Encounters in Refuge
This encounter table is based on 1 Samuel 22, where David escapes from Saul and seeks refuge among the distressed and discontented in the cave of Adullam. The table reflects the various character interactions and challenges David might face as he gathers allies and secures his position amidst the tensions of the time.
Table
Extremely Hurtful Encounters (1-5)
- Ambush by Saul’s Soldiers: The party is ambushed by 10 soldiers loyal to King Saul. Each soldier has 15 health, 2 attack strength, and an AC of 12. Defeat results in the loss of 1d4 allies from the party.
- False Prophet: A man claims to have a message from God, telling the party to surrender to Saul. If the party listens, they suffer -2 morale, affecting their next three encounters.
- Thieving Bandits: A group of bandits attempts to rob the party. Each bandit has 10 health, 1 attack strength, and an AC of 10. If defeated, the party loses 1d4 provisions from their supplies.
- Despairing Refugee: A refugee approaches, offering dire news that increases the party’s sense of helplessness. The group suffers -1 to all charisma checks in their current location as a result of the encounter.
- Poisoned Well: The party discovers a well that has been poisoned by Saul’s men, resulting in the party losing 1d8 health. Only after the party identifies and purifies the well can they regain their losses.
Mild Nuisance Encounters (6-10)
- Misleading Merchant: A merchant tries to sell the party goods at inflated prices. If bargained poorly, the party loses 2d4 silver coins. However, there is a chance to gain a rare spice that can heal 1d6 health.
- Critical News Delivery: A messenger arrives but is fearful and stumbles over his words. He correctly informs the party of Saul’s movements, granting a +2 initiative in the next encounter but incurs -1 trust from one ally.
- Lost Item: The party finds an ancient scroll, but it is damaged. What remains contains obscure religious rituals that distract the party, giving them -1 wisdom for the next encounter.
- Minor Animal Encounter: A wild goat becomes a temporary nuisance, eating the party’s rations worth 1d4 provisions. The party can try to scare it off for a chance to retrieve some of the lost food.
- Distracted Local: A villager stops the party to tell them his long story, causing a delay. The party suffers a -1 to their next stealth check due to noise made during the distraction.
Somewhat Helpful Encounters (11-15)
- Wise Elder: An elder in the area provides strategic advice on how to evade Saul’s troops, granting a +1 to stealth for the next encounter, as well as a local map revealing hidden paths.
- Hidden Cache of Supplies: The party discovers a stash of medical herbs and food, which restores 1d6 health and 2d4 provisions. This greatly boosts morale among the group.
- Helpful Fisherman: A fisherman shares information about the nearby region’s waterways and suggests a route to evade Saul’s men. The party may gain +1 to their next travel rolls.
- Improvised Weapons: The party finds tools and materials to craft a sling and wooden shields (+1 defense). These can be used in defense against any upcoming attacks.
- Song of Encouragement: A wandering bard sings a song of David’s bravery, boosting the party’s confidence and providing +1 charisma for their next interaction in the town.
Very Helpful Encounters (16-20)
- Support from Followers: Loyal followers of David appear, providing the party with an additional ally (a skilled archer with 5 health and 3 attack). This NPC can help in the next combat encounter.
- Divine Favor: The presence of an ancient altar nearby gives the party a moment for prayer, granting a temporary +3 to all saving throws for the next encounter.
- A Local Healer: The party meets a healer who offers to tend to their wounds, restoring up to 3d6 health collectively before the party continues their journey.
- Vision of God: One of the party members has a vision that reveals a hidden troop movement, granting a tactical advantage. The party gains +2 to their next combat checks.
- Favorable Trade: A merchant offers to trade high-value goods for provisions, resulting in a 1:1 exchange rate, allowing the party to stock up on essential items.
Extremely Helpful Encounters (21-25)
- Prophetic Dream: One party member experiences a prophetic dream revealing Saul’s location, granting the party a +5 to ambush tactics in the next encounter with Saul’s soldiers.
- Encounter with Jonathan: Jonathan, Saul’s son, meets the party in secret and pledges his support, granting access to royal secrets and a promise of safe passage through his lands.
- Restoration through Worship: The party finds a secluded place suitable for worship, restoring 2d6 health and boosting total morale (+1 to all charisma-related checks for the next town).
- Unexpected Allies: A group of distressed and discontented individuals joins the party, increasing their numbers and granting +1 to attack rolls for each member in the next encounter.
- Mighty Weapon: The party discovers a legendary sword long hidden in the cave of Adullam (+3 attack). This weapon serves as a symbol of David’s rightful claim to future kingship.
Trivia Questions
- What specific city did David and his followers flee to when escaping Saul’s persecution? (Answer: Adullam)
- How many men joined David, comprised of distressed and discontented individuals? (Answer: About 400)
- What priest aided David by providing him with the holy bread? (Answer: Ahimelech)
- What kind of weapons did Saul’s soldiers seek to destroy David? (Answer: Swords)
- What did David take from the priest that he requested during his flight? (Answer: The showbread)
Roll 1d20.
Add the number of correct answers.
Final result = 1–25.
Correct Answers
1. Adullam
2. About 400
3. Ahimelech
4. Swords
5. The showbread
