BRPG Encounter Table: Inheritance Trials on the Path of Joshua

Discover the BRPG Encounter Table, focusing on inheritance trials in the path of Joshua, where players explore territories and face challenges.

Joshua’s Quest for Inheritance

This encounter table is designed for a campaign centered around Joshua 19, where players will explore the territories allocated to the tribes of Israel, encountering challenges and opportunities as they seek to fulfill their mission. The primary quest involves ensuring the rightful distribution of land and connecting with the tribes of Issachar, Asher, Naphtali, and Zebulun. The setting is rich in history, revealing the nuances of ancient Israelite culture, governance, and their interaction with surrounding nations.

Table

Extremely Hurtful Encounters (1-5)

  1. A band of marauding Philistines attacks the party, with 4 warriors each having 15 HP, +4 to hit, and AC 14. Each warrior deals 1d8 damage. If defeated, they loot the party’s supplies, reducing their rations to half.
  2. The party uncovers a cursed idol from a bygone civilization, afflicting one member with -2 Wisdom until they can perform a purification ritual at a local shrine.
  3. A treacherous merchant offers to sell provisions but is actually a spy for the Amorites, stealing important maps from the party during the transaction.
  4. A wild beast, possibly a ravenous wolf, suddenly attacks the party, dealing 1d10 damage on a hit. The creature has 20 HP and an AC of 12.
  5. The party unwittingly stumbles into a cult gathering, where they are forced to participate in an unsettling ritual that drains 1d4 from their maximum HP for the duration of their stay.

Mild Nuisance Encounters (6-10)

  1. The local townsfolk are suspicious of outsiders; they require the party to prove themselves through a minor task, like gathering herbs or fetching water, adding a day’s delay to their journey.
  2. A traveling bard offers to share a song about the tribes of Israel but demands a payment of 5 shekels, else he spreads rumors about the party.
  3. The party encounters an angry bear protecting her cubs; they must roll a DC 14 Animal Handling to navigate around without conflict, or face minor injuries (-1 HP).
  4. The players find tattered scrolls giving historical records, but they are mostly indecipherable without a scholar’s help, wasting 1d3 hours of precious time.
  5. A local official requests the party’s assistance in mediating a dispute over land rights between two families, requiring a persuasion roll (DC 12) for resolution.

Somewhat Helpful Encounters (11-15)

  1. An elder of the Issachar tribe offers the party vital information about hidden pathways through the hills that can shorten their journey, granting a +1 bonus on their next navigation roll.
  2. A merchant is selling beautifully crafted pottery at a good price; if purchased, they provide a +1 Charisma benefit in social encounters when displayed.
  3. The party discovers a small stash of silver coins (25 shekels) hidden in an abandoned hut, providing funds for supplies back in town.
  4. A friendly shepherd offers to guide the party for a day, increasing their movement speed and allowing them to evade wild animals.
  5. An inscription found on a stone tablet reveals the forgotten history of the Kenizzites, providing insight into ancient treaties, granting +2 to all history-related checks until the next town.

Very Helpful Encounters (16-20)

  1. The party finds a hidden shrine dedicated to Yahweh, and upon performing a simple offering, they receive a blessing which provides +1 on all attack rolls for the next battle.
  2. They meet a wise prophetess who provides a prophecy about upcoming events, granting insight that allows the players to avoid the next two traps or ambushes.
  3. A bounty of ripe figs along the roadside grants the party a +2 HP restoration if consumed, or can be sold for a modest profit.
  4. The townsfolk hold a feast in honor of the travelers, granting them +1 to Charisma rolls for their next social interaction in that town.
  5. The party discovers a map leading to a hidden valley rich with resources, giving them a +1 advantage on future resource gathering rolls.

Extremely Helpful Encounters (21-25)

  1. They meet an influential leader of the tribe of Asher who offers to pledge loyalty to the party, providing them with local support and resources in their quest.
  2. The players find an ancient scroll detailing a forgotten battle strategy, giving them +2 to tactics during their upcoming encounters.
  3. The party discovers a well-preserved cave filled with ointments and medicinal herbs, allowing them to restore up to 5 HP for any injured members.
  4. A caravan of merchants arrives, and, recognizing the party’s deeds, offers them a collection of quality weapons that buff their attacks (including a spear +1 damage and a sling of precision).
  5. The group encounters a majestic angelic being who grants them a blessing of protection, providing +2 AC for the next adventure phase.

Trivia Questions

  1. What is the total number of cities mentioned in Joshua 19 allocated to the tribe of Simeon and how is their placement significant?
  2. Which city did the tribe of Naphtali receive as their inheritance that is also noted for its geographical beauty?
  3. What tribe’s land bordered the territory of Zebulun, and how does this reflect on the relationships between the tribes?
  4. Who was responsible for the distribution of the land among the tribes as outlined in Joshua 19?
  5. What was the primary purpose of the cities of refuge mentioned in Joshua 19?

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

Correct Answers

  1. 68 cities.
  2. Kedesh.
  3. Issachar.
  4. Joshua.
  5. To provide sanctuary for those who accidentally committed manslaughter.

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