The Chromatic is a medium-sized group adventure designed for 7 players and playing with anywhere between 4 and 8, starting at low or first level and advancing up through levels 5-8. The story unfolds in three main acts, in which the details of the story change drastically with each crisis.
A quiet, steady, elderly voice speaks: “Sira. Visoru, Visoyo, Visovu. Yiriru…”
This is answered with the gruff snort of resigned impatience from a more powerful and youthful sounding voice.
The elder continues “…they come. They will be here soon.” - again with an unwavering tone.
The younger gasps, though it sounds more like an animal snorting. “No! Not now! This will ruin everything we've been working for!” he snaps, voice raising with anger as feet can be heard stomping against packed earth.
There is a shifting sound as the elder changes position. He takes his breath and responds calmly - “Perhaps. I see that an end is coming, but what end, I do not know.”
Like a soldier snapped to attention by the sound of enemy armor, the younger barks his conclusion as if giving a military command to troops: “The siege was almost complete, and now destiny will undo it all! The Yiriu must not be captured! I'll kill them first!”
In a novel show of emotion, the elder speaks sternly - as a father would to an adult child that needs firm advice - “Korirava, you must do no such thing! I forbid it!”
The general quickly wrestles his outburst under control and shifts into strategic thoughtfulness. After a moment he announces, “Perhaps we won't even need to consider it. If I can prevent seizure of the Yiriru - it may keep our future safe.”
The party is brought together by unusual circumstances and sets off on a sea voyage aboard Exploration Vessel: The Steadfast to rescue James Haller.
The Steadfast visits several islands and overcomes several challenges on it's quest to find the location of the mystical island known as Vuronu. The final leg ends in treachery and tragedy resulting in the destruction of their ship and narrow escape onto an uncharted shore.
Less than half the passengers and crew have survived, and most of the cargo and supplies were lost! Healing and setting up camp in order to wait for possible rescue in a few weeks/months is the first order of business! While exploring nearby for water, the party discovers beyond reasonable doubt that they are indeed on Vuronu.
Water! They can't survive without water. There are high hills visible, covered with lush vegetation, so there has to be water deeper inland. This takes the party through the Black, Gray and Green lands, all along they way their explorations are being frustrated and they are being attacked by spirits and strange druidic lions. Just as they are being overwhelmed, they meet an unexpected savior.
The party is warmly welcomed into a magical anthropomorphic community, called the Vuyunu. Though they can speak, they are telepathic and offer to use their powers and skills to aide in the quest to rescue James Haller, who passed through a few months ago and they explain headed deeper inland to explore the island's bounty. They are also concerned about his safety and that of a guide they sent with him. It is decided that Nusuvi and Vokovi will be their guides. During dinner, a party member is kidnapped, but their hosts give pursuit and promise recovery by morning, after which they can depart, restocked and ready to go!
As soon as the kidnapped has returned and refreshed him/herself, the party departs into the interior. They enter the mountains, encountering amazing specimens of the local flora and fauna. Eventually they find evidence of James and his Vuyunu guide entering an ancient tomb known as The Vault of the Revenant. They enter, and for seven days encounter a series of encounters and puzzles, each more difficult, and each testing a different feature of their moral character. Each evening, Nusivi and Vokovi share Vuyunu history and culture with the group, or argue about trivial matters amongst themselves. Strange things happen during this dungeon dive - the party seems unusually lucky until a character is killed - the same one that was kidnapped!
The quest to rescue James turns out to be a ruse - the truth of their strange adventure is revealed and the party is rescued by an unlikely savior. But they must fight there way out of through the prison dungeons under The City of Light, where many dark secrets are kept. One prisoner is rescued, as evidence of a abomination, and because he has powers that can help them escape. Vokovi is emotionally incapacitated, and Nusuvi stays with him (and the party) out of personal loyalty. Except Damien, they barely escape to the Vukoko rebel camp, where they immediately take an extended rest. Nothing has been as it seemed. Much was lost.
After resting and getting a summary of the situation from their savior, the party is summoned to meet with Rebel General Korirava, who planned the rescue and Yoso, chief elder of the Vukoko. They explain more about the rebellion, with Korirava asking a lot of questions about the prisoners encountered during the escape along with sharing the meaning of “Yiriru”. Though Vokovi now feels indebted to the party, Nusuvi continues to have doubts. This all comes to a head when a council meeting is held to discuss next steps. During the deliberations, a shocking visit by an arch-enemy disrupts the meeting and drives Nusuvi to decide between her divided loyalties. This conflict is not the business of the party - and Damien's last words suggested they should search for the Dark Altar, which Vokuvi thinks might be in Suvayu, an ancient city in the center of the Black Lands.
Traveling through the Black Lands again is still dangerous, but something has changed - the spirits are no longer vague shapes, but clearly the ghosts of people, Vukoko, and Vuyunu! The party has a striking combat with their own spirit forms - a fight with dire implications! Between this new true-sight and the unification of their souls, the truth of the Dream Chamber becomes apparent: Souls are not consumed, but displaced - and all of dead, consumed, and displaced since the first ones are here in the black lands, causing it to grow! While the party is investigating ancient city, Yorovu / Visovu arrives with devastating news, which when combined with their revelations demand that they return to the Vukoko camp.
When they arrive at the Rebel camp, the council already in session - this time Korirava is leads the conclave. News is dire, Sinusovo has committed the ultimate abomination and has made his generals exponentially more powerful. They are massing a large army to attack the vukoko by coming through the black lands. As if that weren't enough, Yoso has forseen the imminent arrival of a rescue fleet coming to save the passengers and crew of The Steadfast. A virtual infinite banquet for the Voyunu! This cannot be allowed to happen. It's going to be all out war! Thousands of vukoko have summoned from the wild and battle plans are drawn up. Korirava will hear nothing of any plans other than battle tactics. The party has one chance - if they could open the obsidian gate, they might be able to save everyone. They must get back to Suvayu before either the vukoko or vuyunu can capture it as a strategic fortress.
The party arrives but finds it must defend the gate from both sides. Just when it seems hopeless, an old friend arrives with youthful reinforcements. Vokovi leads the party in the final efforts to open the gate, with epic consequences for everyone.
With the gate opened, and the vuyunu reunited with their true selves, there are a few loose ends. One of the missions of the rescue fleet is to determine if there is a gate, and to destroy it. They are prepared to kill all chromatic on sight - something the party may now be able to prevent. There is some closure for James, Thomas, and Damien as well as Sasu and Kuriruvu. Vokovi and Nusivi's relationship and their stature change…
Muse, Exogenesis Part III
🎵 Muse - Exogenesis Part III
Let's start over again
Why can't we start it over again?
Just let us start it over again
And we'll be good
This time we'll get it, get it right
It's our last chance to forgive ourselves