Avaliação (DmYan Framework)

[Scorpion 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.

Scorpion Island

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

You sail towards an island edged by sandy beaches and calm waters. The land is largely flat, and grasslands stretch out across the island, interrupted only by shrubs and small trees. The solitary structure visible from your ship is an ominous black stone tower at the island’s center.

It’s easy to find a place to anchor or beach a ship here. The island is relatively flat and storms keep the foliage sparse and low to the ground.

The Scorpion Tribe

This island is famed for the “Scorpion Tribe,“a lineage of cursed centaurs who have lived here for centuries. The centaurs of this tribe are doomed to transform into monstrous giant scorpions when they reach adulthood. The only way to overcome the curse is to bond with a mortal rider and leave the island forever.

Scorpions of every size and color live on the island, including the giant scorpions that used to be centaurs. The curse is the work of the Lotus Witch, a powerful Gynosphinx that lives in the tower at the center of the island. The sphinx keeps to herself. Those foolish enough to approach her tower never return.

The centaurs here are all young and impetuous. There are no elders to temper their youth with wisdom, because the adults all leave the island or transform into scorpions. The knowledge that so many are doomed by the curse makes the centaurs wild, as they know that life can be very short. They band together into groups of twelve—racing, drinking, hunting, and frolicking. They avoid the giant scorpions.

The Bonding Ritual

When a band of centaurs of the Scorpion Tribe encounter visiting mortals, they may decide to initiate the “bonding ritual.”The ritual involves twelve centaurs and the entire party engaging in the following activities:

  • Drinking Contest. Everyone makes opposed Constitution checks until one character wins.

  • Wrestling Contest. Everyone present makes Strength checks until one character wins.

  • Storytelling Contest. Everyone present makes opposed Charisma (Performance) checks.

  • Stargazing Contest. Everyone present makes opposed Wisdom (Perception) checks.

Use each contest as an opportunity to roleplay. Ask the winning player how they won the contest. At the end of the ritual festivities, the centaurs may choose one or more heroes to bond with, based on their performance.

Bonding Scorpion Tribe Centaurs

The Scorpion Tribe centaurs are the only NPC centaurs in Thylea who allow themselves to be used as mounts. Centaur mounts act independently in combat, making them an exceptional addition to any party.

Centaur heroes may still bond one of the centaurs from the Scorpion Tribe. In this case, they obviously cannot use them as a mount—instead, the bond must be true love.

Aresian Proving Grounds

This island is also a holy place of initiation for the warriors of Aresia. Aresians who wish to be considered true warriors make a pilgrimage to the island and test themselves against the scorpions. This doubles as a funeral rite for the centaurs that were transformed. It is a great honor, and a sign of a great destiny, if a young Aresian is able to find and bond with one of the young centaurs of the Scorpion Tribe.

There are usually a dozen young Aresians (LN warrior monks) undergoing their trials on the island. They are expected to work together to trap and kill one of the giant scorpions. Three of their masters await on the shore of the island to see who amongst them will survive their trial.

Encounter: Aresian Warriors

As you come ashore, you encounter three athletic humans wearing scarlet red cloaks and bronze bracers. You recognize them as Aresian warriors.

These three warrior monks are meditating, exercising, and debating the nature of the universe. They are annoyed to see outsiders on their sacred island. They firmly ask that the heroes not disturb the trials of the younger monks on the island.

If the heroes are respectful, then the monks are willing to explain their customs and the history of the Scorpion Tribe. They don’t know much about the Lotus Witch, except that she dwells in the tower and that she’s the one who cursed the centaurs.


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 Scorpion 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 Scorpion 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.