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Pathfinder Module: The Midnight Mirror (PFRPG)

****½ (based on 18 ratings)
Pathfinder Module: The Midnight Mirror (PFRPG)
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A horror and investigation adventure for 4th-level characters

The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region?

Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module—The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light.

The Midnight Mirror is an investigation and horror adventure for 4th-level characters. This volume also contains a fully-detailed gazetteer of the town of Karpad and a new magic item that are sure to add depth and flavor to any campaign.

Pathfinder Modules are 32-page, high-quality, full-color, adventures written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG.

ISBN-13: 978-1-60125-401-6

The Midnight Mirror is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (119 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

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Product Reviews (18)
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Average product rating:

****½ (based on 18 ratings)

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There's a reason Nidal isn't a tourist hotspot...


I played this mod with Quentin as GM, and later GM'ed it myself. I had a great time in both cases.

The module has a solid story, tied in to Golarion lore and making sense; and pretty much all of it will be discovered by the players during the module sooner or later. If it happens sooner, the tone will be quite different. There's the potential for serious pathos here.

When I ran it, even the non-main fights had my players nervous. Some of them came fast and furious. And the bosses are really quite scary. The final boss is IMO way over the top, but GMs should pay close attention to his tactics, as those give the players a chance to get at him without too many PCs dying.

However what I like best about this module isn't the fights (although those are mostly well-chosen), but the attention paid to description and NPC background. Even the rooms where nothing actually happens are interesting to describe to your players because they help establish the situation the PCs find themselves in. And because every NPC has enough description, it's easy to improvise when players try to talk their way through things (which is possible and even advisable in many places).

Also, auntie dear is an amazing NPC.

One final piece of advice to GMs: the mission hook in modules tends to be a bit vague. In this case, think carefully what hook will best draw in your players and keep them going after their initial findings. The default hook in the module works fine with heroic/do-gooder PCs but for the more mercenary ones you might want to pick something different.

Great Gothic Horror


One of the very few modules of Nidle, really love the great setting of an isolated town and people.

The first part is full of investigation and roleplaying, followed by a planar trip (also with much diplomacy).

However, there are two very difficult encounters, a well-balanced party is needed (especially a divine caster). And beware of getting a bad end :) (although no real influence with PFS play)

Great Setting, Great Story


I've run and played this, my biggest suggestion would be to read Nightglass before running it if you happen to like the novels. This is the dark and twisted depths of Nidal and making the setting speak for itself is crucial. I think this had more of a feeling for me because I had the background on the setting and why things are so wrong because what your seeing is contrary to what it should be.
As a GM I would strongly stress on the trip in what the settings and customs of the country is. I would also suggest be highly flexible, when we played it, our group ran it 'backwards' and thought our contact was the bbeg (oops) it still worked out as we put together pieces from exploring the town and finding out what was going on.
If your players like exploring locations and not just looking for an issue and fixing it this is a very good module for your group.

Clunky start, but great payoff.

****( )

(I GMed this.)

This is a great module, but there are some niggling problems. The investigation part is kinda clunky at times, and there seem to be some discrepancies between room box text and the maps. In fact, the maps are incredibly bare-bones, with no furniture in any of the rooms. The maps aren't really appealing to look at, and clashes with the picture in your mind when the description states that the room is absolutely cluttered with items and you see absolutely nothing.
There are some combats that are easily breezed through, and one combat that actually neuters itself, which left my party sort of underwhelmed. Yet the sub-boss and boss themselves are suddenly a spike into the other direction that even had my over-prepared party was having trouble with it.

But, apart from that, I adore the atmosphere. The setting is great and some of the NPCs are really interesting to interact with. And I love how all of the enemies actually have a backstory and most of them can be reasoned with. It's a nice change of pace from the regular dungeon crawl where people stay locked in their rooms and have nothing useful to say.

In the end, still a great module to play/run. While the adventure could benefit from some polishing, what's here is still very enjoyable and while not always very challenging, still tells a good story with lots of shades of grey (though not 50; that's way too many).

Fun for the right group

****( )

From a player's perspective, The Midnight Mirror has a strong plot with good pacing, but is let down somewhat by poorly-tuned combat encounters. Groups with the right composition will find the combat nicely engaging and challenging, but others may find it downright murderous. For example, rogues will be annoyed to find several enemies that are immune to flanking. Our GM wound up fudging several rolls so as not to kill people too early. There's potentially a lot of fun to be had here, but I'd make sure that players understand what they're getting into.

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