Her name evokes two of the most powerful elements of goth cosplay, yet her design incorporates elements of neither one. That's borderline malpractice on the part of the art design. At least put her in a novelty bola tie or something.
Monday, September 15, 2025
(Exalted 3e) Abyssals: Sworn to the Grave
Her name evokes two of the most powerful elements of goth cosplay, yet her design incorporates elements of neither one. That's borderline malpractice on the part of the art design. At least put her in a novelty bola tie or something.
Sunday, August 31, 2025
(D&D 3.5) Races of Eberron
Across the run of D&D 3rd edition, the Races of . . . series has been pretty consistent in both its strengths and weaknesses - an ideal format that presents useful, if slightly mundane information about various fantasy creatures, but the creatures themselves are either the same vanilla demihumans we've been reading about for fifty years (elves, dwarves, halflings) or complete randos we have no preestablished reason to care about (raptorans, illumians, and to a lesser extent, goliaths). Races of Eberron (Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, Keith Baker) breaks the pattern by retaining the series' characteristic strengths while improbably being about interesting creatures with unique mechanical and roleplaying challenges that play an important part in the overall setting . . . and also the Kalashtar.
No, no, that's too harsh. I actually quite liked almost everything about the Kalashtar. . . aside from the fact that they were being presented in a kitchen-sink D&D setting. They, along with their arch-rivals, the Inspired, never stopped feeling to me like one of those stealth pilots that got snuck into popular long-running tv shows, where the regular cast only showed up at the bookends of a story about totally new characters so that the resulting series could be sold to the public as a spinoff. (For my younger readers, this is something that used to happen before content-hungry streaming services started greenlighting a bunch of random bullshit).
I couldn't read anything about the Kalashtar or the Inspired without thinking "this really needs to be its own setting, possibly even its own game." The mystical realm that connects all mortal minds through their dreams is ruled by an evil spirit known as "The Dreaming Dark," and the lesser dream spirits, the quori, serve this malevolent force by sending people nightmares, casting the whole of the mortal world into an age of darkness and suffering. But some quori rebelled and quietly nurtured the hope of a coming age of light in which the Dreaming Dark was finally defeated. Unfortunately, the rebel quori could not defeat their nightmarish rivals and were forced to flee to the mortal world, taking up residence in human minds, which they gently and consensually possessed, leading to the creation of a strange psychic subculture - the Kalashtar.
But the Dreaming Dark was not satisfied with this state of affairs, so it sent its own quori to the mortal world, to violently possess suitable vessels in order to hunt down and eliminate the refugee dream spirits. These nightmare quori subverted the leadership of a mighty empire and manifest generation after generation in a special class of people known as "the Inspired," who are worshipped by the people of Riedra as living gods.
This leads to a shadow war between rival factions of spirit-channeling psychics, where insular and clannish Kalashtar communities follow strict spiritual practices to both oppose the Dreaming Dark and manifest the coming Age of Light, while the Inspired infiltrate governments to oppress an (apparent) ethnic minority, hire catspaws and cuttouts to harass them directly, and send quori spirits to hop from body to body in the hopes of taking them unaware. It's espionage, it's intrigue, it's crime drama, it's science-fantasy driven by new age spirituality, and if it was the only fantastic element in a series set in Victorian England, it would probably be one of my favorite games.
But because it's set in Eberron, I have to shake my finger and scold, "No! You have too much going on! Dial it back a little." I know it's looking a gift-horse in the mouth to complain about this bonus game-within-a-game content, but I imagine myself sitting down to a session 0 and explaining to the table "this is going to be an all Kalashtar game . . . trust me, the payoff will be worth it" and maybe that's a game I'd enjoy running, but it's not a conversation I'd enjoy having.
So not quite in the same boat as the Raptorans, but maybe enough of an analogue to say that Races of Eberron has not entirely escaped the series' weaknesses. But enough of that. Let's talk about the book's strongest content - warforged and changelings.
