TEXT: 6.2.2019
  A sound of many faces | GM Binder
  A Sound of many Faces
  A Sound of many Faces
  A Sound of many Faces
  A Sound of many Faces
  A Sound of many Faces
  A Sound of many Faces
  A Sound of many Faces
  A Sound of many Faces
  A Sound of many Faces
  
  6.2.2019
  A sound of many faces | GM Binder
  
  
  A
  sound of many faces is an adventure module for
  D&D 5e that is set in the port town of
  Harrowport. It is designed as a 3-5 hour one-
  shot adventure for 4-6 Characters of levels 4-6.
  However, depending on the choices of the DM,
  group composition, APL, background stories
  and time to spare, it is possible to adapt this
  adventure for any other RP-System and for any setting. It also
  includes tips and ideas to adjust and/or expand the adventure
  to a two-shot or even a mini-campaign and improve the
  experience for the players. If you think that the encounters are
  too difficult or too easy, feel free to change them. The ultimate
  goal of a one-shot is for you and your players to have fun. If
  you're having fun, you are doing your job correctly as a DM.
  Everything in the module is up to interpretation, modification,
  and improvisation.
  
  
  Nerle Stergoda is a human Bard who travels around the land
  as a professional music star. She sells a rap/hip hop persona
  (or any other music genre the DM prefers) and wears a golden
  mask to accelerate her art. She plays a lot of good tunes and is
  often the center of attention wherever she arrives.
  However, the mask she is wearing inhabits a dark secret: an
  evil presence that feasts on souls. Through her music, Nerle
  first gains the trust of the local population by giving concerts.
  At one point, she enthralls and enchants her listeners during
  one of her performances. The following night, Nerle sets up a
  ritualistic circle in the woods and lures enchanted listeners to
  that circle with her music. There, the souls of the listeners are
  extracted and consumed by the mask as it needs souls to
  regain power.
  The first part of the adventure lets the PCs come into
  contact with the artistic persona of Nerle Stergoda and with
  NPCs, e.g. through a concert. The PCs learn the basics of the
  problem surrounding Nerle and the mask. In the second part,
  the PCs investigate the nature and lore of Nerle, which will
  reveal her nefarious practices. The last and final part contains
  a dungeonesque encounter and a delicate and intricate final
  encounter with a boss.
  
  
  Nerle is actually a victim herself. Not so long ago, she was part
  of an adventuring party. During one of the adventures, she
  found a golden mask in a dungeon. One of Nerle's flaws is her
  low wisdom. Without thinking twice, she put on the mask and
  as soon as she put it on, she was overwhelmed by the sheer
  hunger and desperation of the evil spirit trapped inside the
  mask.
  Nerle’s soul and the souls of her party members were the
  first to be devoured. The mask inhabits the evil presence of an
  artist and serial killer, that tries to regain power through the
  souls it is consuming. However, it needs a host to function
  (Nerle). Nerle was drawn to this mask from the beginning, as
  both the evil presence and Nerle share a common passion for
  art. Her consciousness became trapped inside the mask and
  she doesn't know that her party members are basically dead.
  There are some rumors about Nerle. By researching and
  asking the right questions to the right people, it can be
  uncovered that there has been an evil associated with her.
  Wherever Nerle appears and leaves, some of the townsfolk
  are missing afterwards. However, many people discount these
  rumors as part of her artistic persona. No one uncovered her
  dark secret yet and the true sinister nature of the mask is
  unknown. Depending on the taste of the DM, they can expand
  on the idea of the evil presence as much as they like:
  The evil presence originates from a serial killer, who used
  the “artist” persona as a cover up.
  The evil presence was primarily an artist (painter), who
  had an affinity for dead bodies and therefore killed his/her
  students (be as dark and sinister as you like).
  One day, an artist sculpted a mask, explored a magical
  scroll he/she found earlier in order to transfer his/her soul
  into the mask, to become art.
  A soul-extracting demon rampaged through the country
  hundreds of years ago. The demon was defeated by an
  adventuring party, however, his soul could not be destroyed
  and therefore had to be trapped in an object (a mask).
  The evil presence originates from an ancient evil, who just
  experimented with different curses and cursed a mask in
  the process.
  The evil presence inside the mask was used as a trap for
  tomb raiders.
  All of the above/a combination of them/your own ideas.
  During the adventure, Nerle might put the protagonists in a
  position in which they must weigh the value of different
  peoples lives (including their own). The bard is a victim
  herself, so the PCs might be trying to lift the curse and save
  Nerle and the souls. However, this is a dangerous venture, as
  the PCs can’t really gather intel about the villain’s true
  domain. Therefore, it would be easier for the PCs to just kill
  Nerle and destroy the mask afterwards. However, this comes
  to the cost of abandoning the souls trapped inside.
  
  
  Nerle and the evil presence are intertwined. For roleplaying
  purposes, the villain as a whole is a narcissist. She wants,
  needs and gets attention. She is very charming (due to her
  bardic charisma), good with words and presents herself like a
  femme fatale.
  2
  
  6.2.2019
  A sound of many faces | GM Binder
  
  
  H
  arrowport is a medium sized town with
  approximately 2000 inhabitants. They are
  primarily human, but other races are present
  as well. One of the notable places is a stage in
  the center of the town to be used by
  performers around the land. For a couple of
  days, Nerle is present in this town and begins
  to trick the townsfolk. Besides the important NPCs (see
  further down), there are some other people of interest that
  may or may not become important.
  Cotta: Female Elf Paladin, Good. Cotta has matted copper
  hair and light hazel eyes. She wears chain mail and wields
  a ranseur. Cotta has a terrible sense of direction.
  Joane Reray: Female Human Cleric, Good. Kilmil is
  willowy, with thick gray hair and amber eyes. She wears
  chain mail and wields a flail.
  Ebor: Male Elf Assassin, Evil. Ebor has blonde hair and
  soft brown eyes, and a magical tattoo on his leg. He wears
  leather armor and wields a poisoned dagger. Ebor has an
  animal companion, a giant spider named Erwelyen.
  
  
  
  
  The adventure could start at a live concert of Nerle (PCs could
  have gotten tickets for the concert as a reward from another
  adventure).
  “’
  ”
  A lovable NPC of one of the party’s previous adventures is a
  known fan of Nerle and hasn’t been seen for quite some time.
  PCs could follow his/her tracks and uncover a connection
  with the masked bard.
  
  
  Depending on the backstories of the PCs, one of them could
  have a connection with the antagonist themselves, e. g. a
  missing family member. Turns out, the family member isn’t
  missing, but his/her soul was consumed by the mask/by Nerle.
  If memory loss is one of the PCs problems, they could easily
  take over the role of Marien Stergoda (see “NPCs, questgivers
  and sidequests”). Alternatively, the PC may have been part of
  the same adventuring party.
  
  
  Many people getting missing will at some point trigger the
  authorities or at least some questions. The PCs could be
  informed by their usual questgivers that people begin to
  disappear.
  
  
  The PCs learn about missing persons through a bounty board.
  The questgiver could be Nelhar Meimmu (see “NPCs,
  questgivers and sidequests”).
  
