BRPG Encounter Table: Divine Trials and Temptations in Bethel

Discover the BRPG Encounter Table, focusing on divine trials and temptations in Bethel.

1 Kings 13 Encounter Table

This nuanced encounter table is designed for players exploring the events surrounding the prophet from Judah as described in 1 Kings 13. The players will navigate a landscape fraught with divine instruction, deception, and the tension between faithfulness to God and the temptations of worldly recognition. The encounters are set primarily in the area of Bethel, a significant city during the time of King Jeroboam.

Table

Very Hurtful Encounters (1-5)

  1. A band of false prophets confronts the party, led by a man claiming to speak for God. He deceives them with a convincing prophecy that leads them to trust him completely. If they believe him, they are ambushed by guards (2d6 damage each, AC 15) loyal to King Jeroboam.
  2. The players find themselves accused of treason by officials in Bethel when they are discovered aiding a local who opposed Jeroboam’s idolatries. They must roll a Charisma save (DC 15) or lose 1d6 reputation points in the city.
  3. The party witnesses a sacrifice being made to the calf idol and feels compelled to intervene. However, the anger of the worshippers causes them to lose 1d4 health from thrown stones (1d4 damage each).
  4. While resting, the party is attacked by a lion that has escaped from the nearby wilderness. The lion attacks with +5 to hit and deals 2d8 damage on a successful hit (AC 12). If defeated, the lion’s fierce aura causes each party member to suffer -1 wisdom until they can rest.
  5. One of the members becomes possessed by a spirit of divination after encountering a soothsayer. They must succeed on a Wisdom saving throw (DC 12) to break free from her grasp, or they gain disadvantage on all checks until a religious purification ritual is performed.

Mild Nuisance Encounters (6-10)

  1. A local merchant tries to sell the party cursed amulets that supposedly bring protection against Jeroboam’s forces. The party can roll an Insight check (DC 14) to realize the amulets are worthless, or they waste 1d10 shekels on a charm that has no effect.
  2. The party accidentally trespasses on sacred ground and is confronted by zealous priests. The priests demand restitution of 2 shekels or they will be escorted from the area, incurring -1 to their reputation.
  3. The players encounter a traveler who offers dubious advice about interpreting dreams related to King Jeroboam. If they follow his advice, they will have disadvantage on their next roll related to prophetic actions.
  4. A local girl with an inexplicable gift of prophecy reveals a vague warning about a coming danger. The players gain +1 to their Insight rolls for the next encounter regarding falsehoods but may become paranoid, imposing -1 to Wisdom checks until they rest.
  5. The party meets an old man who recounts tales of the prophet who was slain after being deceived. If they listen and document his stories, they gain +2 to their next history checks related to the region.

Somewhat Helpful Encounters (11-15)

  1. The party finds a hidden scroll of past prophecies that provides wisdom about the current political unrest. They gain +1 to all Intelligence rolls for the next encounter due to their understanding of God’s promises.
  2. A wise sage offers a riddle that, when solved, grants the party a blessing that allows them to negate a single harmful effect encountered in their next adventure.
  3. During the party’s travels, they meet a woman who offers them bread and water, restoring 1d4 health to each member and sharing news of a local gathering of God’s followers.
  4. The players discover a well-preserved clay tablet containing ancient laws regarding false prophets. They gain advantage on their next Charisma or Wisdom check related to recognizing deceit.
  5. The party encounters a group of loyal followers of the One True God who offer to provide shelter for the night, restoring all health and granting a +3 to their next encounter with the local authorities.

Very Helpful Encounters (16-20)

  1. A faithful priest shares tips on navigating King Jeroboam’s army without conflict, granting the party a +2 bonus to all stealth rolls in future encounters with soldiers.
  2. The players discover a hidden cache of supplies, including a sturdy shield (provides +1 AC) and a healing balm that recovers 1d4 health when used.
  3. The party meets a former soldier who left Jeroboam’s service and offers inside knowledge about the king’s next moves, granting a significant advantage in public discussions about the monarch’s activities.
  4. A traveling merchant provides a genuine deal on armor tailored to protect against the weapons favored by Jeroboam’s soldiers, allowing the party to acquire better armor (+1 AC) for 10 shekels.
  5. The players encounter a visionary who accurately predicts a coming disaster in Bethel caused by Jeroboam, granting a prophetic foresight that grants them advantage on their next d20 roll involving risk.

Extremely Helpful Encounters (21-25)

  1. A renowned prophet appears before the party and blesses them with prophetic vision, allowing them to reroll any one failed roll in their next encounter.
  2. The party discovers rare herbs that provide healing properties, usable once for +1d6 health restoration to any member of the party.
  3. A council of elders invites the party to speak of their faith and experiences. The party gains +1 to future persuasion checks for the next week as their reputation grows.
  4. They find an ancient artifact tied to the true worship of God, which grants them insight that adds +2 to their rolls when dealing with matters of faith for the remainder of their quest.
  5. A group of local youths skills in throwing stones as a sign of loyalty to the true God. They offer to help the party for 1 day, providing assistance in any combat encounter (+2 attack rolls with thrown weapons).

Bible Trivia Encounter

As part of their journey, the players can engage in a knowledge challenge related to the events of 1 Kings 13. They must confront local scholars or priests about their understanding of this pivotal chapter.

  1. What did the prophet from Judah oppose in Bethel, something Jeroboam had established?
  2. What did the prophet say would happen to the altar that Jeroboam built?
  3. What was the consequence for the prophet who disobeyed God’s command?
  4. Who deceived the prophet and how?
  5. What did the king offer the prophet after the miracle at the altar?

Roll 1d20.

Add the number of correct answers.

Final result = 1–25.

Correct Answers

  1. Idolatry with the golden calf.
  2. The altar would be torn apart and the ashes would be poured out.
  3. He was killed by a lion on the way home for not obeying God’s command.
  4. Another prophet misled him by claiming that an angel commanded him.
  5. The king offered him a reward and a meal.

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