BRPG Encounter Table: The Pursuit of David: Trials in Naioth

The BRPG Encounter Table offers a thrilling journey through the events of 1 Samuel 19, where David is pursued by King Saul.

Nuanced Encounter Table: The Pursuit of David

This encounter table is designed for characters navigating the events of 1 Samuel 19, where David is pursued by King Saul. The characters may find themselves in the town of Naioth or near Gibeah, dealing with the political and spiritual ramifications of Saul’s jealousy and David’s anointing.

Table

Extremely Hurtful Encounters (1-5)

  1. As the party strolls through Naioth, they are ambushed by 5 armed men loyal to Saul. The attackers have an AC of 12 and deal 1d8 damage each. The party must escape or suffer 20 points of total damage.
  2. A false prophet attempts to mislead the group, claiming David is hiding in a cave nearby. If followed, they fall into a trap, taking 15 damage from a hidden snare.
  3. The town guards, under Saul’s orders, mistake the party for conspirators and arrest them. They must roll a DC 15 Charisma check to convince the guards of their innocence or spend an hour in jail, suffering -2 to their next persuasion check.
  4. A wandering preacher curses the party with the words “May your path lead you to despair,” imposing a -1 penalty to all checks for the next hour.
  5. A town elder informs the party that Saul has placed a bounty on their heads for anyone aiding David. The party now has +1 difficulty to any social interactions in Naioth.

Moderate Nuisance Encounters (6-10)

  1. The characters hear a rumor that David has been seen in the fields but are unable to ascertain the truth. They waste time, losing 30 minutes in their quest.
  2. A merchant attempts to sell the party poisoned food, claiming it helps boost strength. Consuming it causes 1d4 damage and nausea, leaving them at disadvantage on their next roll.
  3. The characters accidentally disrupt a sacred ceremony in Naioth, drawing the ire of the local priest, who demands they perform a menial task before they can leave.
  4. The party encounters a group of women spinning thread who gossip about Saul’s madness. They learn a fragment of truth but must roll a Charisma check (DC 12) to get useful information.
  5. A local youth offers to guide the party to David but requests 10 shekels as payment, which the party could lose if they refuse.

Somewhat Helpful Encounters (11-15)

  1. The party finds an old scroll hidden in the market that contains encouragement from Samuel to follow God’s will, granting +1 Wisdom for one encounter.
  2. A supportive villager offers to hide the party for a night, giving them a safe place to rest and recover 1d8 hit points.
  3. While searching for David, the party discovers a cache of provisions, including bread and wine, sufficient for two days of travel.
  4. A musician in the square sings a song of David’s bravery, inspiring the party and giving them +1 to attack rolls for the next combat.
  5. The party is approached by a friend of David who provides them with a safe route out of Naioth, preventing any ambushes for their next journey.

Very Helpful Encounters (16-20)

  1. The party meets Michal, Saul’s daughter, who provides crucial information about her father’s plans and offers them a safe haven.
  2. The characters find a sling and several smooth stones, granting +2 attack in the next combat involving ranged weapons.
  3. An old sage shares wisdom about the spirit of God resting on David, granting the party +1 to all persuasion and performance checks.
  4. The party discovers a message written by Samuel, declaring David as God’s chosen, providing +2 to any checks concerning authority in discussions.
  5. The characters encounter a sympathetic soldier, formerly loyal to Saul, who offers them weapons on the condition they use them against the oppressors of Israel.

Extremely Helpful Encounters (21-25)

  1. The party encounters a prophetic figure who reveals key locations where David might be hiding, granting a +5 to their next investigation check.
  2. A generous farmer offers shelter and shares secret paths to evade Saul’s men, allowing them to travel without encounter for 24 hours.
  3. They find an ancient artifact, a ceremonial oil flask thought to have belonged to Samuel, which could be used to anoint a king—valuable in trade for goods or allies.
  4. The characters stumble upon a hidden altar dedicated to Yahweh, where they can pray for divine guidance, granting them a boon of +2 to their next major decision related to David.
  5. The party meets Jonathan, Saul’s son, who secretly expresses his loyalty to David and provides a key that allows them to bypass Saul’s guards undetected.

Trivia Encounter

If the party wishes to test their knowledge of 1 Samuel 19, they can answer the following questions:

  • What was the relationship between Saul and David at this point in the narrative?
  • Who warned David about Saul’s intentions to kill him?
  • What did Michal use to help David escape from Saul’s men?
  • What was Saul’s reaction when David played the harp for him?
  • How did David end up in Naioth?

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

Correct Answers

  • Saul was jealous and wanted to kill him.
  • Jonathan warned David.
  • Michal used an idol and the bed to deceive Saul’s men.
  • Saul became troubled and attempted to kill David.
  • David fled to Naioth after being warned by Jonathan.

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