Not since the genasi from Planescape have I experienced such an instantaneous and total transition from "trademarked invention of a specific campaign setting" to "essential staple of D&D-style fantasy." Like, it's one of those cases where you don't recognize a gap until you see it being filled. Oh, "fantasy robots who are confused by their own emotions" and "nonbinary pansexual gremlins who struggle with the concept of personal identity" . . . of course. It seems so obvious in retrospect.
We get a pretty good presentation of both, though I don't think they escape their Eberron-specific contexts enough to justify the introduction's rhetorical question - "Why is Races of Eberron a core D&D supplement and not an Eberron-specific book?"
The answer given: "Changelings, kalashtar, shifters, and warforged are excellent additions to any D&D campaign, offering fun and unique play experiences and enriching any setting" is at least half correct (I'm embarrassed to admit that I forgot entirely about shifters until just now, but in remembering them, I'm thinking "good vibes . . . yeah, why not" which I guess would make them this book's equivalent to the goliaths), but as a first outing, Races of Eberron simply does not do the work to make that happen.
Also, there's a chapter where they check-in with the Eberron-specific variants of existing fantasy creatures in a way that makes it very clear that this is an Eberron book, despite the introduction's lofty ambitions.
Let's just run through them real quick, no more than a paragraph each:
Dwarves: "Dwarves have dominated banking and finance. . ." eh . . . they're still the proud warrior race guys, and the perfectionist crafter guys, so I think they're still broadly in the . . . challenging intersection between popular fantasy archetype and Tolkien's well-meaning but culturally hindered depiction of Jewish identity. But maybe, just as a change of pace, we could have a proto-capitalist fantasy setting where banking and finance aren't dominated by any identifiable racial group.
Elves: "We are totally not necromancers, we swear. . ." You're cool. I like you. But yeah, you're necromancers and I'm only humoring you because I think you'll look hot when you finally cave and start wearing the eye-liner I picked out.
Drow: They are less indigenous-coded here than they seemed in Grasp of the Emerald Claw, so I'm not ready to write off Xen'drik entirely, but it's also very obvious that someone is trying to "do something" with them, and I don't foresee the payoff as being worth it. Scorpions instead of spiders? Patriarchy instead of matriarchy? Hmm . . .
Gnomes: Why does D&D 3.5 keep trying to make me want to fuck gnomes? Oh, they're spies? They're ruled by something called "The Triumvirate?" They've "dedicated themselves to carefully preserving their image as harmless pranksters and tricksters," but they're actually uptight and manipulative? All that stuff is too sexy. Stop it!
Goblins: Keep doing the Lord's work of chipping away at decades of bias. One day, they will be a core option and you'll be vindicated.
Halflings: It's kind of interesting to see the "we need to de-cutify these bastards" play out a second time, in a completely different direction than gnomes. They're deadly hunters who tame and ride dinosaurs? I guess it's cool that you have some guys like that, but between Dark Sun, the dungeon-punk presentation in the 3e core, and this, I kind of just feel like someone at D&D HQ shorted the waistcoat and clay pipe market and is desperately trying to claw back their investment.
Orcs: "Wise and wild." "Always on the edge of savagery." Okay. You get what people like about orcs. Now all you have to do is present this idea in a way that does not evoke the ugliness of colonialism. I give this attempt a C-. Do more with the steampunk goggles. Those had potential.
And the rest of my notes are just random mechanical observations like "Tactical Feats: make martials jump through hoops to do things that are conceptually interesting." I'm enough of a nerd that I couldn't help writing those thoughts down, but honestly, reviewing them, I hope I'm not such a nerd that I feel compelled to filibuster the internet with them. Y'all are going to have to wait until my next Exalted post for that.
Overall, I think Races of Eberron is one of the stronger 3.5 books I've read. I'm finally convinced that this setting has legs.