  
  
  
  A beautifully made violin rests in the corner of the stage. As
  you sit down, the show is already starting. Nerle enters the
  stage, the crowd applauds and cheers. After the first couple of
  songs, Nerle shouts out from the stage: “This one is for all the
  poor souls that feel like they are lonely and desperate. I feel you
  and don’t forget, somewhere out there is someone who cares
  for you. In the meantime, let me take care of your tormented
  souls with this special song.” The bard then begins to play a
  ballad on her violin, which is unlike any ballad you’ve heard
  before. The tones are echoing in your mind and reverberating
  in your bones. As Nerle begins to sing, you find yourself
  intensely drawn to her and like you are at home.
  PCs with a passive perception of 14 or higher realize that
  there is something wrong with the audience. Each PC who
  can hear Nerle’s music must succeed on a DC 12-15 Wisdom
  saving throw or becomes charmed. While charmed, a
  character has disadvantage on Wisdom (Perception) checks
  and a -5 penalty to their passive perception score. In order to
  keep the situation a little less obvious, the DM can let the PCs
  make their saving throws before the adventure begins and use
  the score later (note that some races have advantage on
  saving throws against enchantment effects or against being
  charmed).
  Nerle plays her final tunes and says: “Thank you! This was a
  great show tonight! Be safe and see you next time.” Nerle
  vanishes and you feel that time just flew by. People around you
  comment on the conert, how well it was executed and how
  they feel as if they didn’t even catch all of it.
  Development: During or after the concert, the PCs can easily
  run into one of the NPCs and questgivers, e. g. Marien
  Stergoda (see section „NPCs, questgivers and sidequests“ for
  reference). In case, one or more of the adventurers are
  affected by the charm, the stakes are raised: Although they
  don’t feel any particular change in their body, the PCs that are
  charmed are in danger of getting their soul devoured the
  following night: The affected PCs will stand up unintentionally
  and walk towards Nerle’s ritual circle in the woods (see Act 3
  “Curtain Call”).
  DM note
  If too many (⅔) or all of the PCs are affected, the
  DC on the saving throw can be adjusted. The
  purpose of the charm during the concert is to get
  the PCs more involved and raising the stakes a little.
  It is not intended to produce a TPK, just because all
  of the PCs rolled poorly.
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  6.2.2019
  A sound of many faces | GM Binder
  
  
  
  
  All three of the following NPCs offer the potential for
  sidequests which can be added and subtracted as the DM
  desires. All of the NPC offer a great opportunity for
  roleplaying (social interaction).
  
  
  Marien is a female human and 30 years old. She is quite
  adventurous, physically built, beautiful looking and attractive.
  She suffers from amnesia and can only remember some
  fractions of her past, before the "incident" happened. She is
  Nerle’s sister and was part of the same adventuring party
  Nerle was part of. Somehow, Marien survived the soul
  extraction process after Nerle put on the cursed mask.
  However, Marien’s survival came for the cost of her memory.
  She only remembers fractions and can only repeat some kind
  of mantra, that she has to find her friends. Alternatively, she is
  drawn to Nerle’s location and the music of the bard. Because
  of Nerle, she lost her memory, her sister and her adventuring
  party. Of course, she doesn’t know many of these things, yet.
  For now, she is only following Nerle’s tracks, but doesn’t know
  why. As she is Nerle’s sister and adventuring friend, she has
  the capability of knowing a lot about the antagonist. For now,
  Marien knows that there is definitely something wrong with
  the masked bard and assumes Nerle has something to do with
  her memory loss.
  Quest (impaired memory): Marien Stergoda wants her
  memory back. Besides asking questions, PCs can take a look
  into her notes or gather some infomation about the mask
  Nerle wears. If she is not present at the concert, Marien may
  be at the local Inn and can interact with the PCs there. She
  can bump into them and drop some of her notes about Nerle
  and the mask. During the pickup, PCs can easily see her
  connection with Nerle in her notes (e. g. a picture/sketch of
  the mask) and can ask further questions.
  Reward: Marien can give as much information about Nerle
  and the mask as the DM wants. If the adventure should be
  longer, the DM can make her memory recovery a longer
  sidequest. If it is a one-shot, the DM can give the PCs any
  information they need to solve the adventure in one session.
  Marien can offer her alliance for the adventure. Because she
  was part of an adventuring party, the DM can decide on the fly
  which class she was and can adjust her class accordingly to
  the needs of the PCs (e. g. cleric). Additionally, Marien can
  offer gold, a dungeon map (for future adventures or another
  sidequest), magic items she found during her adventures,
  spells, etc., or her alliance for future adventures.
  
  
  Nelhar is a 38 year old human male. He wears several tattoos
  on his body, some are shown, some are hidden. He has a
  nervous eye twitch. Besides that, he is your casual bartender:
  leather apron, brown, short cut hair, slightly overworked.
  He sings beautifully and was therefore very intrigued, when
  Nerle entered his town. His wife’s soul has already been
  consumed by the cursed mask. However, he doesn’t know this.
  As far as he knows, his wife has gone missing and he doesn’t
  know where she has gone.
  He knows Nerle, because she entered the town singing a
  song and he joined her in the singing. He doesn’t suspect her
  at all, he thinks in simple terms and thinks his wife betrayed
  him with another man or with Nerle.
  Quest (missing person): Nelhar is either waiting for the
  PCs at the Inn or at the concert. Generally speaking, it is very
  much possible that the PCs will visit the Inn at some point (as
  this is what PCs usually do) and can pick up the quest there.
  He is looking for his wife. The last time she was seen was
  with another man at the concert Nerle gave several days ago
  (kind of a Red Herring). He asks the PCs to investigate the
  place of the concert and Nerle’s private rooms backstage (in
  case, his wife betrays him with Nerle). He wants the PCs to
  find his wife and either teach her a lesson or bring her safely
  back to him.
  Reward: In case the PCs are not present at a concert, he
  can offer the last place his wife was seen (concert) and can
  offer a physical description of Nerle, and a description of the
  concert. He can tell that he was really irritated by her mask
  and bring the PCs on the right track, if they ask the right
  questions. He can offer food, a house to rest in and some coin
  as a reward.
  
