BRPG Encounter Table: Journeys Through Gilead: Encounters of Fate

The BRPG Encounter Table offers a dynamic way to enhance your adventures in Gilead.

Joshua’s Conquest: Encounters in Gilead

This encounter table is designed for a party navigating the territories designated to the tribes of Israel as described in Joshua 13. The players are charged with understanding the land and gaining favor among the tribes before entering battles against the remaining Canaanite nations. The quest involves securing alliances, gathering information, and preparing for the coming challenges.

Table

Extremely Hurtful (1-5)

  1. As the party traverses the land, they are ambushed by a band of Canaanite raiders (4 attackers, AC 15, 1d6+1 damage). If defeated, the party suffers a penalty of -1 to their next roll due to injuries sustained.
  2. A local tribesman falsely claims to be a guide but leads the party into a snake-infested area, causing the party to lose 2d4 health from venomous bites unless they succeed on a DC 12 Constitution saving throw.
  3. The party encounters a false prophet who misleadingly proclaims, “The Lord has commanded you to conquer the cities of the east now.” This incorrect directive leads the party to waste resources, losing 1d6 gold pieces in supplies.
  4. A severe storm descends, making travel treacherous. Each party member must make a DC 10 Dexterity saving throw or lose their footing, resulting in 1d4 damage from falling debris.
  5. The party accidentally stumbles upon a hidden trap laid by Canaanite forces. Each member must succeed on a DC 12 Intelligence check or trip the trap, losing 1d6 health from sharp spikes.

Moderate Nuisance (6-10)

  1. A merchant offers to sell a map of nearby territories but charges 5 silver shekels, claiming it contains valuable secrets. The map is incomplete and leads to only minor discoveries.
  2. A group of local children plays a game of stones, and one throws a rock, hitting a party member in the leg for 1d2 damage. The children laugh and run off, leaving behind a small pouch containing 3 copper coins.
  3. The party overhears rumors of dissent among the tribes regarding Caleb’s land claims. They can choose to investigate, but if they do not, they lose an opportunity to gain allies in the region.
  4. A wandering minstrel performs songs of ancient battles, boosting morale. The party gains +1 to their next Charisma check but only if they participate in a song or dance.
  5. While exploring, the party finds an abandoned dwelling filled with rotting supplies. They can salvage 1d4 silver coins but risk 1d2 health from a hidden insect swarm.

Somewhat Helpful (11-15)

  1. An elderly sage offers wisdom about the region’s history, citing strategies used by Joshua. The party gains insight, granting +1 to all tactics-related checks for their next encounter.
  2. The party discovers a hidden cache of farming tools, including a sturdy hoe and a sickle, which can be used to barter for supplies, gaining an extra 2d6 in value.
  3. A friendly merchant provides a blessing, allowing the party to take advantage of local pricing, granting a discount of 10% on all purchases for the next two days.
  4. The players meet a young warrior seeking to join a noble cause. If they accept him, he adds +1 to their combat rolls for the next encounter.
  5. The party encounters a small creek where they can rest and cuisine from nearby plants. Each member gains 1d4 health back if they take a short rest here.

Very Helpful (16-20)

  1. While exploring, the party finds a stash of ancient scrolls that detail the boundaries of tribal lands, ensuring they have the upper hand in negotiations with local leaders.
  2. An influential leader of a minor tribe provides the party with support, granting them +2 to Persuasion checks in the next town due to forged alliances.
  3. A local villager shares information about the locations of Canaanite strongholds, allowing the party to plan their next moves with advantage (+1 to tactical rolls).
  4. The party finds a wellspring, allowing them to replenish their supplies. Each member gains 1d6 water which can be used to barter or maintain hydration in a dry period.
  5. A group of loyalists approaches the party, seeking to aid their cause. They can provide +1 to all attack rolls in the next battle due to the morale boost.

Extremely Helpful (21-25)

  1. As the party traverses a grove, they encounter a divine messenger who issues a prophecy regarding their current mission, granting them insight that translates to a +2 bonus to all future skill checks within the region.
  2. The party finds a treasure hidden beneath a rock, revealing 50 pieces of silver and a golden chalice (worth 10 gold pieces) that can be offered as tribute for alliances.
  3. They meet a retired general from Joshua’s time who shares invaluable combat strategies, allowing the party to double their attack bonus in the next combat encounter.
  4. A skilled blacksmith offers to forge new weapons for the party, crafting three unique items: a spear (1d8+1 damage), a reinforced shield (+2 defense), and a crossbow (1d10 damage), at no cost due to his admiration of their cause.
  5. A revered prophet blesses the party with favor from Yahweh, granting them +1 to all rolls until sunset, enhancing their abilities and luck.

Trivia Encounter

  1. What city did Moses give as the inheritance of the tribe of Reuben, which Joshua also partially governed? (Answer: Heshbon)
  2. Which land did Moses initially give to the tribe of Gad? (Answer: Gilead)
  3. How many cities were appointed as cities of refuge in the land east of the Jordan? (Answer: Three)
  4. Who was the king of the Amorites that Joshua defeated? (Answer: Sihon)
  5. What tribe was not given a specific territory in the land east of the Jordan? (Answer: Levi)

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

Answers

1. Heshbon
2. Gilead
3. Three
4. Sihon
5. Levi

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