Deuteronomy 30 Encounter Table
This encounter table is designed for players navigating the themes and quests found within Deuteronomy 30. The primary focus is on the call to choose life and obey God’s commandments as the Israelites prepare to enter the Promised Land. The encounters emphasize moral choices, consequences of obedience or disobedience, and character growth.
Table
Hurtful Encounters (1-5)
- The party encounters a group of Canaanite raiders (AC 15, each has 10 HP), who demand a toll of 50 shekels for safe passage. If refused, they will attack, inflicting 2d6 slashing damage.
- A false prophet approaches, claiming to have received new commandments. He misleads the party by urging them to forsake the covenant, leading to a -2 penalty to Wisdom checks for 48 hours.
- The travelers come across a cursed burial site of a rebel against God’s law. If disturbed, the spirits drain 1d4 HP from each character unless they make a DC 13 Wisdom saving throw.
- A sudden storm arises, causing flooding in the area, necessitating a DC 15 Dexterity saving throw to avoid losing 1d6 possessions in the rushing waters.
- The party discovers a sacred grove, but upon entering, they are struck with confusion. They must succeed in a DC 14 Intelligence saving throw or wander for hours, losing time on their quest.
Mild Nuisance Encounters (6-10)
- The party meets an overly zealous local elder who insists on discussing the importance of the law. The encounter lasts at least an hour, causing 1d4 fatigue.
- A lost traveler approaches them claiming to need guidance, but instead misleads the party, taking them off their intended path. Roll a DC 12 Intelligence check to correct course.
- The local merchants provide misinformation about the location of the Promised Land, offering a map that leads to a dead end. Characters lose half a day on their journey.
- The party hears rumors of a rebel group planning to break away from the covenant. This causes unease and results in -1 Charisma for the next town interaction.
- A goat wanders into camp, stealing rations or items of minor value. The party must succeed on a DC 10 Dexterity check to retrieve their items without losing anything.
Somewhat Helpful Encounters (11-15)
- They meet a wise scribe who provides insights into the blessings of obedience, granting players a +1 to Wisdom for the next encounter.
- The party discovers an ancient well with pure water. Drinking from it restores 1d4 HP and gives each member inspiration for their next skill check.
- They find a lost scroll with reminders of God’s commandments, providing a +1 bonus to their next Persuasion check regarding the covenant.
- An elderly woman shares a story of her family’s faithfulness, inspiring the party. Each member gains +1 to Charisma for the next social interaction.
- A traveling trader offers a selection of goods, including dried fruits and healing herbs. Characters can purchase up to 5 HP worth of healing herbs for a total of 10 shekels.
Very Helpful Encounters (16-20)
- The party meets a rabbi who imparts deep knowledge about the importance of choosing life, granting the party a +2 bonus on related skill checks for the next scene.
- An oasis is discovered, and the lush surroundings provide healing waters that restore 1d8 HP to each party member.
- The group finds a hidden treasure of ancient coins (worth 100 shekels) belonging to a previous traveler who followed God’s law.
- They come across a local festival celebrating a harvest, providing food and drink. Each member recovers 1d6 HP and gains +1 to Constitution for the evening.
- They discover the dwelling of a kind-hearted widow, who offers them provisions and a blessing, granting +1 to a future saving throw.
Extremely Helpful Encounters (21-25)
- The party witnesses a powerful miracle, such as fire from the sky consuming an offering, granting +2 to their Faith checks for the next week.
- They are approached by a local chief who is impressed by their fervor. He grants them an audience with influential local leaders, increasing their reputation.
- A scroll of wisdom is found that details hidden treasures of the land, granting +5 to future perception checks regarding valuable items.
- Upon helping a child lost in the fields, they gain the trust of a nearby village, offering them shelter and sustenance for the duration of their stay.
- They are gifted a ceremonial cloak by a grateful community leader, providing +1 to Charisma and establishing goodwill that opens doors in nearby towns.
Bible Trivia Encounter
The party may choose to engage in a trivia encounter to gain further insight and blessings related to Deuteronomy 30:
- What does God command in Deuteronomy 30 that the people must choose to do?
- What is the consequence of not obeying God’s commandments as mentioned in this chapter?
- How does this chapter describe the closeness of God’s commands to the people?
- What does Moses emphasize about the future of the Israelites in this chapter?
- Which two paths does God present to the Israelites in Deuteronomy 30?
Roll 1d20.
Add the number of correct answers.
Final result = 1–25.
Correct Answers
- That they must love the Lord their God and walk in His ways.
- They will face curses and death.
- That they are very near and in their mouth and heart.
- Hope and the return from exile, promising prosperity.
- The path of life or the path of death.