  
  Abbo is a 10 year old male Halfling. The little boy has a
  birthmark on his forehead for which he is made fun of by
  other kids. Because of his birthmark, he spends most of his
  time alone and pretends to be a great adventurer. Sometimes,
  he sneaks into the night and tries to uncover some secrets in
  the woods, at a forest clearing with ruins. His parents don’t
  like that.
  One night he went into the woods as usual and wanted to
  play “adventurer” and saw Nerle performing the ritual. He saw
  the extraction of souls, but he couldn’t comprehend what he
  saw. He became scared by the sound and the light he saw,
  turned around and ran away. He didn’t go into the woods since
  then and can’t be an “adventurer” anymore, which makes him
  sad. He has kept this incident to himself, because his parents
  might punish him for being in the woods again, if he tells
  them what he saw there. However, he got scared enough to be
  angry with Nerle.
  Quest (strange observations): Abbo wants the PCs to
  investigate “his place” in the woods and to make it save again.
  He can offer the time and place of the ritual. If he trusts the
  adventurers, he can tell them about Nerle, her performance at
  night and the poor people he saw in the night who got their
  souls extracted. His descriptions are filtered by his childish
  personality.
  Abbo can interact with the PCs any time the DM wants.
  Therefore, he can be used as a wild card, if the players lose
  track of their main objective. He may be playing with a ball
  just by himself on the streets or he could be sitting on the
  ground, crying. Maybe, he is also present at the Inn, looking
  for people to help him. He could also be present at the concert
  and investigate Nerle’s private rooms by himself. In this case,
  he could be hiding from the PCs behind a curtain only to be
  found by the PCs.
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  6.2.2019
  A sound of many faces | GM Binder
  
  
  T
  he PCs could come to the conclusion that it
  would be reasonable to gather information and
  clues. They have several options to uncover
  what is going on. They can have a look at
  Marien’s notes, check Nerle’s private room
  backstage, do some research (e. g. at a library)
  or ask around town to get more information.
  However, the PCs might come up with different ideas.
  DM note:
  The purpose of Act 2 and the investigation process
  is to scratch the exploration itch, the players might
  be having. It is up to the DM, how much
  information they give to the players and how long
  Act 2 takes. If time is short, many of the necessary
  clues can be delivered by Marien’s notes alone (see
  "NPCs, questgivers and sidequests”). However,
  investigating Nerle’s private chambers makes for a
  more rounded D&D experience.
  
  
  Marien Stergoda's notes are a mess. It seems as if someone
  tried to solve a 1000-piece puzzle with pieces that belong to a
  kids puzzle. However, some of the background information
  can be uncovered, if the PCs invest some time and effort.
  Examples include
  Marien was part of an adventuring party
  Her party delved into a dungeon
  Her sister was part of the party as well
  All the other party members are missing
  The mask of Nerle calls for Marien from time to time at
  night, which drives her insane
  etc.
  Author’s tip:
  These notes are a great opportunity for props and
  handouts. A map of the dungeon where the
  “incident” happened could be in Marien’s
  possession and can be used for future adventures
  or as a sidequest. Marien may carry a personal diary
  with her (some pages burned or bloodied). She
  could possess chaotic/mixed up notes with
  observations and conclusions, sentences that don't
  make sense or have been scratched out or burned
  by Marien. If you need further inspiration, the movie
  “Memento” offers great examples how to set up
  these handouts.
  
  
  All of the NPCs and questgivers can pitch the idea of
  investigating Nerle’s private rooms backstage. Predominantly,
  Marien wants to investigate the private room of the bard for a
  long time.
  DM note:
  Nerle might be giving two concerts on the day the
  PCs arrive in town: one at noon and one in the
  afternoon/evening. The PCs could attend the first
  concert and investigate her chambers during the
  second concert. That way, the DM can introduce a
  time constraint during the investigation process.
  As you enter the backstage area, you can see a wooden floor
  covering the ground. There are some chairs and tables standing
  around. You can hear a distant mumbling from the stage area, it
  smells of a mixture of sweat and perfume. One short hallway
  leads to a room ahead with a closed door and a large golden
  mask printed on it.
  The door is locked and can be picked with a successful DC 14
  Dexterity (thieves’ tools) check. In addition, the door leading
  to Nerle’s chambers is magically protected by a glyph of
  warding, that requires a successful DC 12 Intelligence
  (Investigation) check to be noticed. Under the detect magic
  spell the glyph emits an evocation aura.
  Without saying the correct password before opening the
  door, the glyph triggers, erupting with magical energy in a 20-
  foot-radius sphere centered on the glyph. The sphere spreads
  around corners. Each creature in the affected area must make
  a DC 14 Dexterity saving throw. A creature takes 3d8 fire
  damage on a failed saving throw, or half as much damage on a
  successful one.
  DM note:
  The DM can use any password they like. One of
  Nerle’s songs would make a good password, e. g.
  her most popular song, etc. Alternatively, the glyph
  of warding can be disabled with a dispel magic
  spell.
  After opening the door, the room opens up into an ornate
  chamber with an arched ceiling. In each corner of the room are
  instruments to be found: a small piano with a pile of sheet
  music placed on it, a violin on a stand, a harp, and a flute on the
  desk next to a music stand. Elegant chairs with poofy cushions
  surround a small wooden circular table, engravings of rabbits
  run laps along its edges. A bookcase covers the western wall.
  Next to it stands a wardrobe with different entertainer outfits.
  At the eastern wall stands a desk with a mirror on the wall and
  some utilities laying on the desk.
  The piles of sheet music on the piano are mostly of popular
  songs. Some of them have been hurriedly written on with ink.
  There is nothing to be found here. These are Nerle’s ideas for
  future songs.
  5
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  6.2.2019
  A sound of many faces | GM Binder
  
  
  T
  The bookcase is filled with books ranging from a variety of
  topics, including history of music, music genres, but also
  other art books, poetry, some books on how to paint (“The joy
  of painting”), etc. There is one book that stands out, however:
  “How to camouflage and trick the people around you”. Nerle
  put some bookmarks in there.
  Development: Along the desk are some objects, among
  them make-up tools, writing tools and entertainers supplies.
  (See “Tools” in the rulebook for their stats).
  A chest is tucked underneath Nerle’s work desk an can be
  seen when approaching the desk (no check needed). The
  chest’s padlock can be picked using thieves’ tools with a
  successful DC 16 Dexterity check. However, the lock is
  rigged with a poison needle trap that triggers if a character
  isn’t pressing down a concealed button on the side of the
  chest while opening the chest. The needle and button can
  both be found with a successful DC 18 Intelligence
  (Investigation) check and can be disarmed with a successful
  DC 15 Dexterity check.
  A creature triggering the needle trap is injected with wyvern
  poison and must make a DC 13 Constitution saving throw,
  taking 4d6 poison damage on a failed save, or half as much on
  a successful one. The chest contains a locket with a picture of
  a woman inside (Marien), a silver flute (80 gp), seven
  moonstones of 50 gp each, 150 sp, 80 gp, and 12 pp. There
  are four vials of acid, three potions of healing, and two
  alchemist’s fires. (See “Adventuring Gear” in the rulebook for
  their stats). If Marien is with the PCs, she immediately
  recognizes her own picture. Together with the journal entry,
  she regains some of her memory (depends on the DM how
  much is revealed).
  A thorough search of the mirror reveals a sliding
  mechanism around the edges without a check. However, a DC
  12 Intelligence (Investigation) check is needed, if the PCs
  just “search the room” or don’t explicitly investigate the mirror,
  just the desk. Activating the mechanism on the mirror lets it
  slide open, but is trapped with the same trap used for the
  chest (see above).
  A leather-bound book rests behind it; Nerle’s journal. The
  entries are kind of chaotic and seem to consist of several
  independent parts. The first part is a traveling / adventure
  journal describing Nerle, her adventuring party and the
  dungeons they delved in. Marien is mentioned in this part
  several times. The second part covers a particular dungeon:
  The party encountered a problem while advancing. They
  wanted to enter a treasure room. Out of a sudden, the log
  stops, followed by some blank pages.
  The final entries are much more chaotic, sinister, have a
  touch of insanity and focus on the cover up of Nerle’s tracks,
  the hunger for souls and the progress Nerle’s making. Nerle
  describes the need to set up the ritualistic circle some miles
  out of the towns she is visiting, preferably in the woods or a
  place that is not so easily uncovered. Some passages are even
  written in infernal and very difficult to comprehend. However,
  some of the sentences are written in common and describe an
  increasingly desperate situation of Nerle (this is Nerle’s
  consciousness fighting for control over the mask and pushing
  through from time to time).
  Depending on the time the DM wants to invest before the
  final encounter, more or less information can be revealed to
  the players.
  
