Avaliação (DmYan Framework)

[Island of Time] - Score: 5/10

WHAT WORKS:

  • Tema de ilha com ambientação distinta (mapas e fauna/flora exĂłtica).
  • Conflitos/facçÔes locais jĂĄ insinuados pelo texto-base.

WHAT FAILS:

  • Bloco de preparação genĂ©rico nĂŁo preenchido; faltam ganchos, relĂłgios e encontros especĂ­ficos.
  • Mistura EN/PT e resĂ­duos de referĂȘncia de livro prejudicam fluidez.
  • NĂŁo hĂĄ estrutura de viagem/exploração (rotas, perigos climĂĄticos, recompensas).

BRUTAL TRUTH:

  • Recorte do livro com checklist genĂ©rico; nĂŁo estĂĄ pronto para mesa paga.

FIX IT:

  • Preencher ganchos com objetivos e recompensas especĂ­ficas deste local (nĂŁo genĂ©ricas).
  • Escrever relĂłgio de resposta + 2-3 encontros nomeados com risco/benefĂ­cio claros.
  • Revisar linguagem para PT-BR fluido e remover metatexto do livro/regras genĂ©ricas.
  • Adicionar rotas de viagem, perigos ambientais e consequĂȘncias regionais para falha/sucesso.

Island of Time

Fonte: 09 Chapter 6- The Forgotten Sea.md — seção “Island of Time”

This island appears unremarkable until the heroes sail within a mile of the shore. Read the following:

Your ship approaches another island. Its shoreline is obscured by a strange shimmering in the air. As you sail closer, you feel the ocean currents strengthening below the keel, pulling your vessel into a powerful wind that propels you to an impossible speed. In a matter of moments, the ship sails three times around the island. The sun falls toward the horizon and rapidly sets. The sky soon darkens. As the stars circle above your head, you are overcome with waves of crippling nausea.

On the last journey around the island, each hero must make three DC 15 Constitution saving throws or else they fall &Reference[condition=unconscious] for one minute. Whether the heroes are conscious or not, the ship abruptly slows and floats into a tranquil bay.

An ancient crumbling dock made from obsidian juts out into the water of the bay. The sky above is filled with more stars than the heroes have ever seen before; heroes with a passive Perception score of 15 or higher will notice that stars occasionally wink out of existence or abruptly transform into bright clouds of light.

It is always night on the Island of Time. The inhabitants of the island are enigmatic sphinxes. The motivations of these entities is hidden, but they are known to possess great knowledge—it’s possible that they know more than any other beings in the world. They also guard strange artifacts on the island.

Almost all the land is covered in dozens of ruins, consisting of strange buildings made from obsidian, adamantine, and various unknown minerals. The buildings look nothing like those built by human hands: some are shaped like pyramids, while others are obelisks with strange runes and symbols inscribed on every surface. Who or what constructed this place is unknown to anyone—even the gods know nothing of it.

Exploring the Island

Because of the strange nature of time on this island, it is difficult to explore it in a logical fashion, the way the party might explore a dungeon. Instead, the party experiences the island as a series of montages, losing track of time and space while traveling between each area.

The Passage of Time

This island has an ethereal, dream-like quality to it. The heroes may come to believe that they are dreaming rather than awake. As the GM, you should make a show of keeping meticulous track of time on the island. Every minute that passes is counted by the sphinxes and factors into the encounters that trigger.

Event: Riddles and Tests

When the heroes make landfall, they are greeted by a Gynosphinx. She appears next to the party suddenly, but it seems as if she’s always been there. It’s possible that she’s been waiting for the party since the dawn of time.

A creature with a woman’s face, a feline body, and great feathered wings appears next to you.

“I bear your kind no ill will, and I hope you find the knowledge and treasures you seek here,“she says to you in a calm and assuring voice. It’s almost like she’s continuing a conversation that you forgot you were part of, answering a question you forgot you asked.

“But know this: He is coming. If He finds you, He will devour your flesh, your soul, and your very history. Nothing shall remain. Three roars announce His arrival. Three, and no more. This is the time that He has alotted you. Use it wisely.”When you look again, the sphinx has vanished. Perhaps she was never there at all.

She refers to an Androsphinx, the lord of the island. The roars are his way of forcing the heroes to choose only two locations to explore out of the three available. If the party explores all three locations, they will summon the wrath of the androsphinx.

Exploring the Island. The heroes find that they ‘remember’ three locations on the island that can be explored. They must choose from the following: The Stone Table, The Overlook, and The Pit of Stars.