Ukss Contribution: Some of the undead who advise the elves of Aerenal are explicitly said to be 26,000 years old. This is, of course, merely a case of fantasy being bad at scaling timelines. The implications of that kind of age are not explored at all. However, it's a detail that really got into my head. Deca-millennia are such an interesting age for immortals because it's on the shallow end of long enough to blur the line between history and evolution. Like, you go back 26 thousand years in the real world and it's arguable that the humans who lived were only technically the same species as us. So what would a ghost from that time be like?
That's a question I wouldn't mind exploring in Ukss.
Monday, August 25, 2025
(Exalted Essence) Pillars of Creation
So . . . it's kind of weird that we've got two editions of Exalted running in parallel, right? I mean, Pillars of Creation is just a crowdfunding stretch goal addition to the Exalted: Essence book, so I probably shouldn't count it as "support for the line," but I'm reading it in the context of a recent crowdfunding campaign for the Exalted: Essence Player's Guide, and by my count that will make a total of six different books for this not-quite-an-edition-alternative-to-the-3e-rules. I feel like all Exalted: Essence needs is a tiny little push to take on a life of its own.
Pillars of Creation is not quite that push, but it is a noticeable step forward. All of the Exalt types feel more playable after this book, and there's a little bit more of the world of Creation, so you're a little less dependent on the main line for lore. It's not quite enough, but two or three more of these (or perhaps these two books, plus the upcoming Player's Guide plus Across the Eight Directions) and you might feel like it's enough.
I can't decide whether or not I approve. I think it's because I'm so immersed in the lore that I could run an Exalted: Essence game with just the two books and the facts in my head. Like, yeah, I can explain to you what a Lunar exalted is and why they're so angry all the time. All you have to do is select a caste and pick out some charms. Being in that position makes Exalted: Essence feel functional.
But then I think about what I might have to do if the PCs picked Getimians or Liminals and I realize that I would feel massively unprepared. I'm inclined to use that feeling as a guide to what it might be like to truly use Exalted: Essence as an entry-point to the series.
I guess I feel like this partial lore is spoiling me on books that may or may not one day exist. If I were to one day read a Getimians' hardcover, that explained their whole deal in exacting detail, I would do so with certain preconceptions and expectations that I would not otherwise have. Will that have a negative impact on the experience? It's hard to say, but internet etiquette certainly implies that it will. That's why we're supposed to use spoiler tags for sensitive information.
On a personal level, I never put a lot of stock in spoiler prophylaxis, at least not at the most extreme levels. It's only in a minority of specialized cases (such as works where the gradual unfolding of a mystery is the entire point of the story) that spoilers make much of a difference to me. So it's unlikely that anything I learned in Exalted: Essence or Pillars of Creation is going to ruin future books (oh, no, I wanted to be surprised that Rakan Thulio is a master of Quicksilver Hand of Dreams Style), but I do find it at least a little bit annoying. I've got these playable rules for exalts I know almost nothing about, and to the extent that I'm intrigued and want to learn more . . . I can't, because their books aren't even on the upcoming projects list.
Although, one factor to consider is that between the core book and this one, the ten exalted types have 180 pages of charms. Which means we're averaging 3/5 of a mainline fatsplat's charm chapter per book. With ten exalted types, that means we'd need 50/3 (approx 17) Exalted: Essence books to get the exact same amount of material. And thinking about it that way - what if the Sidereals book was broken up and spread out among 17 volumes - I'm not sure this approach is actually any better. Exalted: Essence works fine as a one-and-done (or even, due to the economics of crowdfunding, a two-and-done with Pillars of Creation as a companion), but eventually there's going to be a point where adding more books to the line just means you're doing the same thing as mainline Exalted, but worse. Call it a hunch, but I suspect that the companion volume to the Exalted: Essence Player's Guide will probably come right up to the edge of the breaking point.
I guess, in the meantime, Pillars of Creation is an acceptable expansion to the game's crunch. The new charms fill some conspicuous gaps in the Exalted: Essence core's curation (The Sidereals get Neighborhood Relocation Scheme back, we can now take a watered-down version of Dreaming Pearl Courtesan Style, which the Getimians are unusually skilled with, for no-doubt fascinating lore reasons), we're getting rules for Dragon Kings and god-blooded, and the selection of antagonists is an absolutely vital supplement to the core book's generic stat-blocks.