  
  The PCs may come up with the idea to do some research at
  the local library. Although this is a viable strategy to gather
  information about the mask, it should be noted that not every
  town has access to a library, nor do all libraries have exactly
  the information the PCs need. However, small towns might
  inhabit an old / wise person, that can drop some info. Perhaps
  someone who travels around a lot can give one or two clues
  (rumors) about the mask. There might even be another bard
  walking around that can share some info about the mask.
  his is the showdown part of the adventure. The
  basic assumption is that the PCs will gather
  and uncover enough information and want to
  look for Nerle in the woods at night. If the
  information in Act 2 is not enough to get the
  PCs into the right direction, there is still the
  option of (a) the failed saving throw during the
  concert (see Act 1) and (b) Abbo Galbassi (NPCs, questgivers
  and sidequests).
  DM Note
  As the adventure is built as a modular setting, the
  DM can choose how to set up the villain’s domain.
  The following description follows a 5­Room­
  Dungeon structure (Entrance and Guardian;
  Roleplaying and Puzzles; Trick or Setback; Climax;
  Resolution and Reward).
  In case one or more of the PCs are charmed, they will go up at
  night and walk towards the ritualistic circle unwillingly and
  sleepwalking. Other PCs with a passive perception of 12-15
  (depending on group composition and APL) who are not
  charmed will wake up from this and may or may not stop the
  charmed PC from getting into the woods.
  
  
  As you approach through the woods, darkness surrounds you.
  The moon is shining through small holes in the treetop and you
  can hear noises from animals and crackling sticks. From afar,
  you can hear ritualistic singing and the sound of drums. It
  smells of wet wood, fir, pine, and… fear.
  6
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  6.2.2019
  A sound of many faces | GM Binder
  Room 1 (Entrance and Guardian): Because of the energy
  surrounding the ritual, twig blights are summoned and attack
  the players to delay them. Furthermore, Nerle made some
  precautions (see Room 3).
  Room 2 (Puzzle or Roleplay): One of the souls trapped in
  the mask is able to free itself during the ritual, as the ritual
  demands many resources from Nerle (performance and
  concentration). With the right amount of roleplay, the ghost
  could warn the PCs in advance of the danger that is ahead of
  them or give them a hint that is connected to defeating Nerle
  (e. g. the obelisks).
  The ghost could easily be another member of Nerle’s former
  adventuring party. If Marien Stergoda is with the PCs, the
  ghost could recognize Marien and she could be one of the
  keys to give Marien her memory back (and therefore
  advancing the sidequest).
  Room 3 (Trick or Setback): In addition to the twig blight
  minions, Nerle laid down some glyphs of warding (like at the
  door of her private chambers). Some of them are in place to
  stop any intruders ("stun"), others are for damage ("poison").
  The glyphs require a successful DC 12 Intelligence
  (Investigation) check to be noticed (or a passive perception of
  14). If some of the PCs became charmed at the concert, but
  already awake, they feel a creeping presence climbing up their
  spine and beginning to whisper into their minds.
  The glyphs trigger when walked over. Each creature in the
  area of a glyph of warding (poison) must make a DC 13
  Constitution saving throw. A creature takes 3d6 poison
  damage on a failed saving throw, or half as much damage on a
  successful one. Alternatively, each creature in the area of a
  glyph of warding (stun) muss succeed a DC 12 Dexterity
  saving throw or becomes stunned for a minute (which can be
  dangerous with attacking twig blights).
  DM note
  Depending on the likes of the DM, Nerle could have
  set up several invisible (or even visible) barriers that
  should delay intruders or damage them. She may
  even have set up “alarm” so that she can’t be
  surprised.
  Room 4 (Climax): The final combat encounter is against
  Nerle (see “Final Encounter” for details).
  
  
  The combat will take place in different phases. The ritualistic
  circle Nerle performs the ritual in draws its energy from four
  obelisks that are spread around the circle in different
  directions and distances. The PCs can see one of the obelisks
  when they approach the ritual. As soon as they are near the
  ritual circle, they can see the other three obelisks. During the
  fight against Nerle, they will have to disable the obelisks to
  disrupt the ritual. After that, Nerle will summon minions to
  keep the players off the ritualistic circle. In the ritualistic
  circle, there are some inhabitants of the town kneeling with
  closed eyes, unconscious, but alive.
  There will be a time limit, as the PCs have to disrupt the
  ritual in order to save the souls. Furthermore, Nerle is a
  potent bard. She has access to a mechanic comparable to the
  "virtuoso performance" from pathfinder (see her stat block in
  Appendix A for details). There is basically a mirror image
  somewhere nearby who performs mainly independently from
  Nerle.
  The mirror image’s performance causes an area of
  permanent silence in the designated area. This area of
  silence doesn’t affect Nerle, of course. Treat this as an
  overwhelming area of sound in which no verbal components
  of spells work. The players need to stop the mirror image in
  order to cast spells.
  Nerle will taunt the PCs and within these taunts, they will
  get a glimpse of Nerle’s true self. Her taunts might include:
  „Our performance begins.“
  „You lack imagination.“
  „You only understand harmony. Discord is required for
  contrast.“
  „This is your curtain call.“
  „I feel inspired.“
  etc.
  Development: The obelisks can be disrupted by damaging
  them (AC 10, 10 Hitpoints) or dispelling them with dispel
  magic. The ritualistic circle can be disrupted by cutting
  through the lines and erasing its parts. As the players begin to
  disrupt the ritual, the obelisks, etc., Nerle’s consciousness
  inside the masks will begin to regain control and cries for the
  help of her sister in between the taunts. Hopefully, some of the
  sounds Nerle’s true self makes will lead to the idea that it
  would be wise to investigate the mask after Nerle falls
  unconscious, instead of just destroying it.
  Once combat begins, Nerle’s primary goal is to distract the
  adventurers long enough for the souls to be extracted. After
  that, she tries to escape. She stands on top of a rock behind
  the ritualistic circle and watches the players from there.
  Here is a general sequence of actions that Nerle will take
  during combat, along with sample dramatic banter the artist
  likes to engage in.
  
  
  Nerle casts invisibility on herself and taunts the adventurers.
  She continues her performance and only intervenes if the PCs
  try to disrupt the ritual.
  
