BRPG Encounter Table: Trials and Triumphs on the Path of Caleb

Discover the BRPG Encounter Table designed to immerse players in the biblical context of Joshua 14, offering unique challenges and discoveries.

Nuanced Encounter Table for Joshua 14

This encounter table is designed to immerse players in the biblical context of Joshua 14, as the Israelites continue to settle in the land of Canaan. Players will navigate through the territory of Judah, encountering various characters, challenges, and discoveries that reflect the historical and cultural setting of the time.

Encounter Table

Extremely Hurtful (1-5)

  1. The party is ambushed by a group of Canaanite raiders (4d6 damage each). They demand 50 shekels of silver or threaten to take a party member hostage.
  2. The party encounters a fierce lion prowling nearby (AC: 12, HP: 30, Attack: 2d8). If defeated, the lion’s fur can be used for warmth, but one party member takes 10 damage from its attack.
  3. A local leader falsely accuses the party of espionage. The party must roll a persuasion check (DC 15) to avoid being detained, with a failed roll resulting in 24 hours in confinement and -1 charisma until release.
  4. The party finds a cursed artifact, a broken idol of Baal, that causes bad luck. All rolls are at disadvantage until the artifact is buried at a sacred site.
  5. The party is struck by a sudden storm while traveling in the hills, leading to a 1d4 damage per party member from falling branches and requiring 2 days to recover from injuries.

Mild Nuisance (6-10)

  1. The party encounters a merchant offering “healing potions” for a steep price (20 shekels) that are actually just colored water, leading to wasted resources.
  2. The local grape harvester attempts to swindle the party by charging double for a basket of grapes, but after negotiation, they settle on a fair price of 3 shekels.
  3. A wandering prophet offers vague warnings about the future: “Beware of the mountain shadows!” The warning does not present tangible danger but causes unease.
  4. The party discovers a broken cart filled with empty jars. Repairing the cart could yield a +1 on their next travel check if they carry it to a nearby town.
  5. Local children play tricks on the party, hiding their belongings. Recovering them costs one hour of time and results in the loss of a days’ worth of rations when discovered missing.

Somewhat Helpful (11-15)

  1. The party meets Caleb, who shares valuable knowledge about navigating the region. His mentorship grants a +2 bonus to survival checks while in the territory of Judah for the next 24 hours.
  2. A shepherd provides a rare herb that can be used to heal 1d6 hit points when brewed properly. The players must roll a nature check (DC 14) to identify its uses correctly.
  3. The party finds an old map with markings indicating fertile lands nearby. Traveling there yields +1d4 food for their next journey.
  4. A friendly farmer offers the party a meal, granting +1 temporary hit points for any party member who eats and feels refreshed.
  5. During their journey, the party uncovers a hidden well that provides cool water, allowing the party to regain 1d6 health after a long day.

Very Helpful (16-20)

  1. The party discovers a family heirloom, a beautiful silver ring engraved with the name “Joshua,” providing a +1 to charisma checks for parties dealing with locals.
  2. They encounter an elder who knows the deep history of the land and shares a prophecy: “The land shall be fruitful for those who respect it,” granting them insight into upcoming challenges and advantages.
  3. A wise merchant offers the party a discount on necessities, allowing them to purchase supplies at half price for the next two interactions.
  4. The party stumbles upon a hidden cave filled with ancient scrolls that detail local laws and customs, providing insights into negotiations with local leaders that result in a +1 to bargaining rolls.
  5. The party rescues a lost child who rewards them with a blessing from their family, granting a +2 to morale checks for the next conflict.

Extremely Helpful (21-25)

  1. The party meets an insightful healer who offers to teach them healing skills, allowing them to use their wisdom to heal an extra 1d4 hit points with bandages for the next encounter.
  2. They find an ancestral sword, significant to their cause and blessed by God, granting +2 to attack rolls against Canaanites.
  3. A caravan of travelers shares ancient trade routes with the party, providing knowledge that grants +1d10 gold upon successful trade in the next city.
  4. The sun sets, and the stars reveal a path—a celestial map grants a +2 bonus to navigation checks for the next major journey.
  5. The party witnesses a divine event (such as a sign in the sky), reinforcing their faith and granting +1 to all rolls in their next encounter due to bolstered spirits.

Trivia Encounter

Upon meeting certain NPCs, the party may be asked trivia questions relating to Joshua 14. Success in answering these will yield benefits in their quest.

  1. What was Caleb’s age when he made his claim for the land? (Hardest)
  2. What specific mountain did Caleb ask for in the land of Canaan? (Hard)
  3. Who was the leader of the Israelites during the time of Caleb’s request? (Medium)
  4. How long had Caleb been a spy in the land? (Easy)
  5. What tribe was Caleb from? (Very Easy)

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

Correct Answers

  1. 85 years old.
  2. Hebron.
  3. Joshua.
  4. 40 years.
  5. Judah.

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