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Pathfinder Module: The Midnight Mirror (PFRPG)

****½ (based on 15 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Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module—The Midnight Mirror takes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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Print Edition: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Product Reviews (15)
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Average product rating:

****½ (based on 15 ratings)

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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.


Very good dark gothic feeling

*****

excellent deep dark flavor.
This is nearly perfect but have a little lack of creativity at encounters.
Anyway I like midnight mirror.


Fantastic module

*****

I think this is one of the great modules available, and it could really be plugged into any campaign. I ran it for a group of Pathfinder Society characters today, and all of the players enjoyed it immensely. There is a lot of role-play opportunity, and what fights happen are very, very interesting. If you have a group of PFS players looking to stretch their role-play legs, I cannot recommend this module enough. It took us about 7 hours, but I would plan for 8 to 9 total depending on whether some role-play encounters turn into fights.


Very, very dark. Very, very dangerous. Very, very good.

*****

I ran this at a convention last week and it was perfect for building a dark atmosphere. You might want to put a minimum age limit on players because some scenes are pretty disturbing. It gave me nightmares! It's a story of betrayal and retribution for past deeds and, played right, there can be no happy ending. It needs some prep to get the names and the motives right and I had to draw myself up a family tree to understand the background history. My players did the adventure in a slightly different order to that envisaged but that wasn't a problem. The risk level is very high in places and there is a strong chance that they won't come back from this one. But the module has a very high standard of writing and I have no hesitation in giving it 5 stars. I hope to run it again. The website's GM suggestions for setting the scene and motivating the PCs using Count Varian Jeggare was very attractive to my players and I would recommend taking a look at that, too.


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