Adventure Hook
A haunted mirror hires the hero to recover its missing reflection before midnight, promising one truthful answer in return.
Read-Aloud Opening
“The antique mirror clears its silver throat. Your reflection is gone. In its place stands an empty ballroom, ankle-deep in dust, with one set of fresh footprints leading away from the glass. 'I can pay,' the mirror whispers. 'Bring me myself before midnight.'”
DM Brief
- Design every obstacle around the solo hero's strengths. If they are martial, make clues physical; if magical, let spells reveal emotional truths.
- Use sidekick-style help without stealing spotlight: the mirror can speak, warn, and panic, but cannot solve scenes.
- Keep combat small and dramatic. One enemy with a motive is better than a room full of attacks against a solo PC.
30-Minute Pacing Notes
- 0:00–4:00 ask the player why their hero needs one truthful answer; that answer becomes the reward.
- 4:00–13:00 Scene 1 establishes the mirror as anxious, useful, and slightly vain.
- 13:00–22:00 Scene 2 is one focused investigation challenge with two clues, not a maze.
- 22:00–30:00 Scene 3 is a duel, bargain, or rescue with the reflection thief.
Clip-Worthy Moments
- The hero sees a reflection doing something they would never admit wanting to do.
- The mirror gives terrible tactical advice in an aristocratic whisper.
- A ballroom dance happens with only one visible dancer and one stolen shadow.
- The truthful answer appears written backward in silver breath on the glass.
Scene 1 — The Empty Reflection
8 minutes“Candles around the mirror burn with blue flames. When you move, the glass shows only the room behind you. Something on the other side has left with your shape.”
Goal: Give the solo player agency and two paths into the mirror-world.
What Happens
- • The mirror can open a palm-sized window into its ballroom if fed a drop of ink, blood, or wine.
- • A DC 12 Arcana check identifies the thief as a Reflection Jack, a fey that steals unused possibilities.
- • The missing reflection left three backward words on the frame: dance, debt, door.
Checks
- • Investigation DC 11 finds a cold handprint where the reflection climbed out.
- • Performance or History DC 12 recalls the old etiquette: every mirror ballroom opens with a bow.
Scene 2 — Ballroom of Almosts
10 minutes“Inside the glass, the ballroom is full of almost-people: almost you as a knight, almost you as a thief, almost you walking away from every hard choice.”
Goal: Turn investigation into character spotlight.
What Happens
- • Two clues are required: the Jack hides behind music with no musician, and the stolen reflection refuses to step in dust.
- • The almost-people ask tempting questions but cannot attack unless the hero attacks first.
- • The mirror can reflect one object from the real room into the ballroom if the hero describes it clearly.
Checks
- • Insight DC 12 tells which almost-person is lying about being the real reflection.
- • Acrobatics or Performance DC 12 completes a dance step that reveals the hidden door behind the music.
Scene 3 — The Reflection Jack
12 minutes“A figure wearing your face lounges on a throne of cracked hand mirrors. It smiles with your smile and says, 'You weren't using every version of yourself. I borrowed one.'”
Goal: Resolve with a duel, bargain, or self-defining choice.
What Happens
- • The Jack wants to keep the heroic reflection because it is tired of being nobody's favorite possibility.
- • A bargain works if the hero names one path they reject and one path they choose; the unwanted almost-self becomes the Jack's new face.
- • A fight ends when the Jack drops to 0 hit points or when the hero uses an action to touch the stolen reflection and speak their name.
Checks
- • Persuasion DC 13 convinces the Jack to trade faces without combat.
- • Wisdom save DC 12 resists the Jack's stolen fear from Scene 1.
Stat Blocks
Reflection Jack
AC 14 · HP 24 · Speed 30 ft.
Traits
- • Mirror Step: once per round, the Jack can move 10 feet between reflective surfaces without provoking opportunity attacks.
- • Borrowed Face: it has advantage on Deception checks against creatures whose reflection it has seen.
Actions
- • Silver Pin: +5 to hit, reach 5 ft., 6 piercing damage.
- • Almost You, recharge 5–6: DC 12 Wisdom save or the target has disadvantage on its next attack or ability check as an almost-self distracts them.
Almost-Person
AC 11 · HP 7 · Speed 30 ft.
Traits
- • Unfinished: disappears if asked a sincere question it cannot answer.
- • Glass Bones: vulnerable to thunder damage.
Actions
- • Soft Accusation: +3 to hit, reach 5 ft., 3 psychic damage.
Rewards
- The mirror answers one personal question truthfully, though the answer may be symbolic.
- The hero gains a pocket mirror that grants advantage on one Insight check per long rest if they look themselves in the eye first.
Scaling Notes
- For a fragile solo character, reduce the Jack to 18 hit points and make the Almost-People purely social obstacles.
- For a powerful solo character, give the Jack one Almost-Person ally and let Mirror Step move 20 feet.