Avaliação (DmYan Framework)
[Fire Island] - Score: 5/10
WHAT WORKS:
- Tema de ilha com ambientação distinta (mapas e fauna/flora exótica).
- Conflitos/facções locais já insinuados pelo texto-base.
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.
- Não há estrutura de viagem/exploração (rotas, perigos climáticos, recompensas).
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.
- Adicionar rotas de viagem, perigos ambientais e consequências regionais para falha/sucesso.
Fire Island
Fonte: 08 Chapter 5- The Cerulean Gulf.md — seção “Fire Island”
Crystal clear blue water and a handful of smaller islands surround the landmass you are approaching. Dense tropical foliage covers the islands, and you can hear the cacophonous sounds of abundant wildlife.
An impressive black mountain rises from the jungle at the center of the main island, and the smell of smoke and brimstone hangs in the air.
Fire Island is almost completely surrounded by a coral reef, although careful seamanship can find a channel through the shoal waters. Beyond the coral reef, the waters are calm and a ship can easily anchor.
As its name suggests, Fire Island is formed around an active volcano, which occasionally belches ash and fiery embers into the air, making it dangerous to approach. Currently, the volcano is quiet, with just a thin trail of smoke snaking into the sky above the caldera.


Lizardfolk Tribes
Fire Island is inhabited by several tribes of lizardfolk, who are engaged in endless, brutal wars against one other. The strongest tribe boasts 350 warriors. They are called the Firewalkers, because they control the land around the central volcano.
The Firewalkers
The Firewalkers are led by Jankor (NE Lizard King), who is served by three lizardfolk shamans and a pair of cyclopes. A flock of pteranodons that have been domesticated by the tribe can be seen flying during the day, hunting or spying on the other lizardfolk tribes.
The Lesser Tribes
Three lesser tribes, comprising several hundred warriors each, control the outer parts of the island. Each of these tribes is led by a Lizard Queen with a Lizardfolk Shaman as an advisor.
The Nameless God
All the lizardfolk of Fire Island, regardless of tribal loyalty, worship a nameless deity that they believe sleeps deep below the Cerulean Gulf. Firewalker shamans regularly sacrifice captives taken in battle, whether lizardfolk or outsiders, by hurling them into a volcanic fissure to feed their sleeping god.
Creatures of Fire Island
Other than lizardfolk, the island has bountiful animal life, including boar, deer, and other smaller mammals. The streams and ponds of the island are often hunting grounds for crocodiles or constrictor snakes. Giant lizards are also plentiful on the island and have been domesticated by all of the tribes as beasts of burden.
The Brass Dragon
Centuries ago, the island was also home to an adult brass dragon. However, it was killed by the Kraken during one of its hunts over the nearby coral reefs. The lizardfolk still tell stories of the battle between the two creatures. The dragon left behind three dragon eggs, which the lizardfolk have long sought after.
The Lizard Queen
When the heroes first land, they will be approached by a Lizardfolk Shaman who is escorted by six Lizardfolk. They will ask the heroes to accompany them to see their queen, who lives on the outskirts of the jungle. Vytha (NE Lizard Queen) will implore the heroes to aid her in defeating her mortal enemy, Jankor, the king of the Firewalkers. She describes how Jankor has corrupted the lizardfolk by turning away from the god in the volcano and making sacrifices to Sydon instead.
Sydon’s Chosen Tribe
Vytha explains that the Firewalkers have been chosen by Sydon to dominate Fire Island. The Lord of Storms gave Jankor a powerful magical artifact and two cyclopes as servants. In exchange, Jankor gave the Titan one of the three brass dragon eggs that were hidden on the island. Vytha believes that the other two eggs may be located somewhere on in the volcano village.
Sydon’s Interest in Fire Island
Tribes of lizardfolk wouldn’t normally warrant the attention of the Lord of Storms. Sydon has intervened here because his sister Chalcia is sealed away beneath the volcano, and he wishes to keep it that way. She is the ‘sleeping god’ worshipped by the lizardfolk. The Firewalkers’ daily sacrifices to the volcano ensure that this magical seal remains intact.
The Celebratory Feast
If the heroes agree to assist her, Queen Vytha will hold a great feast in their honor. She proudly explains that her son is to be sacrificed and served as the celebratory meal. The heroes can turn down this “honorable banquet,“but in this case, Vytha will be insulted. She believes that they are greedily demanding that she sacrifice one of her older, larger sons instead.
Gancho e Objetivo
- Por que ir a esta ilha? Defina 1-2 motivações fortes (resgatar alguém, roubar algo único, forjar aliança ou destruir a ameaça central de Fire Island).
- 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 esta ilha; 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 Fire Island (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.