BRPG Encounter Table: Divine Trials and Tribulations in Gibeon

Discover the Joshua 10 encounter table, a guide to divine trials and tribulations faced by the Israelites.

Joshua 10 Nuanced Encounter Table

This encounter table is designed for characters exploring the events surrounding Joshua 10, where Joshua leads the Israelites in battle against the Amorite kings and calls upon the Lord to stop the sun. The setting reflects the ancient Near Eastern culture, geography, and history during the conquest of Canaan, focusing on various challenges and interactions that could enhance or hinder the quest.

Hurting Encounters

  1. A group of five Amorite warriors (AC 15, HP 20 each) ambush the party as they traverse a narrow pass. They each wield spears (1d6 damage) and have a critical hit chance on a roll of 19 or 20. The encounter is dangerous; if engaged, the party suffers 1d4 morale penalty for the next encounter if they flee.
  2. The party finds a hidden pitfall trap with sharpened stakes, causing each member to make a DC 12 dexterity saving throw or suffer 1d8 damage and be incapacitated (stunned) for one round.
  3. A wandering false prophet claims to deliver a message from God, saying, “The Lord will grant you victory, but only if you sacrifice your strongest warrior.” This misleading information costs the party a day as they deliberate and causes a -1 to their morale for the next encounter.
  4. The local inhabitants, suspicious of outsiders, launch verbal assaults calling into question the party’s faith, which imposes a -2 penalty on persuasion checks for the next three encounters.
  5. A cursed item is discovered: a bronze amulet that induces visions of failure (DC 15 wisdom saving throw to resist). Failure results in disadvantage on all rolls for one hour.

Mild Nuisances

  1. The party encounters a band of merchants selling subpar goods, trying to pass off rusted weapons as “new.” A failed insight check (DC 12) results in the party purchasing items for twice their worth.
  2. An old Israelite woman insists the party help her find her lost sheep. While the search takes two hours, the party gains a +1 bonus to their perception checks for the day.
  3. A minor rockslide blocks the path. Characters must make a DC 10 strength check to clear it. Success leads to a +1 bonus on their next strength check; failure means they lose an hour of travel time.
  4. The party meets a local scribe who offers them general, but vague, advice on the geography of Canaan, granting the party a +1 bonus to navigation checks.
  5. A hawker tries to sell the party a bundle of herbs, claiming they are “healing herbs.” The herbs actually heal only 1d4 HP but cost 5 shekels each. If purchased, they cause a loss of trust with the local population due to perceived gullibility.

Somewhat Helpful Encounters

  1. The party finds a weathered scroll with instructions about navigating the mountainous terrain of Gibeon, providing a +2 bonus to all travel checks for the next encounter.
  2. A friendly resident offers fresh bread and water, healing each member for 1d6 HP and providing a +1 charisma bonus in the next town due to goodwill.
  3. While exploring, the party discovers a forgotten shrine dedicated to the God of Israel. They can pray for guidance, gaining clarity, which grants advantage on their next wisdom saving throw.
  4. A young boy shares a rumor about the Amorite kings planning an attack at sundown, allowing the party to prepare early and gain a +1 to defense in the upcoming battle.
  5. The party uncovers a small cache of supplies, including rations for three days and a sturdy spear (1d6 damage, +1 attack when thrown), boosting their morale as they eat and rest.

Very Helpful Encounters

  1. The party meets a seasoned warrior from the tribe of Judah who offers combat training for one hour, increasing the party’s attack rolls by +1 for their next encounter.
  2. A divine messenger appears, offering a single, potent piece of advice about the upcoming battle: “Strike at noon, when the enemy is weary.” Following this advice grants advantage on the next combat roll.
  3. The party encounters an old sage who reveals that the sun can be made to stand still with prayer during battle. If they perform a ritual (requiring 10 minutes of concentration), they can ensure they have an additional round in the next encounter.
  4. The characters save a wounded Amorite child, earning a +2 bonus on future interaction checks with local Amorite tribes due to the act of compassion, fostering potential alliances.
  5. A local craftsman gifts the party a set of protective leather armor, providing +2 to AC, honoring their courage and willingness to aid the townsfolk.

Extremely Helpful Encounters

  1. The party is visited by a member of the Gibeonite tribe, who pledges their loyalty and offers critical intelligence on the enemy’s movements, granting a +3 bonus on their next strategy check.
  2. A miraculous event happens: the skies darken, and the sun stands still for an hour during their prayers, granting them divine favor and restoring all party members to full health and morale.
  3. The local leaders gather to supply the party with weaponry, granting them three sets of enhanced slings (1d8 damage) and five healing potions (restore 2d4 HP) for the upcoming battle.
  4. The party stumbles upon a hidden valley where they can gather sacred herbs, which can be used to create a potent salve that heals 2d6 HP. They can harvest enough for up to five uses.
  5. A renowned warrior lends their sword to the party, a legendary blade that grants +2 attack rolls and the ability to reroll one attack per battle, claiming it will be returned when the fight is won.

Trivia Questions

  1. What was Joshua instructed to do to the sun during the battle with the Amorite kings? (Hardest)
  2. Which city did the Gibeonites deceive Joshua into believing they were from? (Hard)
  3. How long did the day last when the sun stood still, according to the text? (Medium)
  4. What was the Lord’s reaction to Joshua’s plea during the battle? (Easy)
  5. Which five kings allied against Israel during this conflict? (Very Easy)

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

Correct Answers

  • 1. Joshua commanded the sun to stand still over Gibeon.
  • 2. The Gibeonites deceived Joshua into believing they were from a distant land.
  • 3. The day lasted until the sun stood still.
  • 4. The Lord listened to Joshua’s plea and performed a miracle.
  • 5. The five kings were the kings of Jerusalem, Hebron, Jarmuth, Lachish, and Eglon.

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