Trapezus Conspiracy
Levels 8 - 13
Plot points/Scenes
Survivor Situation
Survivor | Location | Issue | Activity |
---|---|---|---|
Captain Rhysse Laslic | Bridge | Trapped | Trying to over-ride the electronics and re-establish control. |
Pilot Penter Deov | Dome Section | Trapped, threat of drowning or hypothermia | Climbing on furniture, drinking, climbing back on the furniture. |
Kina Lusia | Free to Move | None | Trying to locate other survivors and find a way to free the ship's launch |
Choose Principal | Accommodation Section or Lift Shaft | Scared and confused. Liable to drown or freeze if in the lift shaft. | Hunkering down |
Choose an Impostor | Free to move if Kina Lusia opens hatches for her | None | Seeking to eliminate other survivors so there are no witnesses. Watching Kina Lusia for a signal. |
Choose Principal | Accommodation Section or Lift Shaft | Scared and confused. Liable to drown or freeze if in the lift shaft. | Hunkering down, specifically hiding from Kina Lusia. |
Alix and Stev | Cargo Deck | In the least immediate danger but will eventually freeze or drown | Hiding |
Themes
Music
Music, often heralded as the universal language of emotion, resonates with seemingly familiar tunes that can stir deep-seated anxieties, evoke powerful memories. The songs from the raiding sirens instill feelings of auditory nostalgia, collective struggle and impermanence into their victims.Structure
Exposition
Strange Occurrence
Level 8
While working on the ship, a beautiful sound resonates through the ship's speaker system, requiring characters to succeed a DC 18 CHA saving throw or be paralyzed for 1 minute.
Once the PCs recover, they should begin searching for answers and find a singular meridian, perched on a high place, who is entrapping passengers with a song that freezes everything into a trance. Not just people, but objects that should be falling in the environment are unnaturally stuck where they were when the baying meridian started singing. These people and objects can be treated as platforms to traverse and require a DC 15 DEX saving throw or take d6 bludgeoning damage from falling over. This becomes increasingly difficult, the closer the PCs get to the old baying meridians; changing to a DC 12 DEX saving throw every 25ft to keep from falling.
Once neutralized, those previously paralyzed are able to move again and have to be found before they die to whatever situation they are in.
Once the PCs recover, they should begin searching for answers and find a singular meridian, perched on a high place, who is entrapping passengers with a song that freezes everything into a trance. Not just people, but objects that should be falling in the environment are unnaturally stuck where they were when the baying meridian started singing. These people and objects can be treated as platforms to traverse and require a DC 15 DEX saving throw or take d6 bludgeoning damage from falling over. This becomes increasingly difficult, the closer the PCs get to the old baying meridians; changing to a DC 12 DEX saving throw every 25ft to keep from falling.
Once neutralized, those previously paralyzed are able to move again and have to be found before they die to whatever situation they are in.
Old Baying Meridian
STR | DEX | CON |
---|---|---|
20 (+5) | 18 (+4) | 21 (+5) |
INT | WIS | CHA |
6 (-2) | 17 (+3) | 14 (+2) |
HP: 85 ( 9d8+45 )
Speed: 40ft
Saving Throws: DEX +7, CON +8, WIS +6
Proficiency Bonus: +3
Skills: Perception +6, Stealth +10
Abilities:
- Regains 10 hp at the start of each of its turns if it has at least 1 hp
- Blast 120ft: d8+5 thunder damage
- (Recharge 5 - 6). Targets within 60ft takes 4d8 mental damage and must make a DC 16 WIS saving throw or be knocked prone.
- Targets within 300ft that can hear must succeed on a DC 15 WIS saving throw or be charmed until the song ends.
- Must take a bonus action on subsequent turns to continue singing.
- Charmed targets can repeat the saving throw at the end of their turns
- The target becomes immune for the next 24 hours on a success
Conflict
School
Level 9
The party eventually enters a wide space filled with a school of dancing meridians. A choir of music abounds that prevents rest and no other effects. Curiously, they otherwise do not interact with the PCs, unless someone touches them.