My only real complaint is that almost all of the martial arts have exalt-specific modes (Black Claw style works better for Infernals, Fist Pulse for Architect Exigents, etc), which kind of misses the mark when it comes to the martial arts' traditional role in the game. This is especially the case with Sidereal Martial Arts, which inherit from mainline 3e the problem that they are high essence charms in an edition that compresses the 1-10 essence scale to a range of 1-5. Sidereal Martial Arts are already the best essence 4-5 combat charms in the game, so giving the sidereals an extra benefit while using them kind of makes them feel like the best combatants in the game. There's a difference between "Essence Shattering Typhoon is one of the few Essence 7 charms in the game" and "Essence Shattering Typhoon beats Protection of Celestial Bliss" (actually, I'm not entirely sure whether that's true, though for Sidereals, it might inexplicably be a better defensive charm).
And in mainline 3e, this isn't that big a deal, because charm interactions are complex and you could argue the minutiae of mote costs and combinations and the varying mote pools of the different exalted (very significant in 1e, a minor but real consideration in 3e). But in Essence where the differences between exalt types are conspicuously flattened, that extra little tag starts to feel like a big deal.
Overall, I'd say I'm still cautiously optimistic about Exalted: Essence and Pillars of Creation is more or less the exact right amount of extra content for the game. Which is ordinarily something you'd interpret as unqualified praise . . . but here it also means that I'm more inclined to put future Essence releases under the microscope. Only time will tell this marks a new beginning or the beginning of the end.
Ukss Contribution: The antagonist section has a rather extensive entry for the semi-canonical Heart-eaters, the corrupt exalted of a slain god who act as a social contagion, turning their victims into mindless thralls and surviving their own destruction by hopping from body to body. They were a standout in Exigents: Out of the Ashes and they are a standout here. It kind of makes me wish they could get a standalone adventure path, but that sort of book is so far not something 3e has attempted, so I think I'll just have to settle for adding a version of them to Ukss.
Friday, August 22, 2025
(Eberron 3.5e) Grasp of the Emerald Claw
Well, that didn't take long. Grasp of the Emerald Claw (Bruce R. Cordell), despite being only the fourth ever supplement for the Eberron campaign setting, managed to step on the biggest rake in the pulp genre - the story where "adventurers" travel to another "mysterious" continent and trespass on the decaying ruins the "dark-skinned" (and those words are in quotes because that's literally how the drow are described) natives hold sacred as a temple to their "god" (and that word is in quotes because it is also in scare quotes in the text) who is really just a big scary creature.
Now, to be entirely fair, the claim that "most eat humans and halflings if they can catch them" is uttered by an NPC who is subtly racist-coded (he's a Khorvarian [i.e. "European"] river-boat captain in a pulp adventure story set in Xen'drik [i.e. "Africa"]) But look, the Heart of Darkness vibes are real.
Is this okay? I don't fucking know. Probably not. It's just a subplot, though. The drow are an obstacle, but they're not really mad at the PCs, they're mad at Garrow (the wannabe vampire guy, still pretending to be a vampire) for busting into their temple and burning them out of the "mud tube dwellings" they added to the exterior. The PCs are just catching strays because they're similarly dressed and have no compunction about "searching for treasure" (up to 3 rolls on Table 3-5 in the DMG) in their hastily abandoned homes.
Oh, man, colonialism is a hell of drug.
. . .
Now, there's no way for you to see this, but the ellipses represent me taking a break from the post, walking around a bit, and changing my plan about what to write next. Instead of continuing the recap (it's a serviceable chase and dungeon crawl where whoa! it turns out the four pieces of the macguffin are dangerous if brought together!) I'm going to think long and hard about the way subtext will freaking sneak up on you.
