NO SPOILERS
I ran The
Midnight Mirror recently for three friends using PFS characters and I
loved it. It’s a dark module (in more
ways than one) that has an excellent and evocative setting, memorable NPCs, and
a “boss” fight that’s finally worthy of the concept. There’s loads of role-playing and
investigation available, but the combats don’t hold back: the PCs I ran it for
were along the low range of levels (and fighting ability), and there were several
points I thought a TPK was on its way before they managed to just barely escape
or emerge victorious. If you’re looking
for a challenging but well-written module that will prove satisfying on all of
the various joys Pathfinder has to offer, I would definitely recommend this
one. Even the cover is awesome!
SPOILERS
The
Midnight Mirror takes place entirely in Karpad, a small village in
Nidal. If you don’t know much about
Nidal (and there are not a lot of adventures set there), it’s the country
where, thousands of years ago, the people swore to follow the tenets of
Zon-Kuthon (the god of pain and darkness) in exchange for protection from the cataclysmic events of Earthfall. Although the residents of Karpad are some distance removed from the most zealous worshippers of
Zon-Kuthon, the religion’s influence still has influence there. Two pages of the module are an appendix that
provides an overview of the village, and it’s important because what’s
happening in the village (particularly strains between its human and fetchling
inhabitants) are a key part of the story.
In my game, the Temple of Zon-Kuthon was particularly memorable, as the
priest offers healing in exchange for the infliction of pain! (I should say as a general note that GMs
should know their players’ tastes before getting too detailed in the S&M
practiced by worshippers of Zon-Kuthon).
The PCs have
been enlisted by a wealthy family in another city to look into why their
daughter, who married the baron of Karpad, hasn’t written in several
weeks. The adventure hook requires some
massaging for Pathfinders, and some ideas for that can be found in the forums
(this part could have been developed more in general, as outsiders are
generally forbidden in Nidal except in the port city of Nisroch). Anyway, once the PCs reach the baron’s manor,
they’ll quickly get the scoop. The
village is under quarantine due to the spread of a mysterious ailment the
locals are calling Tallowthroat; it causes the swelling of the throat until it
explodes and shadowy figures emerge! The
PCs obviously need to get to the heart of the matter and investigate the origin
of the disease and how to stop it (especially if they catch it themselves, a
real possibility!).
The NPCs who
reside in the manor are a key part of the story, and all are well-drawn with
strong characterization. There’s Stepan
Boroi, the Baron of Karpad, who is paranoid and withdrawn; Anya Boroi, his
wife, who earnestly wants the best for the village and her husband; a creepy
ghost tied to an iron maiden in the basement (who could be an ally for the
PCs!), and more. I would really play up
the manor’s gothic vibe, as it’s a key location in the module and PCs will
probably spend a lot of time there, especially if they make it their home base
while conducting exploration elsewhere.
In the
village itself, the PCs will witness a lynch mob about to hang three fetchlings
on suspicion that they’re responsible not only for the Tallowthroat but also
for the recent disappearances of some humans.
I like how this encounter was structured, as the PCs can do nothing and
just watch, intervene with violence, or make a series of Diplomacy/Intimidate
checks to try to get the mob to stand down.
(one of the PCs in my game was terrible at combat but a master
negotiator, and was rocking out on these skill checks!)
The
encounter leads to the PCs meeting the captain of the village watch, a man
named Lucian Groy, whose daughter is among the missing townspeople. He’s desperate and willing to get help from
anyone, even strangers like the PCs. If
they agree to take part in the search, clues will lead them to a chandlery
(candle-making shop) where the PCs have to fight through a wax golem and some
nasty strength-draining shadows before confronting the villain responsible for
the disappearances: a Lurker in Light (a sort of crazy evil fey) who is using
his kidnapped captives to enact a strange ritual to bring more of his kind into
Karpad. It’s actually a tougher fight
than it first appears, as the fey can fly, has DR, may be able to turn
invisible, and may be able to blind and poison multiple PCs. On the other hand, he doesn’t pump out much
damage, so if the PCs can survive the first few rounds and have some ranged
weapons, they should be able to tackle him.
The PCs I ran this for nearly TPK’d the first time and were starting to flee just before they
triggered the fey’s morale condition and it flew away first. It was an exciting, edge-of-your-seat
encounter.
However, the
Lurker in Light didn’t bring the Tallowthroat to Karpad, and his presence in
the village to begin with requires explanation.
More poking around various avenues will lead the PCs to reveal that
Baron Boroi has a major part to play in everything that’s happening in the
village. He’s not evil, but desperate,
and his backstory is essential to the plot of the module. In the manor’s basement is a midnight mirror, a magical device that
allows passage to the Shadow Plane. Almost
900 years ago, the Baron’s ancestors used the mirror to imprison several
fetchlings and shae (natives of the Shadow Plane) in a mystical demiplane
within the mirror because they were planning a revolution to liberate
the subjugated shadow peoples in Nidal.
A decade ago, Baron Boroi made contact with the leader of the rebels, a
shae named Nicasor, who still remains trapped on the other side of the mirror:
Nicasor offered to help Boroi gain power in Karpad by providing a convenient
place to dispose of rivals to his leadership (his brothers) in exchange for
trading places with him once a year every decade. Nicasor fulfilled his end of the bargain but
now, ten years later, Baron Boroi refuses to fulfil his end! The shadowy essence leaking out of the mirror
stems from Nicasor’s cold anger, and it’s what is causing the
Tallowthroat. In other words, there’s no
clear “good guy” to this story—just innocents being affected by the schemes of
others. It’s a type of grim realism that
suits the story (and the Nidalese setting) perfectly.
The PCs will
realize that the only way they can stop the disease is to go through the midnight mirror and destroy it from
within. This is the final third of the
module and offers a great introduction to the characteristics of the Shadow
Plane (and since it’s a fairly low-level module, may be the first time the PCs
involved have ever visited another plane).
The particular demiplane on the other side of the mirror is a dark and
distorted reflection of Boroi Manor.
Again, the flavour fits the tone perfectly. There are threats within the demiplane, but
what I really liked about the module is how it also allows more thoughtful PCs
to form alliances with Nicasor and the other shae (and fetchlings) trapped
there (depending on how good they are at Diplomacy, of course). Indeed, I think the module is hard enough
with just the absolutely necessary combat encounters, and groups that try to kill
everything will have a *really* hard time unless they’re optimized combat
machines.
Anyway, in
order to destroy the mirror from within, the PCs have to destroy its
semi-sentient “heart.” This is
essentially a battle against a CR 8 shadow-infused tendriculos (a Huge-sized
plantlike monster) that can paralyze PCs and swallow them whole! In other words, it is *not* a pushover. PCs will need a lot of luck or clever tactics
in order to survive; my players used some fantastic teamwork, but even then one
PC died. After the heart is destroyed,
the PCs need to leave relatively quickly because the deteriorating demiplane
can be even more dangerous. And when
it’s completely destroyed (and every living thing within is expelled), the
danger isn’t necessarily over! Nicasor
is bound and determined to kill Baron Boroi for his treachery, so depending on
whether the PCs are inclined to intervene, they may think they’ve triumphed
only to have another difficult battle on their hands. It’s a module that really tests the morality
and personalities of the PCs in a good way; there are no easy answers on what
to do in this one.
It may be
the coffee buzz, but I really can’t praise The Midnight Mirror enough. I would love a sequel to return to
Karpad. It’s a hard module, and success
for the PCs is definitely not guaranteed.
But great heroes can only emerge from great challenges, and this is
definitely one worth experiencing whether the result is victory or defeat.
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