Younger Meridians (12)
Armour Class: 13
HP: 13 ( 2d8+4 )
Speed: 30ft
Proficiency Bonus: +2
Abilities:
Young Meridians (6)
Armour Class: 13
HP: 67 ( 9d8 )
Speed: fly 60 ft.
Proficiency Bonus: +3
Abilities:Can move through targets and objects as if they were difficult terrain. It takes d10 damage if it ends its turn inside an object. Target must succeed a DC 14 CON saving throw or their hp maximum is reduced by 4d8+3 . This reduction lasts until the target finishes a long rest.
Meridian Lord
Armour Class: 18
HP: 112 ( 15d8 )
Speed: 30ft
Proficiency Bonus: +5
Skills: Athletics +7, History +8, Perception +12, Stealth +8
Abilities:If subject to an effect that requires a DEX saving throw for only half damage, she instead takes no damage on a success and only half on a fail; provided she isn't incapacitated. Meridian allies within 30ft has advantage on saving throws, and that ally regains d6 hp whenever it starts its turn there.
The party comes across an odd group of meridians that appear largely indifferent to the PCs. This group is calmly swimming within the open space, where they are found, to a music coming from the flowering head of a stationary lord.
To move through this space, PCs must succeed a DC 18 DEX saving throw to avoid colliding with the different meridians and inciting combat.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) |
HP: 13 ( 2d8+4 )
Speed: 30ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) |
HP: 67 ( 9d8 )
Speed: fly 60 ft.
Proficiency Bonus: +3
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 17 (+3) | 16 (+3) | 15 (+2) | 21 (+5) |
HP: 112 ( 15d8 )
Speed: 30ft
Proficiency Bonus: +5
Skills: Athletics +7, History +8, Perception +12, Stealth +8
Abilities:
Rising Action
Backup
Level 10
The PCs encounter a number of rescued passengers and crew members to bolster the party. Although they may have certain effects for certain circumstances; most of them to not have access to weapons.
A particularly useful NPC, Kina Lusia, is capable of boosting the PCs in combat and espousing knowledge and exposition to better understand the situation.
Kina Lusia
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 14 (+2) | 16 (+3) | 13 (+1) | 19 (+4) |
HP: 97 ( 15d8 )
Speed: 30ft
Saving Throws: DEX +5, INT +6, WIS +4, CHA +7
Proficiency Bonus: +3
Skills: Magic +6, Deception +10, Persuasion +7, Stealth +5
Abilities:
Climax
Horrible Trick
Level 11
The sirens' song is capable of ensnaring those who hear it into their unwitting tools.
Here, a pair of ship security guards are made to confront the party. There is no apparent meridian controlling them from anywhere; insofar that the PCs can tell.
Security Guard (2)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 17 (+3) | 16 (+3) | 19 (+4) |
HP: 77 ( 14d8+14 )
Speed: 30ft
Saving Throws: INT +6, WIS +6, CHA +7
Proficiency Bonus: +3
Skills: Insight +6, Perception +6
Abilities:
Falling Action
Confrontation
Level 12
In the first round fighting the Meridian Matriarch, any remaining NPC must make a DC 20 CHA saving throw or lose consciousness throughout the combat.
Resolution
Evacuation
Level 13
Once the Matriarch is defeated, the survivors are rescued by a drone ship and taken to safety. If it looks like the party is just hanging-on, then the drone could offer ranged support
Components
Goals
The party acts as part of a security detail for a luxury liner operating undetected in a forbidden zone for rich passengers wanting a 'dangerous' adventure. This is an experience that has been on offer for a while, with no authorities none-the-wiser and no incidents.
On this particular trip, however, the ship is attacked. Hostiles have infiltrated the crew and guests with plans of feeding off the electrons from the ship's electronics and people's neurons. The PCs must gather the survivors, fend off siren-like attackers and coordinate with distant rescuers with a little communicator separate from the ship's.
Stakes
Unknown to the PCs, a superior within their organization was manipulated into giving up the ship's location and security details to the raiders. The ship's husk, devoid of salvageable components, could be sold for a small fortune or refitted for reuse by the collaborator(s) from the travel agency to restart the cycle.