See, I don't think we are dealing with intent here. And note, I'm not using the exonerative case - I don't mean "there was no ill-intent" except as logical other half to "there was no good-intent" - because there was no intent, period. I believe this was a case of a writer operating on pure cultural autopilot.
Let's play a game. Guess the movie I'm thinking of. It's that one where these people are on a river-boat going through the jungle and then they hear drums in the distance and the captain says, "the natives are tracking us."
Right? It's surprising how little that clue narrows it down. That's why I called it "stepping on a rake" at the beginning of the post. Because when you're sheltered in a bubble of white privilege, what this feels like, having your white explorers face danger from (maybe) cannibal natives who take exception to you treasure hunting in the cyclopean ruins where they worship their giant scorpion, is not perpetuating colonialist narratives. It feels, instead, just like you're quoting a thousand movies.
My evidence for this is just the fact that drow are generally presented in a fair-minded way. Their leader has a name (Amoxtli). He's got pretty decent stats for an NPC (in particular Int 12, Cha 10). He's got a Neutral alignment. And overall, the drow's motives are pretty reasonable "Garrow didn't attempt to parley - he ordered his men to wipe out the drow . . . In the day since Garrow and his task force entered the ruin, the drow have returned to reclaim their home. They have vowed to destroy the intruders, and the adventurers are seen in the same light as the Emerald Claw in the wake of the terrible disaster that has befallen the tribe."
Completely reasonable. I wouldn't even call it a case of mistaken identity. The PCs and Garrow are there for exactly the same reason - to find the priceless treasure at the heart of the ruins and take it back to their wealthy sponsor. The only difference is that the PCs are working for the family of ruthless capitalists whose ancestor originally drew the treasure map and Garrow is working for the militant arm of an undead-worshipping religion which recently stole the treasure map from the capitalists.
Is there a moral difference between them? Yeah . . . But I'm not sure it's a difference the drow are obligated to care about. I don't think any of us are seriously entertaining the idea that if the PCs got to the ruins first and encountered a thriving drow settlement in map area 2, that they'd take "um, sorry, but that temple and everything in it belongs to us and we'd prefer that the sacred treasures of our ancestors stay where they are rather than be taken to a foreign antiquities market" for an answer. I mean, that creation pattern needs its fourth and final schema, right?
And this is the dark side of autopilot. Because if you go beyond "fair-minded, considering your privilege" to "actually fair" then obviously this is a much more important conflict than whatever Lady Elaydren d'Cannith was getting mixed up in.
But you know what? I think achieved some kind of justice for the drow by proportionately inverting the word count devoted to them in this review. I don't need to spend much more digital ink on a 32-page adventure that was just kind of okay. The broader question of whether pulp as a genre is ultimately salvageable or whether you're destined to always step on these damned rakes is one I can leave for when I read Adventure! 2nd Edition.
Ukss Contribution: The very first book I ever deliberately skipped was The Complete Barbarian's Handbook and maybe it wasn't the first one I should have skipped, but it was the first one whose flaws were so obviously out in the open that they broke through my white privilege brain and made me feel . . . bad about including it in my silly fantasy rpg project.
I don't feel nearly as bad about Grasp of the Emerald Claw. The only reason I spent so much space talking about its . . . issues is because, despite my intent to just throw off a quick paragraph and move on, I found that once I started talking about, it felt wrong to suddenly change the subject and act like nothing happened.
This book didn't leave me disgusted and ashamed like Complete Barbarians Handbook did, but there is a broad, straight path between what I hated about the CBH and what I "noticed" here. And the path isn't even "racism, generally." It is literally "the adventure fiction genre's legacy of viewing indigenous people through the colonialist gaze." The only real difference is that Grasp of the Emerald Claw is sipping at that legacy through a reverse osmosis water filter and the Complete Barbarian's Handbook drank straight from the fucking hose.
On the other hand, I always feel so judgmental after skipping a book (pointing my finger and shrieking "EEEVVIILLL!!" has a way of doing that) and really, this book's worst crimes are those of omission (it really should have said . . . something about the PCs attempting to loot the "drow nests"). So let's compromise. Instead of something I really liked, let me pick something that made me uncomfortable, but in a way that challenges me to be more mindful in my own work - the colonialist theft of indigenous antiquities.