  
  The second phase starts as soon as her mirror image is
  destroyed or the obelisks are being deactivated.
  Round 1: Nerle summons some of the souls trapped inside
  the mask. Depending on group composition, there will be
  ghosts, spirits or wraiths who engage the PCs. This will
  make her become visible.
  Round 2+: Nerle positions herself well enough to use her
  special ability “Curtain call”. After that, she uses spells and
  her legendary actions to fight off the PCs. She may even try to
  use Virtuoso Performance to set up the area of silence again.
  7
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  6.2.2019
  A sound of many faces | GM Binder
  
  
  I
  
  
  
  
  Disabling the obelisks, disrupting the ritualistic circle and
  clearing the mirror images will result in a shut down of the
  ritual. Assuming some of the PCs attack Nerle in between, she
  will be weakened and perhaps her real consciousness will
  take control and tries to remove the mask.
  If her sister (Marien Stergoda) is with the PCs, she might
  be able to talk to Nerle and to regain some of her memory.
  The bond between Marien and Nerle could be enough to help
  Nerle regain control.
  As soon as the mask drops off Nerle’s face, she falls
  unconscious. As the mask needs a host, the PCs only have a
  couple of minutes before the mask starts living on its own. It’s
  up to the PCs how to deal with the situation that presents
  itself to them. The consequences that emerge from the
  conundrum that follows can be used by the DM in the future,
  even directly after combat.
  Destroy the mask: It is easily possible to destroy the mask
  right here and be done with it. However, if the PCs do this,
  Nerle simply dies, Marien Stergoda can’t get her memory
  back and the souls that were consumed by the mask are lost
  forever.
  Fight the mask: When the PCs wait long enough, the mask
  comes to life again and starts attacking the PCs in search for
  another host (see Appendix A for its statblock). Winning this
  fight will destroy the mask and leads to similar consequences
  (see above).
  Hand over the mask: As this is a cursed, but powerful
  artifact, the mask can be handed over to the nearest cleric
  (Joane Reray). If the adventure is used as a one-shot, this
  might be the best choice for the PCs. Consequences may vary.
  For now, Marien won’t get her memory completely restored.
  If the PCs don’t take care of Nerle’s unconscious body, she will
  most likely die. However, the town cleric could easily take care
  of both the mask and Nerle. If Marien is a cleric (see “NPCs,
  questgivers and sidequests”), she could be able to take care of
  the mask and Nerle herself. The PCs may come back later
  and decide to either help them or “enter the mask” (see
  further down).
  Inspect the mask: Investigating the mask leads to dark,
  tormenting voices heard by the PC who inspects it. It speaks
  to the players and says that if they want the other souls back,
  it allows them to enter its domain and fight fair and square in
  its domain. Alternatively, the evil presence may try to convince
  the PC to put the mask on.
  Wearing the mask: If one of the PCs should be foolish
  enough to decide to pick up the mask and wear it, they must
  make a DC 16 Wisdom saving throw immediately, then again
  each time waking each day. On a failed save, the mask
  compels them to carry out a course of action (DMs choice) for
  24 hours and a +1 is permanently added to the save DC. After
  three consecutive failed saving throws, the mask and the PC
  become one. The mind and soul of the PC are consumed by
  the mask and the evil spirit inside takes control of the body of
  the player. They will use any form of action that brings them
  near the ultimate goal of reincarnation and start devour more
  souls. At this point, the mask cannot be removed without
  killing the PC.
  Enter the mask: If the PCs enter the mask, the adventure
  continues (see act 4).
  f played as a one-shot, the adventure may be over after
  the fight is resolved and the mask is handed over to
  the nearest cleric or Marien. However, if the PCs
  accept the offer of the mask, they may enter its
  domain and try to save the souls trapped within. The
  following descriptions are basic ideas for creative
  DMs to develop a dungeon for themselves.
  
  
  
  
  Entrance or Guardian: If the PCs enter the mask after the
  fight against Nerle, she basically becomes the guardian for the
  upcoming dungeon. It should be noted however, that the mask
  inhabits many souls. These entities guard the rooms/floors of
  the dungeon in several statuses of decay. Skeletons, ghosts
  and spirits, even invisible stalkers or shadow demons could be
  attacking the players from time to time in the dungeon (e. g. as
  roaming monsters).
  Puzzle or Roleplay: The DM can invest as much as they
  want in terms of roleplaying and puzzles.
  The PCs could encounter another ghost as an NPC who
  offers information to the players about Nerle and the mask
  and give them a hint of what happened to Nerle and her
  adventuring group.
  The ghost could even be one of Nerle’s previous adventuring
  party. If not already restored, this information could bring
  back some of Marien’s memory if she accompanies the PCs.
  The PCs could even encounter the remains of Nerle’s
  former self in the dungeon. Nerle could either help them, give
  them info/intel about the evil presence or solve a riddle for
  them.
  The DM can either use some standalone puzzles (like
  riddles) to let the PCs advance into other rooms. Or they can
  use Legend of Zelda like puzzles, many of them sound based,
  to advance to the final room of the dungeon. These puzzles
  could include singing the right song at a special place inside
  the dungeon. Alternatively, it could mean to use a melody/tune
  gathered from room A at the door of room B to advance.
  Trick or Setback: As the PCs are deep inside the mind of
  Nerle/the mask, many of the traps will be sound based.
  Players could either be fooled by audio hallucinations and
  illusions (which call for several saving throws). These traps
  may even be potent enough to produce physical hallucinations
  (e.g. hellhounds or any other monsters who link to the evil
  presence inside the mask).
  Climax: Combat Encounter with the evil spirit.
  8
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  6.2.2019
  A sound of many faces | GM Binder
  Resolution & Reward: After the final encounter, Nerle's soul
  is freed and she is reunited with her sister. Marien gets her
  memory back and the souls trapped inside the mask are free
  and can finally rest in peace.
  DM Note
  If time is of the essence and in case you want to run
  a prepared dungeon, keep reading. In addition,
  Appendix B has got the layout of the dungeon
  prepared to use right away.
  
  
  This is the Temple of the Mask. In order to encounter the final
  boss, the PCs must first activate four obelisks in the main
  hall (room 2). They have to solve puzzles and interact with the
  dungeon to do so: Four locations within the dungeon feature a
  mechanic that serves as a key to be used with each of the
  obelisks.
  The PCs must visit each of these rooms and solve a puzzle
  associated with the dungeon to gain the key and bring it back
  to the central hub.
  
  
  You find yourself in a rectangular room. The floor is made of
  granite floor tiles. Beside the echoes of the sounds you
  produce, some instruments can be heard in the distance that
  play a nice tune. The doors within the complex are stone doors,
  which slide sideways, if a creature moves near them. The walls
  feature magical candle holders. It faintly smells of dust. In the
  center on the floor is an engraving of the golden mask.
  