The Androsphinx’s Roar. After exploring each location, the heroes hear the androsphinx’s roar echo across the island. The third time he roars, he appears in front of the party and attacks. When that happens, refer to the Confronting the Androsphinx section for details.

1. The Stone Table

At the highest point of this strange island, you come upon a bizarre dinner party. A massive stone table with a dozen matching chairs stands out in the open. An ogre-sized man sits at the head of the table, fast asleep. His four human-sized guests are much too small for the chairs that they sit in. The humanoids are also asleep. They are almost completely hidden by their hair, which has grown extremely long and unkempt.

The ogre-sized man is dressed in fine weapons and armor. The table is perfectly proportioned for him. None of the sleepers can be awakened by the heroes alone. Refer to Riddles of the Androsphinx for details.

2. The Overlook

You come to the north shore of the island, an area covered in strange green metal. The metal extends into an outcropping that forms a platform over a steep cliff. On the far edge of the platform is a large telescope.

This overlook stands at the top of a 1,000 ft. cliff with jagged rocks below it. The telescope is 20 ft. long, and it is fashioned from bronze. Anyone who looks into it sees the distant city of Mytros.

The first time someone looks through this telescope, they see Mytros in the present day.

Looking through the telescope, you see the great city of Mytros. The bronze colossus of Pythor stands watch over the bay, which is bustling with merchant ships. Marble and bronze buildings line the city’s many busy streets, in the shadow of Mount Volkan.

If the viewer looks away, or someone else looks into the telescope, the image of Mytros changes:

  • The second viewing shows Mytros a century into the future. The city looks similar, but the walls and buildings are richer and on a grander scale. Statues of the heroes stand in many plazas.
  • The third viewing show Mytros a thousand years into the future. The city is under siege by a vast fleet of vessels from the outer world beyond Thylea. Anyone from outside Thylea will recognize some of the flags, but some of the details seem wrong.
  • The fourth viewing shows Mytros 10,000 years into the future. The city lies in ruins. Strange, ogre-sized humanoids work in the dust, digging up artifacts from the ruins. The artifacts are corroded shards of the statues of the heroes, unrecognizable with age.
  • The fifth viewing shows something indescribable and alien, 100,000 years into the future. The viewer gains one indefinite madness.
  • A sixth viewing shows nothing. The telescope has gone completely dark and never functions again.

3. The Pit of Stars

You come to the edge of a vast pit that engulfs the center of the island. Beyond the edge of the pit, you can see a black void full of bright stars. A narrow stone stairway winds its way down along the edge of the pit, leading to a door-sized opening in the rock.

Looking into the void for more than one round requires a DC 15 Wisdom saving throw or else the viewer will gain a short-term madness. Anyone who falls or jumps into the pit is apparently lost in the void forever. Heroes lost in this way will return to the party during the battle with the androsphinx who rules the island.

The narrow stone stairway leads down to the lair of a Hierocosphinx. The hierocosphinx guards a sealed circular door made from adamantine. Beyond that door lies a treasure vault. The sphinx smiles when the heroes arrive and asks if they have come for a taste of the treasures of the ages. Regardless of the party’s answer, the sphinx attacks and fights to the death.

When the sphinx is slain, its body rots away rapidly and then disintegrates into dust. You hear a whisper on the wind. “We shall meet again, in time
”

The adamantine vault door opens easily, revealing the treasure at the center of the island. The treasure seems to materialize into existence as soon as the vault door is opened—almost as if reacting to the party’s needs.

Treasure. The vault contains a Quiver of Ehlonna. Within the quiver are twenty arrows of slaying (empyrean). These arrows are very effective against the Titans—Sydon, Lutheria, and their young empyrean children.

Confronting the Androsphinx

When the Androsphinx roars for the third time, he suddenly appears in front of the party, ready for battle.

The androsphinx uses all of his powers to defeat the party, including his lair actions. He starts by using a lair action to make the heroes younger. His next lair action takes the heroes to the Far Realm.

You find yourselves transported to an alien world. Overhead, the sky is black and starless. The ground is a mosaic of your own horrified faces. It looks as if you were all buried in the earth, your heads thrown back, your faces locked together in a grotesque pattern.

An obsidian moon hangs low in the sky, and blood drips from its craters, splashing to the ground where disembodied faces lap at it greedily. The blood pools at your feet and begins to take hideous form—gigantic floating brains, which snap their cruel, bird-like beaks, reaching toward you with hideous tentacles.

These creatures are Grell. There is one for each hero, and they fight to the death.