It's not a "cool" thing to add to an rpg setting, but in heroic fiction, you often show your values through the villainous schemes you choose to have your heroes thwart.
Thursday, August 21, 2025
(Exalted 3e)Sidereals: Charting Fate's Course
- Have way too many fucking charms.
- Introduce places and characters you've never heard of.
- Establish that those new things have a conspicuous, though probably somewhat tenuous connection to things you've seen before.
- Ensure that when something familiar does show up, it will be more human, less in-control, and less cruel than it has been depicted in the past.
- Present both problems and opportunities as things that will be largely local.
- Take a softer approach to inter-exalted tier preservation (i.e. between Dragon-Blooded and Sidereals) in contrast to extra-exalted tier preservation (i.e. between Sidereals and the Celestial Gods) that remains hard while pretending to be softer. For example: allowing the God of Martial Arts to practice Sidereals Martial Arts, but establishing that he gave himself a permanent spiritual wound by doing so. Or continuing 2e's bizarre tradition of insisting that not even the really high gods can use Solar Circle Sorcery.
- Be vague and noncommittal about things that are supposed to be "prehistory" even when they are in the living memory of characters being discussed.
Once there was a maiden. . .
Who found herself climbing up an earthen path.
Her footsteps made no sound.
There was a silence in the air.
She walked for years, and then, came to a cliff. The road gave way to clouds, and she could go no further.
"There's always an ending," said she.
Ukss Contribution: The God of Roads travels with "a much-put-upon donkey who once ate a Peach of Immortality." I like that a lot. A humble creature, in its innocence snacked upon the forbidden fruit, and now it is done with the celestials' bullshit.
Friday, August 15, 2025
(Eberron 3.5e) Sharn: City of Towers
- First, it's called a "Chronicle" rather than a "newspaper," which isn't a telling detail per se, but does suggest a deliberate choice to avoid modern-sounding terminology.
- Contra this, the job title of Haftak ir'Clarn, the guy in charge, is "publisher." And while there's nothing about being a publisher that specifically requires the existence of a printing press, it does at least imply a mass distribution.
- Haftak runs a "bookstore and bindery, and uses its facilities to publish the Sharn Inquisitive." And this feels, to me, like another very careful curation of terminology. What is a "bindery?" What sort of tools do they use? Where do they get the specific papers to bind? Binderies still exist, and most use modern industrial tools, but the word itself is old-fashioned, more suggestive of hand-crafting. And this "chronicle" that's being "published" . . . it uses the "facilities" of a bookstore? I guess a bookstore could have an on-site printing press, but it hardly seems like a standard facility.
- Further evidence in the minus column - you can't buy individual issues. It's only available as a yearly subscription, with weekly issues distributed by mail. So we know for a fact that Sharn does not have adorable moppets standing on street-corners shouting about the latest extra! That's a pretty big smoking gun against the Sharn Inquisitive being a newspaper.
- On the other hand, "it's usually easy to find a discarded copy a few days after publication," which suggests that individual issues are common and disposable. At 3gp per year, that comes to roughly 6cp per issue. That's a price point and behavior that argues against being hand-crafted.
"Cogsgate is the gateway to the Blackbone Cogs. Ore from Zilargo and Karranth is carted town the long tunnels into the darkness. . ."
Well, I'm afraid to say, this time it really is about the art and these issues, as apparently unconnected as they are from fantasy adventures, really are very important to my critical assessment of Eberron.
Eberron, so far, has attempted this (historically pretty bold) noncommittal genre-straddling, but in the process has run the risk of orphaning itself in an incoherent historiography. All this talk I've been doing about modes of production, it's been because Eberron has so far failed to acknowledge that modes of production are inherently ideological.
