BRPG Encounter Table: David’s Trials: Encounters of Nob and Gath

Encounter Table for 1 Samuel 21

This encounter table is designed for players navigating the challenges faced by David as he flees from King Saul, seeking refuge in Nob and later in Gath. The players will engage with NPCs, objects, and other elements that reflect the historical and cultural backdrop of the time. Each encounter scales in difficulty, providing a range of experiences that can enhance or hinder the quest.

Encounters

Extremely Hurtful Encounters (Rolls 1-5)

  1. A trio of soldiers from Saul’s army ambushes the party, each soldier having 15 HP, AC 14, and dealing 5 damage per attack. If defeated, the players find a message revealing Saul’s plans to hunt them down.
  2. A famine-stricken villager is found raving mad, believing the party to be agents of enemy territories. He attacks using improvised weapons (1d4 damage). If defeated, the party suffers a -2 penalty to Charisma until they rest.
  3. A band of thieves attempts to rob the party, using daggers (1d6 damage). Their leader, a shrewd rogue with 12 HP and AC 15, escapes with a valuable item from one player, causing a -1 penalty to their next roll.
  4. A misled informant tricks the players into believing Saul is nearby, leading them into a trap guarded by two ferocious dogs (15 HP each, AC 12), which deal 4 damage per bite.
  5. While resting, the party is confronted by a disgruntled farmer demanding they leave his land. Failure to negotiate results in a surprise attack, dealing 3 damage per action as he throws stones (1d4 per round).

Mild Nuisance Encounters (Rolls 6-10)

  1. The party encounters a merchant attempting to sell them spoiled food at inflated prices. If they negotiate successfully, they gain 1d4 rations, but failure results in a -1 to their next food-related check.
  2. A local gossip informs the players of a bounty on David’s head. While they gain knowledge of nearby allies who might help, their presence in the town raises suspicion, imposing a -1 to all Stealth rolls for the next encounter.
  3. The party finds an old well but must deal with a snake inside (2 HP, AC 12). Upon defeating it, they can drink from the well, regaining 1d4 HP, but they must roll Constitution to avoid nausea.
  4. The party stumbles upon a group of children playing a game of slingshot. They offer to teach the players, granting a +1 to attack rolls using slings until the next town.
  5. An ill-tempered donkey blocks the path, braying loudly. The party must make a Persuasion check to calm it, or it alerts nearby guards, raising their profile in the area (+1 to suspicion).

Somewhat Helpful Encounters (Rolls 11-15)

  1. A priest offers David the sacred bread of the Presence, restoring 2d4 HP to those who partake, but he demands a promise of loyalty in return.
  2. The party meets a weary traveler who has seen David’s exploits. Sharing tales boosts their reputation (+1 to Charisma for the next encounter).
  3. A healer in the town offers herbal remedies for a price. If the players can barter effectively, they gain a health potion, restoring 2d4 HP.
  4. The party discovers an abandoned cart containing a few spears (1d6 damage each). They can use or sell them for minor profit (1d5 silver coins).
  5. A refugee from Gath shares a hidden path away from the city guards, allowing the players to avoid detection (+2 to Stealth on the next check).

Very Helpful Encounters (Rolls 16-20)

  1. The party encounters a sympathetic merchant who offers them weapons of protection: a sturdy sword (+2 attack) and a wooden shield (+1 defense) in exchange for a service to deliver a message.
  2. A wise elder tells the party of a hidden cave nearby which has supplies left by travelers, granting them access to a hidden cache of food and torches.
  3. A scribe in the town provides the party with knowledge about Saul’s movements, allowing them to avoid danger for their next three encounters (+1 to all future rolls until next town).
  4. The party stumbles upon a gathering of loyalists who have heard of David’s fight against Goliath. They offer their support, providing +1 to attack rolls for the next battle.
  5. A skilled craftsman offers to repair any worn equipment for free, restoring items to full durability and providing a +1 bonus for one successful use.

Extremely Helpful Encounters (Rolls 21-25)

  1. A former soldier offers his sword to David as a pledge of loyalty, granting a +3 to attack with that weapon and a backstory of courage that inspires the party.
  2. The party discovers a hidden stash of ancient scrolls that detail strategies and tales of David’s victories. Reading them grants a +2 to all tactic-related rolls for the next encounter.
  3. An influential priest bestows a blessing upon the party, granting +1 to all attack rolls for the next three encounters, as well as increased favor among the townsfolk.
  4. The party is approached by a skilled spy who offers to sneak them into Gath, bypassing most detection with a successful Stealth roll (+3 to Stealth for the duration).
  5. A hidden fortune of silver coins (2d10) is discovered in an ancient well, along with a note hinting at a secret alliance between David and a Philistine lord, adding a layer of intrigue to their quest.

Bible Trivia Encounter

Discover interesting aspects of the chapter as players engage in a trivia encounter:

  1. What was the name of the priest who helped David and provided him with the sacred bread?
  2. What did David ask the priest for when he visited Nob?
  3. Who did David escape from by fleeing to Gath?
  4. What did David pretend to be when he was before King Achish?
  5. How did David acquire the sword he took from Goliath?

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

Correct Answers

  1. Ahimelech
  2. Bread
  3. Saul
  4. A madman
  5. He asked for it from the priest

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