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Child Cyclops (Lv.

1-5)

A
n unusually intelligent young cyclops has been They keep two dire wolves as pets
having run-ins with human hunters, adventurers, Tronk's mother has eaten 10 humans over the last few
and trade caravans along the road and in the months. She treats them as rare delicacies.
adjacent hills. There have been numerous After revealing any or all of this information, Tronk insists
sightings of this cyclops, who has been reported that he must leave. The players may try to appeal to Tronk's
to observe travellers from a distance, but fleeing sense of empathy and convince him to help them rescue the
if pursued. The cyclops has not been aggressive, captives. Doing so requires a successful DC 18 Persuasion
but the local folk know better than to take their chances with check. Otherwise, should the party wish to rescue the
such a violent and dangerous species. Players may encounter captives, they have other options:
the cyclops in a chance encounter while travelling, or they may
have been hired to seek it out and investigate by local officials. Stealthily follow Tronk back to the cave (group DC 10
Stealth check)
Inquisitive Youngling Follow Tronk's tracks back to the cave (DC 10 Survival
However you decide to place this encounter, it should ideally check)
begin with the young cyclops and the party noticing each other Deceive Tronk into revealing the cave's location (DC 10
from a safe distance. The cyclops, named Tronk, is non- Deception check)
hostile unless provoked. Tronk is highly curious and unusually
intelligent for his kind. He approaches the party and calmly The Cave
asks, in broken common, if they can show him "a magic". The cave that Tronk lives in with his mother is a single,
Tronk has seen adventurers cast spells before, and he is cavernous room with a 40 foot high natural ceiling. By day,
captivated by "pretty colors and nice sounds". Tronk's mother is usually found either stoking the large firepit
in the middle of the cavern or tending to the small handful of
sheep that are crudely fenced off into the room's northwest
Roleplaying Tronk corner. The two wolves rest 10 feet beyond the cave's
Tronk is a 9 year old cyclops who is unusually intelligent, both entryway, gnawing on discarded animal bones. By night,
for his age and for his species. He carries an uprooted sapling Tronk's mother sleeps soundly on the floor of the cave, using a
for self-defense, though he aims to use it as rarely as possible. naturally-raised portion of rock as a pillow, with the wolves
Tronk is relentlessly curious, especially when it comes to
curled up beside her. There are two wooden cages, 6 feet high
and 4 feet wide, against the east wall of the room. Inside each
magic. He wants to be helpful in any way he can, and he asks a
cage is a scared captive:
lot of questions, ranging from "Why do you wear those things
on your feet?" to "How come I don't have magic?". He can give Tallius, the good-looking, charismatic son of a local noble
the players information on the surrounding area or perhaps who had been out with a hunting party.
interesting events he has witnessed, if asked, at DM discretion. Vera, a travelling merchant who can tell the players where
If threatened, Tronk prefers to retreat, but not out of fear - he
the cyclops left her cart. It may still be loaded with
just strongly prefers to "not squish the little ones". If he has to,
valuables.
he will ferociously defend himself. Rescue
This encounter can be resolved in any number of ways, many
Tronk can converse for the party for as long as the DM sees of which cannot be outlined here. Whether or not the party
fit. Eventually though, it will be time for Tronk to return home. has convinced Tronk to help can have important influence on
It is at this point that he will let the players in on some key the encounter's resolution. If he has been convinced, Tronk is
information: receptive to the party's ideas for rescue, and is willing to
"Okay, Mom says I not travel far. She get mad when I talk to distract his mother or perform similar tasks to aid the party.
little ones, like the ones we put in the cages. I go now. NO He will not, however, hurt his mother in any way himself or
FOLLOW." allow the party to hurt his mother. Should his mother come to
If pressed, Tronk can reveal the following information on a harm, Tronk will attack the party without hesitation.
successful DC 10 Persuasion or Deception check: The cages have simple doors barred with large logs, which are
Tronk's mother regularly keeps human captives to cook practically impossible to lift from the inside. Opening a cage
and eat. Currently, there are two living captives being kept requires a successful DC 15 Strength check. Assuming the
in the cave. party does not just fight their way out, the DC of any group
Tronk does not like to eat humans, preferring sheep and Stealth checks is variable and dependent on the
other livestock. circumstances they have created for themselves.
His mother is the only cyclops that lives in the cave other
than him.
Building on this encounter
If you're looking to build on this encounter, here are
a few ideas to get you started:
Do the captives in the cave have any personal
connections to the characters? Can they be used
to deliver new information or plot hooks?
Is Tronk under the influence of a spell,
increasing his intelligence? Who might do such
a thing?
Can complications be added to this encounter,
such as the arrival of other nearby cyclops or
marauding goblin gangs?

Alex | TavernTales

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