What's to stop Elessar from killing a yeoman farmer and taking their land for the crown? Now, obviously, Aragorn would never do that . . . but what's stopping him? Let's just keep that question rhetorical, because the point here is Tolkien's historiography renders it irrelevant, perhaps even impertinent. The thing stopping Elessar from ruling unjustly is Aragorn's unshakable sense of justice. And I think Tolkien would argue that's a better guarantee than you'd get from a system of checks and balances (and honestly, given the state of the USA today, I'm not sure I could blame him if he did). This is what's known as an individual level of analysis - good government is caused by good rulers, bad government is caused by bad rulers, and the fraught history of humankind can largely be explained by the fallen nature of humanity.
Tuesday, August 12, 2025
(Exalted 3e) Many Faced Strangers
Saturday, August 9, 2025
(Eberron 3.5e) Whispers of the Vampire's Blade
When I read Shadows of the Last War I unforgivably neglected to mention that the leader of the Emerald Claw detachment had a very peculiar character quirk - he was a changeling who was obsessed with vampires, to the point of using his innate shapechanging ability to pose as a vampire.
That's absolutely wild. In real life, it just makes you a goth, but in the world of Eberron, where vampires are definitely real and people definitely know about them, it's a hard core commitment to the goth lifestyle. There are hunters out there. They're going to come after you for looking like a vampire (especially if you use a combination of Obscuring Mist and Invisibility to fool people into thinking you have a vampire's Gaseous Form ability, like the villain did in the adventure). And when they come after you, you're not going to have a vampire's unholy might to protect you.
I'm not sure how I feel about all this - it's somewhere between the good kind of goofy and the bad kind of goofy - but it certainly left an impression. So much so that when I saw that the title of the follow-up adventure was Whispers of the Vampire's Blade (David Noonan), I was left agog. Did Garrow finally achieve his life-long dream of becoming a vampire? Or was the title sarcastic and mean, like Whispers of the "Vampire's" Blade. My mind reeled with the possibilities. I kind of want to read a series of adventures where this guy keeps coming back, each time with a more elaborate means of faking vampirism. Let's go head-to-head with the world's most dangerous poseur. I'm ready.
Except, unfortunately, the adventure's titular vampire was not Garrow. It was someone else entirely. Garrow shows up. He's kind of a secondary villain that interferes with you trying to chase the vampire. But he could be removed from adventure with relatively little effort. And yet, somehow, he got a major credibility boost from his appearance here.
There's just something about having your vampire hunting interrupted by a wannabe vampire that sinks its hooks deep into my brain. After the first adventure, I kind of dismissed Garrow as an overly precious joke villain, but now I want to know everything about his life. I can't stop fantasizing about casually bullying him (to be clear, he definitely deserves it) - "Sorry, Garrow, I don't have time for your bullshit. There's a vampire on the loose!" And while I don't normally countenance GM cheating, as both player and a gamemaster I have to insist that the GM do whatever it takes to ensure that Garrow never dies and never achieves his dream. You can't squander something so beautiful on something as nebulous as "player agency." Your players would never forgive you.
Now, as for the 90% of the adventure that did not focus on the recurring joke villain . . . I don't have a lot to say about it. It was pretty short. Compared to Shadows of the Last War, it did zero in a bit more on Eberron's unique genre bending (and so is probably a better introductory adventure overall). You're not just hunting a vampire, you're tracking down a rogue spy who stole a powerful weapon from a secure government vault and is threatening to bring it to a hostile power. You've got to go to a high-class masquerade ball, survive an airship battle, and then corner your target on a train. All classic pulp.
And then, in the end, you mix in a bit of D&D because the vampire jumps off the train and takes shelter in a nearby monster-infested ziggurat. You know, of the sort that you frequently find near major railways.
Do I hate the way this adventure turned out? No. Do I like the way this adventure turned out? . . . eh, yeah, I guess. Do I wish it had significantly more detail about this world's fantasy industrial infrastructure? You better believe it.
Ukss Contribution: It's got to be Garrow. He's just so fascinatingly weird.