BRPG Encounter Table: Divine Trials and Prophecies in the Wilderness

Deuteronomy 32 Encounter Table

This encounter table is based on Deuteronomy 32, focusing on the themes of warning, prophecy, and Israel’s relationship with God. The characters will navigate through the Sinai wilderness, facing trials and receiving wisdom from various encounters, as they seek to fulfill their divine quest.

Table

Extremely Hurtful (1-5)

  1. The party stumbles into a rogue group of Moabites who demand tribute. Each member must pay 5 shekels or fight. Combat: 3 Moabite warriors (Health 15, Attack +3, AC 12) attack until the party pays or is defeated.
  2. A messenger from a rival tribe delivers a false prophecy from Baal, claiming that the land God promised is cursed. All characters must make a Wisdom saving throw (DC 13) or suffer -1 to Wisdom for the next encounter.
  3. The party encounters a swarm of poisonous snakes. Each member must make a Dexterity saving throw (DC 12) or take 1d6 poison damage. The snakes are a sign of divine displeasure.
  4. The group finds a slanderous scroll written by a false prophet, claiming Moses has forsaken God. If read aloud, all members suffer -2 to Charisma for 1d4 days.
  5. The party becomes lost, wandering aimlessly for an entire day (8 hours), causing exhaustion. Each member gains one level of exhaustion, imposing disadvantage on ability checks.

Moderate Nuisance (6-10)

  1. The party meets a wandering merchant who offers a cursed item—a golden idol for 10 shekels. If bought, it causes -1 to all Wisdom checks until destroyed.
  2. A weary traveler warns of dangerous terrain ahead. The party must succeed in a Survival check (DC 14) or lose half a day to navigate around the rocks.
  3. The group stumbles upon an ancient altar, but an unsettling presence causes a -1 penalty to all saving throws until they leave the area. It resonates with the echoes of past sacrifices.
  4. The party discovers remnants of a campfire with a half-burned scroll of scripture. Reading it offers wisdom (+1 Insight for the next encounter) but brings a haunting feeling of dread for 1d4 hours.
  5. Upon entering a village, the townsfolk are suspicious and guard their resources. The party can either earn their trust with a Charisma check (DC 15) or be left with limited supplies for their journey.

Somewhat Helpful (11-15)

  1. The party finds a stone tablet with inscriptions of ancient blessings (+1 to all saving throws for the next three encounters).
  2. A local sage shares stories of God’s faithfulness in the wilderness, granting each character +1 to their next Wisdom saving throw.
  3. The group discovers a hidden cache of provisions: 2 rations of bread and 2 jugs of water, restoring 2 Health points when consumed.
  4. A former soldier from Egypt speaks of God’s deliverance, inspiring the party with tales. Each member gains +1 to attack rolls for the next encounter.
  5. The party encounters a lost lamb, and returning it to its shepherd grants them the shepherd’s blessing: +1 to Survival checks for the next day.

Very Helpful (16-20)

  1. The characters find an ancient scroll containing a partial recitation of the Song of Moses, which grants them insight into their quest. Each gains +2 to Knowledge checks related to Israel’s history for one week.
  2. A healer offers herbs that restore 1d4 Health points to each member and imparts wisdom about prayer, giving all +1 to Charisma for 1d6 hours.
  3. The party meets a retired prophetess who provides a prophetic warning that saves them from an ambush. Each gains inspiration, which can be used once in the next battle.
  4. A friendly traveler shares insights from Deuteronomy 32, boosting their morale and giving +1 to initiative rolls for the next encounter.
  5. The group encounters a mother and child who offer simple hospitality. Each character receives a token of blessing—a small woven bracelet, granting +1 to Charisma for interactions within the next town.

Extremely Helpful (21-25)

  1. The party discovers a hidden cave with ancient treasures: a golden lamp (grants +1 to Wisdom perception checks when used), a silver crown (once per day can be used to cast a Bless spell), and an ornate scroll of scripture (restores 3 Health points to anyone reading it).
  2. They meet a wise elder who recounts the entire Song of Moses, filling the characters with courage. Each member gains +1 to all saving throws for the next encounter.
  3. A caravan leader gifts the party with a blessing of safe passage, providing the ability to avoid one encounter for the next journey through the wilderness.
  4. The group comes across a hidden grove blessed by God, where they may pray, restoring 5 Health points to any one character and providing a sense of peace (+1 to Wisdom checks for the next 24 hours).
  5. An angelic figure appears to the party, pouring out divine favor. All members receive a +1 bonus to all checks for the next three days, as well as a vision of guidance toward their quest’s objectives.

Bible Trivia

As an added challenge, the party may answer trivia questions about Deuteronomy 32 to gain further insight and buffs for their journey:

  1. What is the name of the song of Moses referred to in this chapter? (Hardest)
  2. According to Deuteronomy 32, who is described as “the Rock”? (Hard)
  3. What kind of imagery does Moses use to describe Israel’s betrayal? (Medium)
  4. What does Moses instruct his people to do after reciting the song? (Easy)
  5. Who is Moses speaking to in this chapter? (Very Easy)

Roll 1d20. Add the number of correct answers. Final result = 1–25.

Correct Answers

  • 1. The Song of Moses
  • 2. God
  • 3. Imagery of a corrupt and twisted vine / ungrateful children
  • 4. Teach it to their children
  • 5. The Israelites

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