Avaliação (DmYan Framework)
[Lair of the Kraken] - Score: 4/10
WHAT WORKS:
- Tema do covil/monstro é claro (nome dá direção).
- Algumas descrições visuais do livro dão cor inicial.
WHAT FAILS:
- Bloco de preparação genérico não preenchido; faltam ganchos, relógios e encontros específicos.
- Mistura EN/PT e resíduos de referência de livro prejudicam fluidez.
- Sem layout/táticas/tesouros amarrados ao tema; risco genérico.
BRUTAL TRUTH:
- Recorte do livro com checklist genérico; não está pronto para mesa paga.
FIX IT:
- Preencher ganchos com objetivos e recompensas específicas deste local (não genéricas).
- Escrever relógio de resposta + 2-3 encontros nomeados com risco/benefício claros.
- Revisar linguagem para PT-BR fluido e remover metatexto do livro/regras genéricas.
- Desenhar 3-4 zonas/salas com hazards, pistas e loot temático; táticas do chefe e rotas de fuga.
Lair of the Kraken
Fonte: 09 Chapter 6- The Forgotten Sea.md — seção “2. Lair of the Kraken”
Hexia is not the only powerful creature that lairs on the island. The following encounter is entirely optional and is a challenge beyond the power of most heroes. Whether the elves or Hexia have discovered the existence of the Kraken is entirely up to you.
Standing on this sandy pink beach, you notice a jagged rock formation, not far from shore. A strange symbol has been carved into the rock facing the main island. It looks like a bulbous creature with eight snake-like arms.
The jagged rock island is several hundred feet from shore. This is actually the tip of an underwater mountain that is the lair of the Kraken, perhaps the single most dangerous creature in all of Thylea.
The Kraken serves only itself. It is the enemy of every other living creature in Thylea, including the Titans. It bears a strong hatred for Sydon, who has foiled many of its schemes to wrest away control of the oceans.
The Kraken spends about a fifth of its time in its lair and the rest of its time Traveling. It roams the oceans around Thylea and travels to other planes of existence using a cubic gate. This means that there is a r 1d100{20%} chance that the Kraken will be home when the heroes visit.
The Kraken’s Silver Sphere
The Kraken’s lair is in the dark, crushing depths—nearly a mile beneath the ocean. It is accessed by an underwater tunnel that emerges into a perfect, silver-coated sphere 250 ft. in diameter.
The Sphere. Depictions of every god in the world are inscribed into its silver surface. If it could be mined, the silver would be the equivalent of 10 million sp. The chamber is always guarded by a Nycaloth that is bound in service to the Kraken. It is desperate in defense of the lair. It has sworn an @reward[Oath of Service|ArcanumWorldsOdysseyoftheDragonlords|oath of service] to the Kraken, and failure to destroy trespassers would subject it to horrifying punishments on the plane of Hades.
The Kraken’s Treasure
The Kraken possess two powerful magical artifacts that it uses for its own fell purposes. It possesses a cubic gate that it uses to travel the planes, and it keeps this item close at all times. But the “crown jewel”in the Kraken’s collection is an orb of dragonkind.
The Dragon Orb. This orb rests on a gold pillar at the bottom of the sphere. How the Kraken obtained this orb is a mystery, but it must have involved pacts with denizens of the Abyss, Hades, or Gehenna. The Kraken intends to use the orb to battle against the Five Gods, once they’ve resumed their dragon forms.
Junk Pit. Most of the items that the Kraken takes from destroyed ships are of no use to it, so it throws them into a refuse pit outside of its spherical lair. This pit is now filled with gold, silver, copper, chests, jewelry, and gems. For every hour spent searching the pile, roll on the Treasure Hoard Table for challenge rating 11-16 in the 5th Edition Game Master’s Guide. After twelve rolls, the hoard is exhausted of all recoverable items.
The Crushing Depths
The pressure of the ocean at this depth is deadly to any creature that is not explicitly immune to such damage. The pressure deals out 3 (damage 1d6 type=bludgeoning) damage every round. Spells or abilities with water breathing effects do not protect against this damage.
Diving into the Depths
Volkan can construct dive suits for the party. This is the only realistic possibility for getting down into the lair of the Kraken without using powerful magic. Each dive suit takes Volkan one week to construct and resembles an unwieldy suit of plate armor with an oversized helmet. The suit is entirely airtight. Fighting or casting spells in the dive suit is impossible.
Reaching the Lair. Using a dive suit, it takes one hour to reach the Kraken’s lair. For each hour spent in the lair, there is a r 1d100{20%} chance that the Kraken will return.
Gancho e Objetivo
- Por que ir a este covil? Defina 1-2 motivações fortes (resgatar alguém, roubar algo único, forjar aliança ou destruir a ameaça central de Lair of the Kraken).
- Estabeleça objetivo claro de saída (conquistar, escapar, negociar) e custo do fracasso.
Clima e Sensações
- Traga 3 sentidos em cena (som, cheiro, textura) que diferenciem este covil; repita-os para manter a identidade do lugar.
- Mostre sinais de poder local (patrulhas, rituais, marcas no terreno) antes do confronto principal.
Perigos e Relógios
- Crie um relógio de 4 partes: patrulha chega / terreno piora / líder reage / colapso ou contra-ataque.
- Liste 2-3 perigos ambientais específicos de Lair of the Kraken (armadilhas naturais, terreno difícil, clima, magia latente).
Pistas e Agência
- Entregue 3 pistas que apontem rotas alternativas (atalho, aliado possível, fraqueza do chefe). Nenhuma pista deve ser única.
- Permita escolhas: infiltração, diplomacia, barganha ou ataque frontal devem ter consequências claras.
Encontros e Táticas
- Escreva 2 encontros menores que revelem o tom do lugar antes do clímax; varie interação social/combate/exploração.
- Para o chefe ou força dominante, defina táticas de abertura, reação a fuga/rendição e o que acontece se forem enganados.
Recompensas e Consequências
- Vincule recompensas a objetivos (informação rara, bênção, recurso logístico) e não só a tesouro genérico.
- Anote como o mundo reage ao resultado (facções locais, deuses, rivais) para manter continuidade.
Preparação Rápida
- Mapas/zonas essenciais (entrada, coração do local, rota de fuga) em 3 camadas.
- Nomes e vozes de 3 NPCs-chave; 3 detalhes visuais prontos para improviso; 1 rumor verdadeiro e 1 falso.