventure, with a great variety of challenges. That is something I prize greatly in an adventure. It may be better served by taking some of the encounters out of context and placing them in a different adventure, so that its length does not become problematic for the players.
Layout/Artwork: 4
The cover is by Wayne Reynolds, who has prepared the covers for the previous Eberron products as well; I'm not a great fan of his style, but it works passably well. However, the interior artwork by Steve Prescott is exceptional. The maps, by Todd Gamble, are very good as well. I do have a reservation about the watermark, however; although it's generally quite effective, the italic text used for "read aloud" text doesn't show up very well against it. This is only a minor problem, however.
Originality: 4.5
I haven't seen a D&D adventure quite like this one, so I'm giving it high marks for what it does - and for doing it in a manner that looks like it works! Of course, the situations are drawn from literature and film, but that doesn't detract from the overall accomplishment.
Editing: 3
There are problems with some of the stats, mainly ignored size modifiers, which is a pity.
Overall: 3.5
Whisper of the Vampire's Blade is an fair to good adventure module that should provide several hours of entertainment to you and your players. It is well based in the world of Eberron and, to my mind, does a better job of evoking the special characteristics of that world than the Eberron Campaign Setting does.