BRPG Encounter Table: Moral Dilemmas and Dangerous Encounters in Gibeah

Explore the BRPG Encounter Table to navigate moral dilemmas and dangerous encounters in Gibeah.

Nuanced Encounter Table for Judges 19

This encounter table is designed for a campaign set in the ancient Israelite region during the time of the Judges. The players will navigate complex moral dilemmas, dangerous societal norms, and the pitfalls of human nature as they follow the story of an itinerant Levite and his concubine. Characters may experience both the kindness and cruelty reflective of the chaotic moral environment of the time.

Table

Extremely Hurtful Encounters (1-5)

  1. While seeking shelter in a town, the party is confronted by a mob of angry townsfolk (Attack Strength 5, AC 12). They demand to know why the Levite has come, believing him to be an agent of their enemies. Each character must make a DC 15 Wisdom saving throw or suffer 1d6 psychological trauma, imposing disadvantage on their next Diplomacy check.
  2. The party runs into a false prophet who claims to be sent by the God of Israel. He insists that the Levite must offer his concubine as a burnt sacrifice to appease the wrath of God, imposing a moral quandary that could divide the party. Refusal results in the prophet cursing them, incurring -1 on all rolls for the next encounter.
  3. On their way to a border town, the party stumbles upon a band of thugs camping with ill-intent (Attack Strength 7, AC 14). They demand the Levite’s valuables or threaten violence. If the party refuses, they will inflict 2d4 damage on the Levite. If they comply, the thugs will steal a valuable scroll containing local lore.
  4. The characters meet a grieving father whose daughter was taken by raiders. His sorrow affects all who hear him, imposing a -2 penalty to Charisma checks for one hour.
  5. As they travel, they encounter a wounded Benaiah, who speaks of his betrayal by a trusted friend, resulting in him losing an arm. His tale of treachery lowers party morale, imposing -1 on all attack rolls for the next encounter.

Mild Nuisance Encounters (6-10)

  1. A merchant offers to trade rare spices for a personal item. He proposes a trade for 5 shekels worth of cumin for the Levite’s staff, which could have been used for protection. Accepting the trade means losing a potential defense item.
  2. The party is caught in a dispute between two vendors over a stolen goat. Each vendor asks the party to intervene, but any decision will anger one of them, imposing a -1 on future Charisma rolls in the area.
  3. The innkeeper informs the party that their presence has drawn unwanted attention, and local tax collectors are on their way. The party must pay an unexpected tax of 3 shekels or risk being imprisoned.
  4. The group runs into a group of children playing who mistake them for performers. They invite the party to entertain them. If the party participates, they gain +1 to Charisma for the next town; if they refuse, they will feel guilty and impose -1 to Wisdom saving throws for one hour.
  5. An old woman offers cryptic advice about the dangers of ignoring the laws of hospitality and urges them to remain vigilant. After hearing her wisdom, the party gains +1 to perception checks for their next encounter.

Somewhat Helpful Encounters (11-15)

  1. The party finds a hidden cache containing an ancient scroll of the Law (providing a +1 to all future Wisdom checks regarding morality). However, deciphering it requires a DC 14 Intelligence check.
  2. Meeting a traveler who is familiar with the surrounding areas. He offers insightful information about local customs and warns the party about the dangers in the neighboring town, granting them advantage on future Diplomacy checks regarding local alliances.
  3. The Levite encounters an old friend in town, a priest who offers counsel and +1 to the next roll involving negotiations or discussions of faith.
  4. A local herbalist offers healing herbs for trade. For 2 shekels, the party can receive a healing balm that restores 1d4 health when used during the next battle.
  5. The party finds a discarded merchant’s ledger detailing the prices of goods. This information provides +1 to future bargaining rolls for supplies.

Very Helpful Encounters (16-20)

  1. A kind-hearted father offers shelter for the night in exchange for helping him find his lost son. Successfully completing this task will grant the party a blessing, resulting in +1 to future family-oriented quests.
  2. A local bard offers to sing the praises of the Levite’s group, granting them +1 Charisma for the next 24 hours throughout their travels.
  3. The party discovers a hidden well with fresh water, replenishing their supplies and granting +2 health recovery for each member when next resting.
  4. While wandering, the party discovers a group of followers inspired by the Levite’s journey, who offer supplies and provisions (5 units of bread and 2 bottles of wine). This grants +1 Charisma for negotiations upon arriving in the next town.
  5. The characters encounter a wounded animal that guides them to a hidden path around a dangerous area, potentially saving their lives. They gain advantage on the next stealth check.

Extremely Helpful Encounters (21-25)

  1. A wise elder shares a prophecy that aligns with their quest, offering insight into their next challenge. The party gains a +1 to all Wisdom saves for the next encounter.
  2. The party receives a vision during prayer, revealing the location of a cache containing a unique weapon, a beautifully crafted slingshot (+2 attack) that was used by a great warrior of old.
  3. Meeting a sympathetic wealthy merchant, who offers them 10 shekels for assisting him with a personal matter, thus providing crucial funds for their journey.
  4. The party is blessed by a local priest with a protective charm, granting +2 AC for the next encounter.
  5. The Levite’s reputation as a man of God spreads, leading to a local community offering protection. The party gains a +2 to all social engagements while in the region and can call on help from locals in times of need.

Trivia Questions

  1. What tribe was the Levite in Judges 19 from, and what significant role did this tribe play in Israel’s history?
  2. What was the Levite’s motivation for traveling to Bethlehem with his concubine?
  3. What act of hospitality was presented to the Levite upon arrival in the town of Gibeah?
  4. How did the men of Gibeah treat the Levite and his concubine upon their arrival?
  5. What was the outcome of the Levite’s actions upon returning to his home?

Roll 1d20.

Add the number of correct answers.

Final result = 1–25.

Correct Answers

1. The Levite was from the tribe of Ephraim; tribe played a significant role in Israel’s governance.

2. To retrieve his concubine who had returned to her father’s house.

3. He was initially offered hospitality by an elderly man.

4. They demanded to know his identity and intended to violate him.

5. He cut his concubine into twelve pieces and sent them to the tribes of Israel, prompting a call to arms.

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