Encounters in the Valley of Rephaim
This nuanced encounter table is based on 2 Samuel 23, specifically reflecting the experiences of David’s mighty men and their valorous deeds. Set in the Valley of Rephaim, players might face challenges and meet notable figures while seeking to aid King David and strengthen their position against their enemies.
Table
Extremely Hurtful (1-5)
- A group of Philistine raiders ambushes the party. They consist of 4 warriors (AC 14, attack +4, damage 1d8+2). Each warrior has 15 HP. If defeated, they will have a map to a larger Philistine camp.
- A false prophet approaches, claiming that the Lord has cursed the party. Upon believing him, the party suffers a -2 penalty to all Wisdom checks until they make a successful DC 15 Insight check to identify the deception.
- The party stumbles upon a cursed altar, where they must make a DC 13 Wisdom saving throw; failure results in 1d6 psychic damage and disadvantage on their next attack roll.
- An opportunistic thief steals valuable supplies while the party rests. The party loses 1d4 rations and must make a DC 12 Perception check to notice the theft.
- A fierce storm brews suddenly, forcing the party to make a DC 15 Strength check to secure their supplies, or face losing half of their gear to the winds and rain.
Moderate Nuisance (6-10)
- The party encounters a band of travelers who share half-truths about David’s plans, leading them to believe he seeks to betray them. This causes tension and a -1 penalty to Persuasion checks in the next town.
- A local merchant attempts to sell the party tainted food and drink. If they fail a DC 12 Insight check, they consume spoiled goods, resulting in 1d4 poison damage and disadvantage on checks for the next hour.
- A distressed villager seeks help but misunderstands the party’s intentions, leading to a brief encounter of hostility that requires a DC 14 Persuasion check to calm the situation.
- The party discovers an old war banner of Saul’s men, which draws the attention of rival factions. This results in them being pursued for a day, imposing a -2 penalty to stealth checks until they can dispose of it.
- While searching for food, the party uncovers a nest of venomous snakes. They must make a DC 12 Dexterity saving throw or take 1d6 poison damage.
Helpful (11-15)
- A wise elder provides crucial information about the location of the Philistine camp. The party gains advantage on their next stealth check when approaching.
- The players find a small cache of weapons hidden in a thicket, containing 2 javelins and a sturdy shield that grants +1 AC to the wielder.
- The party meets a skilled blacksmith who offers to repair or upgrade their weapons. Any weapon can receive a +1 bonus to attack for a modest fee of 10 shekels.
- A friendly shepherd shares that the nearby river is an excellent source of fresh water and provides a +1 bonus to Constitution checks for health recovery.
- The party discovers a well-preserved scroll containing an inspirational psalm. Reading it grants +1 to Charisma checks for the next interaction with a leader or noble.
Very Helpful (16-20)
- A messenger from King David arrives with gifts and urgent news, granting the party +2 Charisma for their next encounter in the royal court.
- The party stumbles upon a rare herb known for its healing properties, providing 1d6 healing if used in a short rest.
- A seasoned warrior joins the party temporarily, providing valuable combat knowledge, granting a +1 to attack rolls for three encounters.
- The players uncover a hidden stash of silver coins (2d10 shekels), which can help them secure better provisions or leverage in town.
- The party aids a family in distress, earning +1 reputation in the local community, leading to free lodging and food for their next stay.
Extremely Helpful (21-25)
- The party discovers a legendary sword belonging to one of David’s mighty men, giving a +2 to attack rolls and a +1 to damage rolls against Philistines.
- A benevolent noble offers the party a safe haven and resources. They gain +1d4 to all checks related to diplomacy in future encounters due to connections made.
- Upon digging in the earth, the party finds ancient tablets containing forgotten lore, giving them insight that grants +1 to Intelligence checks for the next long rest.
- The party later encounters a band of David’s men who are impressed by their deeds, offering an additional +2 assistance in the upcoming battle.
- A nearby shimmering spring is discovered, granting a +5 temporary hit points and full health to the party if they choose to drink from it.
Trivia Questions
- What were the names of David’s three mighty men who were especially noted for their bravery in battle?
- What was the location of one of the significant battles where David faced the Philistines as mentioned in this chapter?
- How many men did David say fought for him outside of the mighty men, according to the text?
- Which of the mighty men killed a lion in a pit on a snowy day, showcasing their bravery?
- Who was the chief of the three mighty men?
Roll 1d20.
Add the number of correct answers.
Final result = 1–25.
Correct Answers
- Josheb-Basshebeth, Eleazar, and Shammah.
- The Valley of Rephaim.
- Thirty men.
- Shammah.
- Josheb-Basshebeth.
