There were awesome parts of this module, and there are awful parts of this module. Allow me to describe them without giving anything important away.
The awesome parts of the module include a finale that could be a game changer for your campaign, and the action is excellent. The writing in this part clearly show how high the stakes are, what could be lost, and what your PCs might gain in a bloody triumph. Also, throughout the module are a couple of pages giving advice on what to do if the party deviates from the intended path this way or that, which is good for teaching DMs how to react creatively.
A big mediocre part was the second major setting in the module. There was some good in it, but it lacked the creative punch to really make me that interested. Perhaps that has to do with the lack of characterization in the bad guys, so in the realm of the villain, there's no real personality to sell it. Skarda is just a jerk and his mercs are too, no depth given.
The awful parts are sadly right up front, so if you stop reading out of boredom, you'll never get to the good parts. Some modules are fun reads in themselves, like The Temple of Death or Night's Dark Terror. They also make great adventures. Not this one. The hook to get you into the adventure is a solid page of exposition by a guy your PCs have never met in their lives, who isn't very interesting, and is kind of a jerk. At the back of the book, the writer unhelpfully gives what would have been a great hook completely customized to your PCs, but you'll never see it until the adventure is over.
The first setting of the adventure also turns out to be a complete wild goose chase, minus any geese and in a large building with absolutely nothing interesting in it. Sure, the creature haunting the place is neat, but he also makes no other appearances in the book. Frankly, if I was playing through this first part, I would feel jipped by the time I wasted tromping around this spot with no treasure, no conflicts, no clues, and no opportunity for real XP. It was truly the worst intro to an adventure I've ever seen. Oh, and the author also includes some advice on how to screw your players into getting into the meat of the adventure, which is weird. Why not come up with one good scene/action to get them into the Mirror, instead of a bunch of half-baked ideas for how to do it?
So that's Skarda's Mirror. My advice is to skip the first parts and make a custom hook idea to get them into the Mirror and make the villain more interesting. That would give you a decent to good adventure module.
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