  
  The squared room is topped with a dome and has a circular
  stone podium bearing a crescent shaped altar in the middle of
  it. A set of four obelisks can be seen in the corners of the
  room. They are obelisks of the same shape and size as you
  witnessed during the ritual. The doors to the east and to the
  south are closed.
  The obelisks are the key to summon the evil spirit of the
  mask, as they serve as a protection device for the mask
  against intruders. Each of these obelisks needs a specific
  "key“ to be activated. When all of them are activated, the evil
  presence is summoned in the central chamber.
  The obelisks share the feature of runes carved into them,
  which will begin to glow as soon as the key for each of them is
  found and they are activated.
  a) This obelisk has got a hole or little cave carved into it. It
  seems that something should be placed here. Around the
  obelisk are stylistic carvings of different instruments: A
  violin, a harp and a piano. They are different visual
  interpretations of the same instruments. The key to be
  used here is a missing instrument inside the dungeon. PCs
  have to find it and place it here: a flute. PCs who paid
  attention during the investigation of Nerle’s private
  chambers may easily come to the conclusion that Nerle
  uses four instruments for her performances and that the
  missing instrument on the carvings may be the key to this
  obelisk.
  b) This obelisk shows carvings of tunes and melodies
  around it. At one point, there is a violet, crystalline
  rectangle, connecting and continuing one of the melodies.
  Touching the violet square causes it to glow bright and
  liquefy in a gelatinous way, though not spilling on the floor.
  PCs can write and draw something in this liquid. The key
  to this obelisk is to draw the correct melody into the liquid.
  Inside the dungeon will be a place with the correct melody
  displayed on a wall. PCs have to copy that and draw it into
  the liquid to activate the obelisk.
  c) Except for another rectangle with a violet area and the
  runes, this obelisk is without any features. However, this
  violet area does not respond to a PC touching it, but to
  acoustic cues (tunes and sounds). As soon as the PCs talk
  near the rectangle, it becomes liquid and shows vibrations
  due to a wave-like structure in the liquid. The key here is to
  produce music in front it. The PCs need the right
  tune/vocals to do so. It depends on the DM, if the PCs need
  to perform themselves freely or if they need a specific
  melody to be played here. Depending on the choice of the
  DM, room 12 has got either the correct melody to play as a
  reward or has got the following inscription: "In art,
  sometimes it’s not the song that matters, but the purity of
  the singing." Which means, one of the PCs just has to sing
  clearly in front of the obelisk (great opportunity for
  roleplaying).
  d) This obelisk has got an indent in it with a music
  instrument standing in it. If the group consists solely of
  PCs who are not artistic at all, the instrument could be as
  simple as a triangle or another percussion instrument. The
  chosen instrument and the corresponding way of how to
  activate this obelisk is of the DMs choice: (i) The
  instrument has to be removed and brought to room 13. In
  there, it has to be used (played) by one of the PCs. If they
  play the tunes right, this obelisk lightens up. (ii) To make
  the instrument play (in case of the triangle the mallet), its
  corresponding object has to be found in room 13 and
  brought back here.
  Activating all obelisks triggers the Bonus Boss of the evil
  presence: The blood artist. See Appendix A for the stats.
  9
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  6.2.2019
  A sound of many faces | GM Binder
  
  
  The flute for obelisk a) of room 2 is in here. It is not alone,
  however. As soon as the PCs come near the flute, a gutter
  shuts and puts the flute out of range for the PCs. Four ghosts
  of consumed souls emerge from the ground. They inquire
  about the PCs reasons for being here. If the PCs are clever
  and state their intentions clear (destroying the mask, free the
  souls, etc.) the ghosts stand aside, the gutter opens and the
  PCs can take the flute. Otherwise, they ask the PCs to leave. If
  the PCs still want to advance, the doors shut and the ghosts
  attack. As soon as they are defeated, the gutter opens, the PCs
  can take the flute and bring it to room 2 to put it in obelisk a).
  
  
  The spirit of one of Nerle’s previous adventuring party
  manifests in here. The voice of the spirit can be heard in the
  minds of anyone within the room. If the PCs enter from room
  3, this encounter may have different setups. If the PCs were
  able to convince the ghosts in room 3 to not attack them, the
  spirit can be used as a clue giver for the PCs. It can reveal its
  former self to the PCs and recognize Marien. It can explain
  how the obelisks work and can warn them, that traps may
  wait up ahead and that the mask will be summoned, as soon
  as all obelisks are activated. If the PCs fought the ghosts in
  room 3, the spirit may behave differently. It may challenge the
  PCs with a riddle, before giving any information. However,
  Marien could recognize the spirit, get some of her memory
  back and talk with it.
  
  
  The wall in the middle of this room is covered with masks and
  artistic faces. A strange tune can be heard in this chamber.
  The sound creates potent hallucinations, if the PCs stay in
  this chamber for a minute or longer, the music enters their
  mind and echoes throughout the area. It is almost impossible
  to pinpoint its origins.
  Every round that a PC is exposed to the sound, they must
  make a DC 15 Constitution saving throw. If they fail, read or
  paraphrase the following:
  In between the tunes, you can hear a low rumbling growl that
  emanates all around you. The growling gets louder; its tone is
  of sheer malice. Then, suddenly, you can spot creatures out of
  the corner of your eye: three monstrous hounds, stepping
  forward. As they growl, the beast exhale embers from their
  open maw filled with razor­sharp teeth and revealing a hot glow
  emanating from their throat.
  These hellhounds (MM 182) are hallucinations caused by
  the sound in the room. PCs who failed their saving throws can
  see and hear them.
  The hallucinations attack the players and try to use their
  breath weapon. The damage dealt by them to hallucinating
  characters looks like physical wounds, but in fact the
  characters are unknowingly taking psychic damage instead.
  PCs can counter this attack: If they are damaged, they are
  allowed to make a DC 15 Wisdom saving throw. If successful,
  the PCs can see that their outline is slightly blurred or there is
  no weight to the attacks. Another DC 10 Wisdom saving
  throw shrugs off the illusion.
  Clever players could come to the conclusion that these
  hellhounds are connected to the sound the PCs are hearing. If
  they cover their ears or try to shut down the sound (with an
  aura of silence), they can make a DC 10 Wisdom saving
  throw to shrug off the illusion right away, with advantage.
  Behind a secret door, this chamber contains an orb that is
  needed in room 9 in order to circumvent the trap there.
  Searching the wall while the hallucination is active (see
  above) requires a DC 17 Intelligence (Investigation) check.
  Without the illusions, searching the wall is enough to find the
  mechanism to get the orb.
  
  
  This room appears to be an an art gallery and gives a small
  glimpse of what the PCs might encounter in room 11. Each
  wall has five distinct paintings on it. The paintings are
  surprisingly well preserved and valuable (250gp each). They
  will radiate magic if detdect magic spell is used.
  The evil presence “enhanced” these paintings with blood as
  paint (DC 14 Intelligence (Investigation)) and now they are
  imbued with conjuration magic. Whenever a painting is
  touched, the painting will spring to life and leap out of it. Each
  painting may be activated only once, though multiple paintings
  can be activated simultaneously.
  DM note
  Depending on group composition, advancement in
  the dungeon, PC resources, etc. the paintings may
  have different effects. Examples include:
  Combat
  Disadvantage on ability checks till the end of the
  adventure
  Healing
  Any ability or AC +1
  ­1 to Initiative rolls till the end of the adventure
  1D6 to hit points permanently
  2 to saving throws against fear effects
  