Moral Quandaries
Post Action Investigation (Optional)
As part of an epilogue scene; the survivors can pen a report on what had happened for their superiors for purposes of travel insurance. However, mentioning that the PCs may have hurt guests or other employees - even if they were being puppeted - would negatively impact the PCs future careers.Cruel Tricks
Water Crash
The ship defaults to a security lockdown, leading to unaccessible hatches without proper authorization. PCs may have to cut through walls to bypass this restriction with mechanics checks. The waters are rough and require PCs to remain steady, or tanks may rupture to spill their contents into the rising waters of a sinking ship.Red Herrings
Impersonators
Crew MembersName | Stats | Fake | Real | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Captain Rhysse Laslic |
HP: 110 ( 17d8+34 ) Speed: 30ft Saving Throws: STR +7, WIS +6 Proficiency Bonus: +3 Skills: Perception +6 Abilities: |
||||||||||||||
Pilot Penter Deov |
HP: 9 ( 2d8 ) Speed: 30 ft., climb 30 ft. Saving Throws: DEX +4, CON +2 Proficiency Bonus: +2 Skills: Perception +4, Survival +6 Abilities: |
||||||||||||||
Chief Engineer Yenaffi Osteir |
HP: 60 ( 8d8+24 ) Speed: 30ft Saving Throws: STR +2, CON +5, DEX +2 Proficiency Bonus: +2 Skills: Athletics +2 Abilities: |
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Engineer Giovanna Maitte |
HP: 7 ( 2d6 ) Speed: 25ft Proficiency Bonus: +2 Skills: Magic +4, History +4 Abilities: |
||||||||||||||
Medic Saress Aten |
HP: 19 ( 3d8+6 ) Speed: 30ft Proficiency Bonus: +2 Skills: Medicine +5, Perception +3 Abilities: |
||||||||||||||
Chief Stewart Marin Suwa |
HP: 75 ( 10d8+30 ) Speed: 30ft Proficiency Bonus: +2 Abilities: |
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Steward/ Security Officer Paul Dryiar |
HP: 65 ( 10d8+20 ) Speed: 30ft Saving Throws: DEX +4, WIS +4 Proficiency Bonus: +2 Skills: Athletics +5, Perception +4 Abilities: |
||||||||||||||
Steward Amishi Arcti |
HP: 4 ( d8 ) Speed: 30ft Proficiency Bonus: +2 Abilities: |
Relations
Allies
Passengers
Suite | Group | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Aft-Port | Principal Marcus Linton
HP: 9 ( 2d8 ) Speed: 30ft Skills: Deception +5, Insight +4, Persuasion +5 Abilities:
HP: 97 ( 15d8+30 ) Speed: 30ft Saving Throws: CON +5 Proficiency Bonus: +3 Skills: Athletics +6, Perception +4 Abilities:
HP: 13 ( 3d8 ) Speed: 20ft Proficiency Bonus: +2 Abilities: |
||||||||||||||||||||||||||||||||||||
Aft- Starboard |
Empty | ||||||||||||||||||||||||||||||||||||
Forward-Port | Principal Stev
HP: 165 ( 2d8+22 ) Speed: 30ft Proficiency Bonus: +4 Skills: Deception +8, Persuasion +8 Abilities:
HP: 10 ( 4d6-4 ) Speed: 25ft Saving Throws: INT +2, WIS +2 Skills: Deception +3, Persuasion +3 Abilities: |
||||||||||||||||||||||||||||||||||||
Forward-Starboard | Principal Orin Thornton
HP: 90 ( 20d8 ) Speed: 30ft Saving Throws: INT +6, WIS +8, CHA +6 Proficiency Bonus: +3 Skills: Medicine +8, Religion +6 Abilities:
HP: 52 ( 8d8+16 ) Speed: 30ft Proficiency Bonus: +2 Abilities:
HP: 9 ( 2d8 ) Speed: 30ft Proficiency Bonus: +2 Skills: Medicine +2, Persuasion +4, Survival +2 Abilities: |
Adversaries
Disguised Enemy
Kina Lusia is - in actuality - the real BBEG capable of calling others to fight on her behalf.