After three rounds of combat in this horrific landscape, the sphinx summons the party back to the Island of Time. Any hero who disappeared into the Pit of Stars will reappear at this point, but they return with one random indefinite madness. Now, the sphinx attacks the party directly, without holding back.

Riddles of the Androsphinx

If the heroes are defeated by the sphinx, they have one more chance to survive. The androsphinx asks the party a series of riddles. Each correctly-answered riddle means that at least one hero is spared. You may choose to spare more than one hero for each correct answer. The sphinx devours any hero who refuses to answer.

Riddle Me This


These riddles are examples. Use any riddle that you like.

  • Riddle: The first part of Nestor,

    The last part of Orion,

    The first part of nothing,

    And the final part of man.

    • â€șâ€ș Answer: The letter ‘N’.
  • Riddle: I never was, am always to be,

    No one ever saw me, nor ever will;

    And yet I am the confidence of all,

    To live and breathe upon midnight’s call.

    • â€șâ€ș Answer: Tomorrow.
  • Riddle: What can you catch but not throw?

    • â€șâ€ș Answer: Sickness or disease..
  • Riddle: We are not flesh, feather, scales nor bone;

    Yet we still have fingers and thumbs of our own.

    • â€șâ€ș Answer: Gloves.

Feast of the Androsphinx

If the party satisfies the androsphinx with their answers, then he will invite them to a feast. If they accept, he summons them to The Stone Table.

The scene at The Stone Table is slightly altered from before: any hero who has disappeared or been devoured on the island is asleep in one of the oversized chairs, and their hair has grown ridiculously long.

Waking the Sleepers. Anyone asleep at the table, with the exception of the armored ogre, can be awakened by shaking them. The sleepers—including any “eaten”heroes—now have a random long-term madness. They cannot remember their names or how they got to the table. They babble about being trapped on the island for an eternity, watching as the cycle of the multiverse repeated before their eyes, over and over again.

The Heroes’ Feast. The table is covered by a heroes’ feast. Anyone who eats this feast gains its benefits for an entire week rather than 24 hours. They also immediately fall asleep. The androsphinx will wait until everyone has eaten. If anyone does not he will breathe on them and cause them to fall asleep anyway. When the heroes awaken, they are back on their ship in the middle of the ocean. The Island of Time disappears forever.

Sleepers at the Stone Table

The sleepers are all powerful warriors from some point in the history of Thylea. One of them might even be a hero from Earth’s history or mythology, but that individual will remember events happening differently than what has been recorded. A great victory might have been a defeat in their memory, or they might remember that one of the gods was a demon lord
 Feel free to be as inventive as you like. None of them are willing to leave, as they are all waiting for “a friend”to arrive, though they are unable to remember their friend’s identity.

None of these sleepers are equipped or have prepared spells but, in the unlikely event that the party does battle with them, you may use the following NPC statistics: Archmage, Assassin, Gladiator and Mage.


Gancho e Objetivo

  • Por que ir a esta ilha? Defina 1-2 motivaçÔes fortes (resgatar alguĂ©m, roubar algo Ășnico, forjar aliança ou destruir a ameaça central de Island of Time).
  • Estabeleça objetivo claro de saĂ­da (conquistar, escapar, negociar) e custo do fracasso.

Clima e SensaçÔes

  • 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 RelĂłgios

  • Crie um relĂłgio de 4 partes: patrulha chega / terreno piora / lĂ­der reage / colapso ou contra-ataque.
  • Liste 2-3 perigos ambientais especĂ­ficos de Island of Time (armadilhas naturais, terreno difĂ­cil, clima, magia latente).

Pistas e AgĂȘncia

  • Entregue 3 pistas que apontem rotas alternativas (atalho, aliado possĂ­vel, fraqueza do chefe). Nenhuma pista deve ser Ășnica.
  • Permita escolhas: infiltração, diplomacia, barganha ou ataque frontal devem ter consequĂȘncias claras.

Encontros e TĂĄticas

  • Escreva 2 encontros menores que revelem o tom do lugar antes do clĂ­max; varie interação social/combate/exploração.
  • Para o chefe ou força dominante, defina tĂĄticas de abertura, reação a fuga/rendição e o que acontece se forem enganados.

Recompensas e ConsequĂȘncias

  • Vincule recompensas a objetivos (informação rara, bĂȘnção, recurso logĂ­stico) e nĂŁo sĂł a tesouro genĂ©rico.
  • Anote como o mundo reage ao resultado (facçÔes locais, deuses, rivais) para manter continuidade.

Preparação Råpida

  • 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.