Avaliação (DmYan Framework)

[Indigo 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.

Indigo Island

Fonte: 08 Chapter 5- The Cerulean Gulf.md — seção “Indigo Island”

Your ship glides through clear blue waters towards a rocky and verdant shore. A crescent archipelago to the south creates a lagoon between the sea and main island. Through the clear green water of the lagoon, you can see jagged rocks and coral reefs that must be carefully avoided. Fishing boats dot the coastline of the island, each dragging several large nets.

This island is heavily forested, and it has many beaches that make excellent landings. The waters around the island are dangerous, with many reefs and sharp rocks. This is the home of the seafaring Indigo barbarians. The humans, elves, dwarves, and others in the Indigo Tribes inhabited the Cerulean Gulf islands long before the coming of the Dragonlords.

History of the Indigo Tribes

More than a thousand years ago, hundreds of survivors from a series of shipwrecks washed ashore on the Gulf’s islands. They were helped by the native races, including the nymphs and satyrs, and they were eventually able to build a fleet of small ships to sail the Cerulean Gulf. They discovered Indigo Island and settled here, calling themselves the Indigo Tribes, after the fields of dark blue flowers that carpet the island.

When the Dragonlords came, the Indigo Tribes fought on the side of the Thylean natives as a naval force. They scored several significant victories, but they went back into hiding after the end of the First War. They have remained here for the past five centuries. Although the island’s forests are plentiful with deer and boar, the tribes mostly depend upon fishing and raiding.

Barbarian Raiders

Civilized, mainland Thyleans dismiss the Indigo Tribes as uncultured barbarians, worthy only of scorn. However, their fearlessness and naval prowess also inspire respect: the barbarians frequently raid settlements along the Cerulean Gulf.

The Indigo barbarians are the best navigators in all of Thylea. They observe flocks of birds and track the movements of stars to travel the Cerulean Gulf. They consider their navigation skills to be sacred and would never share their techniques with an outsider. Some travel to Mytros and Estoria to experience the decadent lifestyle of the “mainlanders,“but all of them eventually return to their island home.

The Indigo Tribes dress lightly and wield unusual steel weapons, which have been handed down from their ancestors, or forged by dwarves of the Whale tribe, rather than the common bronze weapons used on the mainland. They are tanned by wind and sun from time at sea. The most exotic part of their appearance are the spiraling patterns of blue tattoos that cover their bodies. Indigo barbarians wear tattoos to mark every significant event in their lives.

There are several tribes on the island, each including several hundred members. The tribes are divided along racial lines, but they are united in their reverence of Thylea, the Great Mother. Each tribe is ruled by a chief and two or three thanes (CN berserkers) was originally barbarian warriors. The tribes are defended by a core group of fearless warriors (CN berserkers), but all of the men and women in the tribe are able to fight (CN tribal warriors).

Tribe of the Shark

The largest tribe is made up of humans, half-elves, tieflings, and half-orcs. It is ruled by Gorac, an exceedingly tall and slender half-elf (CN Berserker) was originally barbarian warrior.

Tribe of the Dolphin

This tribe of elves is the most xenophobic of the islanders, and they are the masters of building the catamaran-style boats used by the Indigo barbarians to travel the Gulf. The boats are built so that they can be easily dismantled and hidden. They even have masts that can be used as a rain-catcher for fresh water on long voyages. The tribe is ruled by Dolphin, an elven woman (CN Wild Druid). This name is taken by anyone who becomes chieftain.

Tribe of the Whale

This tribe of dwarves keeps to the central forest on the island. They run a mining operation that works a small iron deposit, the only one known in all of Thylea. The iron ore is difficult to mine due to its scarcity even here, so the steel weapons made by the dwarves are valued by all the tribes. They are led by Delg (CG Gladiator). He dresses in the armor of his forebears: adamantine half plate and shield (giving him AC 19).

Tribe of the Eel

This tribe of halflings and gnomes lives close to the beaches, and they are the best fishermen on the island. They are also the most gregarious and welcoming of the tribes. Their leader, Loopywoopy (CG Berserker) was originally barbarian warrior, a female gnome, is famed for her ability to stretch even the most mundane story into an epic, sprawling myth for all the ages!

1. The Dragon

A few months ago, an evil metallic dragon came to the island and claimed it as hunting territory. Ventis (CE Adult Copper Dragon) came from Praxys. Sydon hatched and raised her at his tower, and he’s released her to hunt and grow stronger before his war begins.

Ventis has taken to hunting the barbarians as food. Unlike most of her kind, Ventis is chaotic evil, as she has been raised from birth to hate any outsider race that settled in Thylea. Ventis lives in a cave near the center of the forest, her presence shown by the bones of her victims. The cave also has the small hoard that she has begun to accumulate.

Treasure

The dragon’s hoard contains 100 pp and 5,000 gp. The coins are piled around a pedestal on which rests a single glowing orb of star metal.

Event: Proving

The tribe of the Eel has decided to prove itself against the heroes, whom they call “outsiders.”Chief Loopywoopy takes one of her thanes and leads a dozen berserkers in an attack against the party. Loopywoopy announces beforehand that this battle is a ritual and not to the death. Her twelve barbarians (CG berserkers) was originally barbarian warriors will not use lethal force unless the heroes use it against them. Read the following:

Twelve short tattooed humanoids approach your party. Though their tiny faces contort themselves in expressions meant to convey menace, their weapons remain sheathed. A middle-aged gnome approaches you with a confident stride. She wears an ornate headdress that nearly swallows her features.

“I, Chief Loopywoopy of the great Tribe of the Eel, wish to welcome you to Indigo Island! Do you outsiders care to prove your might against my people’s greatest warriors? Stow your weapons! Testing your mettle requires no bloodshed.”

If the heroes are able to defeat the band, they are asked to a great feast in their honor. At the feast, satyrs play music, nymphs dance in the moonlight, and the gnomes and halflings drink copious amounts of liquor. The drink is a sweet-tasting rum made from sugarcane found deep in the island interior. Read the following:

The full moon hangs in the clear night sky, providing a picturesque backdrop for the feast. Satyrs serenade you with their pipes while nymphs, halflings, and gnomes dance around the flickering fire. You never quite finish your sweet, potent drink, as your hosts are quick to fill your cup back up to its brim. The air is thick with the smell of alcohol, smoked fish, and fresh sweat.

Part way through the feast, Ventis the copper dragon attacks. She uses her acid breath and then starts killing indiscriminately. Read the following:

The festivities are cut short by a most unwelcome guest. The triangular silhouette of a copper dragon glides in front of the full moon and swoops down to attack the party. Firelight reflects from her glimmering metallic scales. She spews a stream of acid that singes the edge of Chief Loopywoopy’s headdress.

As soon as Ventis takes more than 20 damage, she uses her slowing breath and retreats back to her lair. Chief Loopwoopy will try to convince the heroes to go after her. Loopwoopy explains that the dragon has been collecting a hoard of treasure from the surrounding islands.


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 Indigo 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 Indigo 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.