Avaliação (DmYan Framework)
[Island of the Dragon] - 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 genĂ©rico nĂŁo preenchido; faltam ganchos, relĂłgios e encontros especĂficos.
- Mistura EN/PT e resĂduos de referĂŞncia 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 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 genéricas.
- Adicionar rotas de viagem, perigos ambientais e consequĂŞncias regionais para falha/sucesso.
Island of the Dragon
Fonte: 09 Chapter 6- The Forgotten Sea.md — seção “Island of the Dragon”
You approach what appears to be a tropical paradise, an island surrounded by calm, clear waters with pink sandy beaches that make for easy landfalls. A mountain stands above the dense jungle at the island’s center, and many idyllic waterfalls cascade down from this impressive central rock formation.
This island has several lagoons that make excellent harbors, as well as beautiful inlets where a ship can be beached. It is easy to make landing at almost any spot on the island’s coastline.
Hexia, an Adult Green Dragon, lives here. Her foul influence has leached into the landscape, causing the jungles to grow unnaturally thick with trees, vines, and underbrush. After landing at the beach, it’s difficult to move through the interior of the island.
All of the animal life on the island, large and small, act as Hexia’s eyes and ears. Like a jealous goddess, she is aware of everything that happens on her island, which serves as her personal hunting ground. She eats the deer and boar that thrive in the jungles, but each month on the full moon, she goes hunting for sweeter meat.
Hexia’s Secret History
Hexia has lived in Thylea for over five centuries. She is the adopted sister of Kyrah, Pythor, and Vallus, and was raised by the dragons Volkan and Balmytria. Hexia’s mother, an ancient green, had been terrorizing some long-forgotten country in the Old World, and the Dragonlords slew her. Volkan took her under his wing, quite literally.
Hexia always sought Pythor’s affections, and the two of them were eventually married. It did not work out. She never forgave him for giving up his dragon form when he became the God of Battle. She became intensely jealous of his many consorts, seeing them as rivals for the love that should rightly be hers.
This bitterness has eaten away all the goodness that Hexia’s adoptive parents instilled in her. She is evil now, and utterly without mercy. She has taken revenge upon numerous mortal men and women who have been Pythor’s consorts over the last several centuries.
Elves of the Island
The island is stocked with elves—Hexia’s favorite prey. Several hundred elves live on the island, forced to live like savages under constant threat of death. Whenever they try to build homes or anything else, like a ship or raft, Hexia arrives and tears it apart.
The few times the elves have managed to launch an escape, Hexia has brought them back to the island, always making sure to eat an escapee or two to maintain her reign of terror. Causing fear and dread is part of her regular hunting pattern, as she harries the elves during the night before finally devouring one. Eating elves isn’t enough to keep Hexia properly fed, of course; she does it because she loves to torment them.
The tribes consists of several hundred elves (CG tribal warriors) along with several dozen children. They are led by six elves from warlike cultures—four Aresian LN warrior monks and two NE Amazon warriors.
The Aresians are determined to survive, hoping that salvation will eventually arrive. The Amazons want to go out in a blaze of glory and attack the green dragon in her lair, even though they know that there would be no real chance of success.

Hexia the Green Dragon
Event: Meeting the Elves
Hexia will not reveal herself when the heroes arrive. She will allow them onto the island and to make contact with the elves. Within an hour of arriving on the island the heroes will be met by two elf warriors (LN Warrior Monk and NE Amazon Warrior) leading a band of a dozen elves (CG tribal warriors):
As you move through the jungle, you begin to feel that you are being watched by many dozens of eyes. You suddenly find yourself surrounded. Twelve camouflaged elves emerge from the foliage around you. Despite their apparent unease, they keep their weapons stowed. Two of them step forward to speak.
The two elves introduce themselves as Darok (LN Warrior Monk) and Patrea (NE Amazon Warrior). They ask why the heroes have come to Hexia’s island. They have had no news of the mainland for centuries and are very much in the dark about the prophecy.
Eventually, the elven leaders resolve that the heroes have been sent by the gods. They interpret the party’s arrival as a sign that the dragon must be confronted, once and for all. Their situation is desperate, and they have lived in fear for too long.
The elves ask the party to join them in seeking out Hexia’s lair at the center of the island. If Hexia can be defeated, then the heroes are welcome to the dragon’s treasure hoard—the elves have no use for it. Two of the Aresians will remain behind to defend the tribe.

Event: Hunted by Hexia
Hexia will almost certainly be aware of the arrival of intruders. She views the heroes as interesting prey and will play a game of cat and mouse with them.
Dragon’s Lair Effects. Hexia has access to all of the lair actions of an adult green dragon, and the entire island is subject to the regional effects of a green dragon. As the heroes get close to Hexia’s lair, they will find themselves in a labyrinth of thorny thickets. Hexia will launch a few hit-and-run attacks from stealth and then lay in wait for them in her lair.
Kidnapping Pythor. If Pythor is aboard the Ultros, then Hexia will kidnap him while the heroes are away from the ship. She will keep him in her lair and ignore the approach of the heroes. If they invade her lair, she will fly into a jealous rage and fight to the death.
1. Hexia’s Lair
Hexia lives in a grove at the center of the island, halfway up the mountain. There are no trails leading to this grove. Climbing the cliffs above and below it requires a successful DC 15 Strength check.
This beautiful grove surrounds a crystal-clear pool, which is fed by a single waterfall. The trees here are decorated with the bones of elves and animals, which have been arranged into flower-like shapes. Massive piles of glittering coins, gemstones, and artifacts are scattered throughout the pool.
Epic Path: The Demi-god
The Demi-god’s mother, Ophea, has been held captive here for decades. She has survived by flattering the dragon with a new story about Pythor each full moon, casting the god as a fickle lover who secretly loves Hexia. Refer to the Running the Epic Paths section for more information.
Treasure Hoard
The crystal-clear pool is lined with 50,000 gold coins and 50,000 silver coins. Buried throughout the silver and gold coins are artifacts from Thylea’s history. The most valuable artifacts are a gold crown that was worn by one of the queens of Mytros (7,500 gp); a platinum cup inset with emeralds with the images of the Five (10,000 gp); and a gold dragon comb (3,000 gp).
There are also two dozen less valuable objects, including bracelets, cups, rings, necklaces, and musical instruments (each worth 250 gp), and 80 pale green chrysoberyl gemstones (100 gp each), 20 dark green alexandrites (500 gp each), and 12 emeralds (1,000 gp each). Finally, there is a single adamantine ingot.

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 esta ilha? Defina 1-2 motivações fortes (resgatar alguém, roubar algo único, forjar aliança ou destruir a ameaça central de Island of the Dragon).
- Estabeleça objetivo claro de saĂda (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 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 the Dragon (armadilhas naturais, terreno difĂcil, clima, magia latente).
Pistas e AgĂŞncia
- Entregue 3 pistas que apontem rotas alternativas (atalho, aliado possĂvel, fraqueza do chefe). Nenhuma pista deve ser Ăşnica.
- 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 clĂmax; 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 ConsequĂŞncias
- Vincule recompensas a objetivos (informação rara, bĂŞnção, recurso logĂstico) e nĂŁo sĂł a tesouro genĂ©rico.
- 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.