Avaliação (DmYan Framework)
[The Boar’s Cave] - 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.
The Boar’s Cave
Fonte: 04 Chapter 1- Heroes of the Prophecy.md — seção “The Boar’s Cave”
Eventually, the party stumbles upon a cave in the hills where the boar has dragged its most recent kills. The boar is inside the cave, messily devouring a couple of unfortunate scouts.
From this height, you can see miles of mountainous hills to the west. A thick blanket of fog hangs over the lower land, and you can hear a gentle chorus of birds greeting the morning sun. Eventually, you pick up the boar’s trail: another path of wanton destruction, split tree trunks, and splatters of blood. The trail ends at the shadowy mouth of a cave. Ear-splitting grunts and squeals echo from inside.
Setting Traps
The party may choose to set a variety of traps for the boar. Each trap requires a successful Wisdom (Survival) skill check to assemble. Failing the check causes someone to stumble and make a loud noise, at which the boar becomes alerted to the party’s presence. Possibilities for traps include:
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Rope Snare. This trap requires 50 ft. of rope. It will entangle the boar’s legs, cutting its movement speed in half and preventing it from using any Charge abilities. Setting it requires a DC 12 Survival skill check.
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Spiked Pitfall. This trap requires someone to dig a hole 10 ft. deep and fill it with sharpened wooden stakes. If the boar fails to leap over it, it will take damage 3d6 type=piercing damage and become immobilized. Digging the pitfall requires a DC 20 Survival skill check.
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Spiked Barricade. This trap requires setting up a row of sharpened stakes, angled toward the cave mouth. If the boar runs into the barricade, it will take damage 2d6 type=piercing damage. Constructing the barrier requires a DC 12 Survival skill check.
Encounter: The Boar Attacks
At this point, have the party make DC 16 Wisdom (Perception) checks. Anyone who fails to make the check is &Reference[rule=Surprise]{surprised} during the following battle. One of the hunters is killed as soon as the boar appears:
Suddenly, you hear a bestial grunt from inside the cave. A massive boar suddenly charges from the cave mouth, goring one of the hunters on its tusks! Tossing the body away like a ragdoll, the creature draws itself up to its full height. It’s an ancient white boar with fierce red eyes and bloodied yellow tusks.
The Great Boar has several spears and arrows lodged in its back, all the result of failed attempts to kill it. The boar is bleeding from these wounds, causing it to suffer one level of &Reference[condition=exhaustion] at the end of each of its turns in combat. Sensing that it is surrounded, it will try to attack each hero at least once.
Death of the Boar
The boar fights until it is reduced to 0 hit points; at this point it can be captured with a net and bound with ropes. Once captured, the boar locks eyes with the heroes and speaks its dying words directly into their minds. Everyone hears its booming voice inside their heads:
“Know this, mortals. Your sins cannot be atoned. An ancient power sleeps in the heart of Thylea, and when it awakens, the age of Mytros will come to an end. Just as my broken body falls to ruin and decay, so too all mortal things will come to death and darkness. No prophecy will save you.”
The boar’s cave is only 50 ft. deep, and it’s full of stinking water, gore, and boar dung. If the heroes decide to wade into the disgusting mess in the cave and explore, there is some treasure to be found.
Treasure
The two shredded corpses inside the cave may be searched. Between them, they have 25 gp and 37 sp. One of them carried a silvered spear. Kyrah points out that it is customary to bury or burn the dead, and that each body should have two gold pieces placed on its eyes, the expected payment for the Ferryman.
Sacrifice to the Gods
Once everyone has drawn breath and tended their wounds, Kyrah reminds everyone that the dying boar should be offered as a sacrifice to the gods. This is the way of things in Thylea, and it will be a great offense to both the gods and the people of Mytros if the beast does not die as a proper offering. Whichever god receives this sacrifice will grow in power as a result.
The heroes should collect wood to construct a sacrificial bier around the beast. Then, they must decide which god will receive the sacrifice. Kyrah will remind the heroes that the Order of Sydon demanded that the boar be sacrificed to the Lord of Storms. She strongly recommends not making the offering to either Sydon or Lutheria, as such an act will only strengthen their dominion over the lands of Thylea.
| | | | --- | --- |Reactions to the Sacrificial Offering
| Deity | Effect |
|---|---|
| Thylea | All heroes gain the @item[charm of vitality|DMG]. Beasts in every forest will aid the heroes. |
| Kentimane | Earthquakes. The Hands of Kentimane will aid the heroes in battle once. |
| Sydon | The weather is beautiful for one week. The Order of Sydon is pleased. |
| Lutheria | Lutheria grants one hero the @item[blessing of protection|DMG] during her first dream. |
| Mytros | All heroes gain the @item[charm of heroism|DMG] and are protected from Lutheria’s madness during the first dream. |
| Volkan | Volkan grants the heroes one random magic item upon meeting them. |
| Kyrah | Kyrah confesses her identity. She swears an @reward[oath of protection|ArcanumWorldsOdysseyoftheDragonlords] to the heroes. |
| Pythor | Pythor swears an @reward[oath of service|ArcanumWorldsOdysseyoftheDragonlords] to the heroes upon meeting them. |
| Vallus | Vallus grants the heroes a scarab of protection upon meeting them. |
| None | Hurricanes and earthquakes. The heroes are transformed into goats for one day. |
The Chosen Ones
Whatever happens, the boar-slaying heroes are now celebrated as the Oracle’s Chosen Ones. The people of Thylea will expect them to travel to the Temple of the Oracle and discover what great destiny awaits them.
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 The Boar’s Cave).
- 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 The Boar’s Cave (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.