She is in overall command of the meridians' raid. But when not everyone had been paralyzed by the initial wave of sound, she took it upon herself to gather the uneffected into a convenient place to attack. When she is ready to turn against the rest of the group, her stats change to that on the right:
She is in overall command of the meridians' raid. But when not everyone had been paralyzed by the initial wave of sound, she took it upon herself to gather the uneffected into a convenient place to attack. When she is ready to turn against the rest of the group, her stats change to that on the right:
Meridian Matriarch
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 18 (+4) | 14 (+2) | 16 (+3) | 16 (+3) |
HP: 170 (240)
Speed: 30ft
Saving Throws: DEX +9, CON +9, CHA +8
Proficiency Bonus: +5
Skills: Perception +13, Stealth +9
Abilities:
- Advantage on attack rolls against a target who doesn't have all their hp
- (2/Day). Can choose to succeed a failed a saving throw instead
- Regains 10 hp at the start of each of her turns
- Bite: 2d8+4 piercing damage
- Targets within 300ft that can hear must succeed on a DC 15 WIS saving throw or be charmed until the song ends.
- Must take a bonus action on subsequent turns to continue singing.
- Charmed targets can repeat the saving throw at the end of their turns
- The target becomes immune for the next 24 hours on a success
Shield Meridian ( 2d4+2 )
Armour Class: 13
HP: 11 ( 2d8+2 )
Speed: 40ft
Proficiency Bonus: +2
Skills: Perception +3, Stealth +4
Abilities:Advantage on WIS (Perception) checks that rely on hearing Advantage on an attack roll if at least one ally is within 5 ft and isn't incapacitated Target suffers 2d4+2 piercing damage and must succeed on a DC 11 STR saving throw or be knocked prone.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) |
HP: 11 ( 2d8+2 )
Speed: 40ft
Proficiency Bonus: +2
Skills: Perception +3, Stealth +4
Abilities:
Matriarch's Minions
An expected average of 7 summonedminions primarily aid their mistress
by acting as damage sponges on her
behalf.
GMs can either have them intercept
attacks or transfer damage to them until they are destroyed.
Shield meridians can only be brought into the game once.
Backdrops
Locations
Cruise Ship
For a cruise liner, Trapezus is modestly small with an asymmetrical design. It is only capable of 1G of thrust and a maximum 30 person capacity; minimum 10 of whom are crew including PCs. GMs can use the surplus NPC space to create their own named NPCs or NPCs who died during the adventure.Encounters
Winged Meridians (8)
Armour Class: 11
HP: 38 ( 7d8+7 )
Speed: 20 ft., fly 40 ft.
Proficiency Bonus: +2
Abilities:
Common Meridians (1/PC)
Armour Class: 12
HP: 58 ( 9d8+18 )
Speed: 40ft
Proficiency Bonus: +2
Skills: Perception +4, Stealth +3
Abilities:Advantage on WIS (Perception) checks that rely on hearing Claw: 2d4+2 slashing damage
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) |
HP: 38 ( 7d8+7 )
Speed: 20 ft., fly 40 ft.
Proficiency Bonus: +2
Abilities:
- Targets within 300ft that can hear must succeed on a DC 11 WIS saving throw or be charmed until the song ends.
- Must take a bonus action on subsequent turns to continue singing.
- Charmed targets can repeat the saving throw at the end of their turns
- The target becomes immune for the next 24 hours on a success
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
HP: 58 ( 9d8+18 )
Speed: 40ft
Proficiency Bonus: +2
Skills: Perception +4, Stealth +3
Abilities:
The GM can intersperse the supplementary meridian stats as needed according to the scene.
All meridians are shapeshifters with unusual biology and capable of inducing auditory hallucinations into their prey at differing strengths. Even for stats where the ability is not explicitly mentioned is a means of tailoring the difficulty.
All meridians are shapeshifters with unusual biology and capable of inducing auditory hallucinations into their prey at differing strengths. Even for stats where the ability is not explicitly mentioned is a means of tailoring the difficulty.
Comments
Author's Notes
TuneJune 2024
It's all about that tune...