  
  This room inhabits a younger version of Nerle’s former self.
  The child sits in the center of the room and plays with a violin.
  PCs can easily tell that this child looks a lot like Nerle,
  because they saw her face, when the mask fell off it. Sooner or
  later, Nerle will interact with the PCs. If she does, read or
  paraphrase the following:
  A voice rings to your ears. It sounds like a little girl, but the
  voice is strange, distracted and twisted. “Please, misters. Please
  help me! I am lost and don’t know where to go. The only thing I
  have left is this violin. Will you help me?"
  10
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  6.2.2019
  A sound of many faces | GM Binder
  When Nerle speaks these words, she turns her face around
  and the PCs can see that the little girl does not move her
  mouth in order to communicate with the PCs. Nerle poses no
  threat to the PCs. If attacked, she turns invisible and the PCs
  can hear a distant sobbing. Nerle will answer the questions
  the PCs might have. However, her knowledge is filtered
  through her child personality.
  This place is evil. There is a "dark voice" in here that tries
  to consume her, but she was able to flee and hide. Some of
  "the others" helped her.
  She doesn’t know how she came here. The last thing she
  remembers was a golden mask, that she found with her
  friends (she means her adventuring party)
  She really hates the "dark voice". She holds her ears,
  whenever it speaks to not be frightened by the voice.
  "The others" are other people's souls who are trapped in
  here as well.
  She does not know how to leave, she cannot pass the room
  with the pillars (she means the obelisks).
  She can help the PCs, if they promise to help her escape. If
  the PCs agree, Nerle opens the door to room 9 and tells them,
  that they should be careful. They will need a "round object" in
  the room or it "will become very hot and hurting".
  
  
  This room is connected by two stairs in the north and south.
  Its walls are decorated with murals and runes. Three sections
  of this squared room feature a vibration mechanism that
  serves as a trap. A Passive Perception score of 15 or higher
  reveals the cracks on the walls that suggest indents. A
  character can disable the trap with a successful DC 14
  Dexterity (Thieves Tools) check. Otherwise, the first
  creature to go through the room and is not careful enough
  must succeed a DC 17 Constitution saving throw to close
  their ears. Failure results in the creature taking 12 (3d8) force
  damage and falling prone. Depending on the PCs, they may
  even trigger all three vibration traps.
  
  
  This room has a similar appearance as room 3. Next to the
  door stands a pillar with an indent on top. There is a glowing
  writing on the back wall in he east. A glowing violet script
  appears to float an inch away from the wall. The symbols are
  written in infernal, are not fixed or readable and are constantly
  shifting every second the PCs observe this.
  The magic that changes the symbols is a cursed glyph of
  warding spell. It contains a level 5 Fireball spell that activates
  when the wall is physically inspected, before placing the orb
  from room 5 onto the pillar near the door. Once the glyph is
  triggered, each creature in the area must succeed a DC 15
  Dexterity saving throw; failure results in the glyph inflicting
  30 (10d6) fire damage, or half as much damage on a
  successful one. Identifying the trap requires a successful DC
  17 Intelligence (Investigation) check. PCs get to roll with
  advantage, if Nerle in room 7 gave them clues to this room.
  Once the glyph is dispelled or discharged, magical violet dust
  forms notes on the wall. This is the melody the PCs need for
  obelisk b) in room 2.
  
  
  This chamber has a funnel layout and contains some
  information about the evil presence itself. For example,
  depending on the choice the DM made earlier, this room has
  the appearance of an art studio. There are specific utilities
  and even furniture that corresponds to the identity of the evil
  presence. There is even a bookshelf present in here. A detect
  magic spell reveals that an abjuration aura protects the
  bookcase and its contents. Some of the titles refer to different
  methods of art. The books may even reveal the dark, twisted
  mind of the origin of the mask. The evil presence was
  primarily a painter, who had an affinity for dead bodies and
  therefore killed his/her students to write and paint with their
  blood. One day, the artist sculpted a mask, explored a magical
  scroll he/she found earlier in order to transfer his/her soul
  into the mask, to become art.
  
  
  A series of reliefs decorate the walls. They portray many faces
  along the walls. They are made of dark stone with the sculpture
  being so fine they almost look real. From where you stand, you
  notice the faces within the wall begin to blink.
  Two Shadow Demons (MM, p. 64). Attack the players as
  soon as they investigate the walls.
  Once the battle is over and the PCs examine the walls
  again, they can feel a majestic look to the faces. The art style
  is not easily to comprehend, but somewhat astounding. This is
  the room where the evil presence keeps the souls of the
  people it has consumed. A successful DC 17 Intelligence
  (Arcana) check reveals that an abjuration aura protects the
  faces. Any spells that try to dispel this aura do not work,
  however, as long as the evil presence is alive.
  
  
  Upon entering the room, the PCs can see similar symbols on
  the wall as in room 9. In the middle floats a scroll, but four
  wraiths of consumed souls live here as well. Due to the long
  time they have been here, they have become mad and attack
  anyone who enters the room. If the PCs are able to slay them,
  a distant voice echoes into their minds: "In art, sometimes it’s
  not the song that matters, but the purity of the singing." The
  PCs need to get the scroll, take it to room 2 and sing what is
  written on it. Doing so will activate obelisk c).
  
  
  Upon entering the room, the PCs hear different sounds of
  music. Besides that, the room is completely empty. Carefully
  listening to the sound in this room let the PCs realize that
  they heard this sound before: It is the ballad that Nerle played
  during her concert and was used to charm the audience. If the
  PCs listen long enough, they can hear that something is off
  with the sound: An instrument is missing, but they don't know,
  which. In this room, the PC need the instrument from obelisk
  d) in room 2. It has to be used (played) by one of the PCs. If
  they do so, obelisk d) lightens up.
  11
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  6.2.2019
  A sound of many faces | GM Binder
  
