BRPG Encounter Table: Crossing the Jordan: Trials and Tribulations

Discover the BRPG Encounter Table for the dramatic crossing of the Jordan River.

Joshua’s Crossing: Encounter Table

This encounter table is designed for an RPG session set during the dramatic events of Joshua 4, where the Israelites have just crossed the Jordan River on dry ground, and a memorial is established using 12 stones taken from the riverbed. Players can interact with various characters and items while navigating the newly claimed land and fulfilling their mission to solidify the identity and history of their people.

Table

Extremely Hurtful Encounters (1-5)

  1. A group of rogue Canaanite soldiers (AC 12, HP 15) ambushes the party. They deal 3 damage with spears. If the party loses, they are stripped of supplies (1d4 items).
  2. A local resident erroneously claims that crossing the river will invoke the anger of the gods, causing the party to suffer a -2 penalty on all Charisma checks until the next dawn.
  3. The party discovers a snake pit near the riverbank. Roll 1d6; on a 1-2, one character takes 4 poison damage and must make a DC 12 Constitution save to avoid being poisoned.
  4. A false prophet approaches, claiming to speak on behalf of Yahweh. He misguides the party to rebuild an altar in a cursed location, causing them to lose 10 gold coins to the local economy due to fear and superstition.
  5. The party’s water supply is poisoned by a jealous local, resulting in 1d6 thirst damage (loss of 1d4 HP) until they find clean water.

Moderate Nuisance Encounters (6-10)

  1. The party meets a suspicious merchant who offers to sell them “The finest Jordanian gems” for 15 silver coins. Upon inspection, they are merely pebbles from the riverbed.
  2. A sudden sandstorm rolls through, forcing the party to lose 1 hour of travel time as they wait for the winds to calm.
  3. The locals are skeptical of the newcomers. The party must make a DC 14 Persuasion check to gain their trust or face -1 to all future negotiations.
  4. A lost child begs the party for help returning home. Ignoring him causes a -2 to reputation in the town.
  5. An old warrior shares an embarrassing story of his youth when he lost a battle due to pride, causing the party to have -1 to their morale (disadvantage on next attack).

Helpful Encounters (11-15)

  1. A local elder shares wisdom about the importance of the twelve stones memorial. The party gains inspiration, granting +1 to Wisdom checks for 24 hours.
  2. The party finds an old scroll hidden in the ruins nearby, detailing the history of the land. This grants them advantage on knowledge checks related to Canaanite culture.
  3. A shepherd offers the party a warm meal and teaches them a local tune, granting +1 Charisma in the next town due to their newfound knowledge.
  4. The party discovers a well-preserved cloak of linen with the insignia of a tribe, which can be sold for 30 silver coins or used to gain favor with local leaders.
  5. A friendly passerby shares a local legend that hints at hidden treasures in the hills, allowing the party to gain advantage on treasure-hunting rolls in future encounters.

Very Helpful Encounters (16-20)

  1. A traveling prophet blesses the party, granting them a +1 to any skill checks for the next 12 hours.
  2. The party comes across a hidden cache of provisions, including 2 healing herbs (restores 1d4 HP) and a pouch of 10 dried dates (provides food for 2 days).
  3. An experienced warrior offers training, allowing one party member to add +1 attack bonus for their next encounter.
  4. The party discovers an ancient stone tablet with inscriptions that reveal the best routes through Canaan, giving them +2 to speed during their next travel section.
  5. A young woman from the town is inspired by the party’s efforts and provides them with a map to the best local resources, improving their chances of success in their next quest.

Extremely Helpful Encounters (21-25)

  1. A royal messenger arrives, presenting the party with gold coins (10 gold pieces) and a favor from the king for their efforts in establishing peace.
  2. The party finds an ancient weapon, a rusted but functional sword (+2 attack) that once belonged to a legendary Israelite warrior.
  3. A wise woman offers prophetic insights into their quest, revealing the next challenge they will face, allowing them to prepare with +3 to their next skill check.
  4. The local tribes unite to offer the party protection as they journey forward, providing +2 AC against all attacks for the next 24 hours.
  5. Upon establishing the stone memorial, the party gains the favor of the Lord, which results in all members regaining 1d6 HP as a divine blessing.

Trivia Questions

  1. What was the purpose of the twelve stones taken from the Jordan River? (Answer: To serve as a memorial for future generations.)
  2. How many stones were taken from the riverbed? (Answer: Twelve stones.)
  3. What did Joshua command the Israelites to do when they crossed the Jordan? (Answer: To follow the Ark of the Covenant.)
  4. What did the waters of the Jordan do when the feet of the priests carrying the Ark touched them? (Answer: They parted.)
  5. What was the name of the place where the stones were set up? (Answer: Gilgal.)

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

Correct Answers

  • 1. To serve as a memorial for future generations.
  • 2. Twelve stones.
  • 3. To follow the Ark of the Covenant.
  • 4. They parted.
  • 5. Gilgal.

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