BRPG Encounter Table: Victory’s Echoes: Encounters on the Path of Deborah

The BRPG Encounter Table offers a thrilling journey through the Path of Deborah, inspired by Judges 5.

Judges 5 Encounter Table

This encounter table is based on Judges 5, which recounts the song of Deborah and Barak, celebrating their victory over the Canaanite army and the role of Jael in delivering Israel. It reflects the culture of ancient Israel, their reliance on divine intervention, and the various factions present during this tumultuous time.

Table

Hurtful Encounters (1-5)

  1. A band of Canaanite raiders attacks the party, consisting of 5 warriors (AC 15, HP 10 each, Attack +3). Each member must make a DC 12 saving throw or take 2d6 damage.
  2. While traversing a mountain path, the party is ambushed by a rockslide, requiring successful DC 15 Dexterity saves. Failing results in 1d8 damage. Success causes no damage but requires a turn to recover.
  3. The group encounters a deceptive merchant who offers a map to “victory” for 10 shekels. The map misleads them into a dangerous swamp that costs them 1d6 days of travel and resources due to the terrain.
  4. Inside a ruined home, the party finds the remains of a cult dedicated to Baal. Touching any of the relics triggers a curse, imposing disadvantage on Wisdom saves for the next three encounters.
  5. A wandering prophet misleads the party, claiming they will meet Barak in the next town. Instead, they arrive to find only empty words and must roll for an extra day of travel due to disappointment and misinformation.

Mild Nuisance Encounters (6-10)

  1. The party encounters a bickering couple, one of whom offers gossip about Jael’s stronghold but charges 3 shekels for “trusted” information. The information is partially true, revealing a nearby cave but exaggerating its dangers.
  2. While traveling, the party is approached by an old woman who offers herbal remedies for ailments, but her supplies only provide minor healing (1d4 HP) and cost an entire day’s worth of rations.
  3. The group finds a broken chariot wheel on the road, which they can use to barter with a passing merchant for a shield (+1 defense) or swap for food supplies, but they lose one precious hour of daylight.
  4. A local farmer mistakes them for Canaanite spies and demands to know their intentions. They must convince him (DC 14 Charisma check) that they are allies to gain food and shelter for one night.
  5. A stray dog follows the party, causing minor distractions with its yapping. While not harmful, it reveals their location to potential nearby watchers and imposes disadvantage on stealth rolls until it is dealt with.

Helpful Encounters (11-15)

  1. The party discovers an altar to Yahweh with a token of faith, granting +1 to all Wisdom-related checks for the next 24 hours.
  2. They meet an elderly woman who provides them with the secret of a hidden route through the mountains, saving them 1d4 days of travel, and shares the story of Deborah’s victory.
  3. A traveling minstrel sings praises of Judge Deborah, inspiring the party. They gain +1 to their next performance or persuasion attempt within the next two towns.
  4. Inside a deserted tent, the party finds a cache of dried fruits and bread, enough to restore 2d4 HP for the entire group and improve morale.
  5. A wandering priest shares insights on Deborah’s leadership and grants the party a blessing, allowing them to reroll any one failed check within the next two encounters.

Very Helpful Encounters (16-20)

  1. The party meets a seasoned warrior who fought alongside Barak. He imparts valuable battle tactics. The party gains +1 to their attack rolls in the next combat encounter.
  2. They uncover a hidden cave with weapons left by the Canaanites, including four javelins (+2 attack) and a sturdy shield (+1 defense), providing the potential for better combat outcomes.
  3. A merchant offers them a deal on high-quality sandals that increase movement speed, granting a +5 ft. increase in movement for the next week of travel.
  4. They discover a scroll detailing Deborah’s prophecies, granting clarity on future battles. The party gains insight into their next major challenge, adding +1 to their initiative rolls.
  5. The party stumbles upon a divine relic, a small stone engraved with symbols of protection. Once per day, it allows the wielder to cast a protection blessing, granting +2 AC for one encounter.

Extremely Helpful Encounters (21-25)

  1. A legendary figure, a descendant of Jael, offers secret paths and insider information, granting +2 Charisma for negotiation checks in the next town.
  2. The party comes across a living witness of the battle who teaches them a battle song of encouragement. They gain inspiration, allowing them to grant advantage to a single ally for one encounter.
  3. They find a hidden stash of silver coins (worth 30 shekels) beneath an abandoned stone, allowing them to purchase high-quality supplies or armor in the next city.
  4. In a community gathering, the party is honored with a blessing by the local leaders, granting them an extra +1 on all social interactions in the next settlement.
  5. The spirit of Deborah appears in a dream, providing a prophetic vision that reveals the location of an enemy stronghold, saving them 2d6 days of travel and resources when they act on it.

Trivia Questions

  1. What was the name of the general of the Canaanite army defeated by Deborah and Barak?
  2. What did Jael use to kill Sisera?
  3. According to the song, who was said to have risked their lives to go and fight?
  4. Which tribe did Barak belong to?
  5. What kind of women are said to have been the leaders of Israel during this time?

Roll 1d20.

Add the number of correct answers.

Final result = 1–25.

Correct Answers

  • 1. Sisera
  • 2. A tent peg and hammer
  • 3. The warriors of Zebulun and Naphtali
  • 4. Naphtali
  • 5. Women

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