  
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  Medium Human, chaotic evil
  Armor Class 16
  Hit Points 150 (20 D8+2)
  Speed 30ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 17 (+3)
  14 (+2)
  12 (+1) 9 (­1)
  18 (+4)
  Saving Throws Charisma +6; Dexterity +4
  Skills Acrobatics +7, Perception +5, Performance +9
  Condition Immunities Charm effects
  Senses passive Perception 15
  Languages Common, Sylvan, Infernal
  Challenge 7 (2,300 XP)
  Bardic Inspiration (3/Day). As a bonus action, Nerle
  chooses a creature she can see within 60 feet who can
  hear her. That creature gains one Bardic Inspiration die,
  a d8. Alternatively, when an attack roll is made against
  the creature, it can use its reaction to roll the Bardic
  Inspiration die and add the number rolled to its AC
  against that attack.
  Every Moment Matters (1/Turn). When Nerle makes a
  critical hit, her speed increases by 15 feet. This effect
  last until she ends her turn.
  Spellcasting. Nerle is a 10th level spellcaster. Her
  spellcasting ability is Charisma (spell save DC 15, +7 to
  hit with spell attacks). She has the following bard spells
  prepared:
  Cantrips (at will): friends, mage hand, minor illusion,
  vicious mockery
  1st level (4 slots): charm person, healing word,
  heroism, shield, sleep, thunderwave
  2nd level (3 slots): detect thoughts, invisibility, mirror
  image
  3rd level (3 slots): dispel magic, hypnotic pattern,
  tongues, counterspell
  4th level (3 slots): dimension door, compulsion
  5th level (2 slots): hold monster
  Taunt (3/day). Nerle can use a bonus action on her
  turn to target a creature within 30 feet of her. If the
  target can hear her, it must succeed on a DC 15
  Charisma saving throw or have disadvantage on ability
  checks, attack rolls and saving throws until the start of
  Nerle’s next turn.
  Virtuoso Performance (2/day). While this ability is active,
  Nerle uses one of her mirror images to set up an
  independent bardic performance which covers an area
  of 40ft in diameter. The virtuoso performance
  manipulates sound waves in the area of effect so that
  Nerle can converse normally within the spell’s area, yet
  no other creature can speak or make any other noises
  within, including language­dependent or sonic spell
  effects. Anyone who enters the zone immediately
  becomes subject to its effects, but those who leave are
  no longer affected. This effect is centered on the mirror
  image performing and moves with it. Note, however,
  that a successful Spot check to read lips can still reveal
  what’s said inside a zone of silence.
  Curtain Call (1/Day). Four (4) Ranged Weapon Attacks:
  +6 to hit, range 150ft., one target. Hit 12 (2d8 + 4
  piercing damage). Creatures hit by any shot of Curtain
  Call have their movement reduced by 10ft until the end
  of their next turn (does not stack). A creature struck by
  all four shots from Curtain Call must succeed on a DC
  14 Constitution saving throw or suffer 1 point of
  exhaustion.
  Actions
  Multiattack. Nerle can make up to two attacks with
  either her Rapier or her crossbow.
  Crossbow. Ranged Weapon Attack: +6 to hit, range 30 /
  120 feet, one target. Hit 6 (1d8 + 2) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 5 (1d6+2) slashing damage.
  Legendary Actions
  Nerle can take 2 legendary actions, choosing from the
  options below. Only one legendary action option can be
  used at a time and only at the end of another creature's
  turn. Nerle regains spent legendary actions at the start
  of her turn.
  Move. Nerle moves up to half her speed without
  provoking opportunity attacks.
  Cast a cantrip (Costs 2 Actions).
  Soul harvest (Costs 2 Actions) Nerle extracts souls from
  her victims, regaining 3 Hitpoints.
  
  6.2.2019
  A sound of many faces | GM Binder
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  Medium Human, chaotic evil
  Armor Class 16
  Hit Points 60 (2d10 + 50)
  Speed 40ft., fly 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+3) 17 (+4)
  14 (+2)
  12 (+1) 9 (­1)
  18 (+4)
  Saving Throws Con +5, Wis +4, Cha +8
  Skills Arcana +8, Deception +9, Insight +6, Perception
  +6
  Damage Vulnerabilities force
  Damage Immunities necrotic, poison
  Condition Immunities charmed, petrified, poisoned
  Senses passive Perception 15
  Languages Common, Sylvan, Infernal
  Challenge 9
  Legendary Resistance (2/Day). If the artist fails a saving
  throw, it can choose to succeed instead.
  Frightful Presence: Each creature of the artist's choice
  that is within 30 feet of and aware of it must succeed
  on a DC 12 Wisdom saving throw or become
  Frightened for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success. If a creature's saving throw
  is successful or the effect ends for it, the creature is
  immune to the artist's Frightful Presence for the next
  24 hours.
  Pain Transmutation (2/Day). The artist is capable of
  absorbing damage to grow its form and enhance its
  physical capabilities. Each time it would be killed or
  reduced to 0 hit points, this feature activates to fully
  recover its hit points, absolve it of any conditions, and
  grow slightly in both size and power. Each time it uses
  this feature in a day, it gains a cumulative +1 bonus to
  its attack rolls.
  Actions
  Multiattack. The artist makes two attacks, plus one
  additional attack for each time it has used Pain
  Transmutation.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (2d4 + 2) bludgeoning damage.
  Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one
  target. Hit: 4 (2d2 + 2) slashing damage plus 2 force
  damage. If the artist has used Pain Transmutation twice
  and the target is a Large or smaller creature, at the end
  of this turn the target must succeed on a DC 14
  Strength saving throw or be knocked prone.
  Death Bolt. Ranged Attack: +5 to hit, range 120 ft., one
  target. Hit: 8 (2d6 + 2) necrotic damage.
  Sound Beams (Recharge 5­6). The mouth of the artists
  emits a beam of force in a line 40 feet long and 5 feet
  wide, or a 30­foot cone. In either case, a creature in this
  area must succeed on a DC 14 Dexterity saving throw
  or take 15 force damage (halfed after success).
  Legendary Actions
  The artist can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. It regains spent legendary actions at the
  start of its turn.
  Detect. The artist makes a Wisdom (Perception) check.
  Bolt. The artists casts death bolt from an object it is
  affecting with animate objects (see below, costs 2
  actions).
  Conjure art. The artist casts creation without consuming
  a spell slot to create up to two tiny masks and animate
  them.
  
  6.2.2019
  A sound of many faces | GM Binder
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  small construct, chaotic evil
  Armor Class 17
  Hit Points 27 (9d6)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+3)
  11 (+1)
  11 (+1)
  5 (­3)
  1 (­5)
  Saving Throws Str +8, Dex +6
  Skills Intimidation +3, Stealth +6
  Damage Vulnerabilities radiant
  Damage Resistances cold, fire, necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened,
  poisoned
  Senses darkvision 60 ft., passive Perception 10
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The mask makes two attacks, both with bite.
  Instead of making a bite attack, it may use its Terrify.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 12 (3d4 + 5) piercing damage. The target
  must also succeed on a DC 13 Constitution saving
  throw or take 7 (3d4) poison damage and be poisoned
  for 1 minute.
  Terrify. Each creature within 60 feet of the mask that can
  see it must succeed on a DC 15 Wisdom saving throw
  or be frightened for 1 minute. An affected creature can
  repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success. If a target's
  saving throw is successful or the effect ends for it, the
  target is immune to this mask's Terrify for the next 24
  hours.
  
  6.2.2019
  A sound of many faces | GM Binder
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  
  15
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  6.2.2019
  A sound of many faces | GM Binder
  
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  16
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  6.2.2019
  A sound of many faces | GM Binder
  
  
  
  
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  6.2.2019
  A sound of many faces | GM Binder
  A sound
  A sound
  A sound
  A sound
  A sound
  A sound
  A sound
  A sound
  A sound
  of many
  of many
  of many
  of many
  of many
  of many
  of many
  of many
  of many
  Faces
  Faces
  Faces
  Faces
  Faces
  Faces
  Faces
  Faces
  Faces
  This adventure draws inspiration from the tale
  “Pied Piper of Hamelin”, from the movie
  “Memento” by Christopher Nolan, from “Legend
  of Zelda: Majora’s Mask” and from the character
  “Khada Jhin, the Virtuoso” from League of
  Legends.
  Cover Art: gnuckx [CC BY 2.0
  (https://creativecommons.org/licenses/by/2.0)],
  via Wikimedia Commons
  An adventure for 4-6 characters of levels 4-6.
  For use with the fith edition of Dungeons &
  Dragons, Player's Handbook, Monster Manual and
  Dungeon Master's Guide.
  WWW.GMBINDER.COM
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/A Sound of Many Faces.pdf