BRPG Encounter Table: Prophetic Trials and Tribulations in Bethel

Nuanced Encounter Table for 1 Kings 14

This encounter table is designed for a campaign set in the time of King Jeroboam of Israel, with particular focus on the challenges of corrupt leadership and prophetic warnings found in 1 Kings 14. The players will navigate the city of Bethel, encountering various individuals and events that reflect the biblical narrative while striving to fulfill their main quest of uncovering truths about the fate of the nation and its leaders.

Table

Extremely Hurtful Encounters (1-5)

  1. A band of armed men (5 thugs, AC 12, each with 10 HP) accosts the party, demanding tribute for passage. Failure to comply results in a -2 to all charisma checks in the town.
  2. The party stumbles upon an altar for foreign gods. A priest (AC 14, 8 HP) attempts to convince them to sacrifice something valuable. If they refuse, he curses them, causing -1 to wisdom checks until sunset.
  3. The party is captured by King Jeroboam’s guards, accused of treason for speaking against the king. They must roll to escape or suffer a -2 to all checks in Bethel until proven innocent.
  4. A malevolent prophet (AC 15, 10 HP) warns the party that they will lose everything unless they abandon their quest. The party must roll a DC 15 wisdom saving throw or take -1 to all rolls due to doubt.
  5. A mysterious figure distributes false prophecies about the king, leading to increased tension and unrest in the city. The party faces hostility, resulting in -1 to charisma checks in any social interactions.

Moderate Nuisance Encounters (6-10)

  1. The party overhears a merchant boasting of false goods, leading them into a trap where they must bargain extensively to escape a bad deal, costing them 10 shekels in gold.
  2. An old woman tells the players of a hidden path that leads to a dangerous area filled with feral dogs (3 dogs, AC 12, 5 HP each). They can choose to confront the dogs or avoid them at a -2 stealth penalty.
  3. The party finds an ancient scroll detailing the sins of Jeroboam, but the text is partially damaged. They can decipher it with a DC 12 intelligence check, or face confusion due to misinformation.
  4. A local youth attempts to steal from the party but is caught and offers information about the prophet Ahijah if they spare him. This gives them advantage on the next persuasion check.
  5. They encounter a group of people mourning the death of a local leader, causing morale to become low among the townsfolk. The party must roll a DC 13 charisma check to calm the crowd or face a -1 to all interactions.

Somewhat Helpful Encounters (11-15)

  1. A wise elder speaks of the burdens of kingship, providing the party with insight that grants +1 to intelligence checks related to leadership for the rest of the day.
  2. The players find a hidden cache of useful items: a flask of healing oil (restores 2d4 HP), a scroll of wisdom (provides +2 to a single wisdom check), and a broken sword that can be repaired for use.
  3. The party meets a messenger from Judah who shares news of a prophetic message regarding Jeroboam’s dynasty. If they believe him, they gain +2 to their next insight check.
  4. A group of pious worshippers offers the players a blessing, granting them +1 to charisma checks for the next encounter if they can convince them that their intentions are pure.
  5. The players discover a small shrine where an unknown prophet’s words resonate with the people, granting +1 to persuasion for any future diplomatic endeavors.

Very Helpful Encounters (16-20)

  1. The players encounter a true prophet who provides a damaging prophecy for Jeroboam and helps them identify a powerful ally in the city, giving them +1 to leadership checks.
  2. A knowledgeable scholar offers valuable information about the political landscape and can provide safe passage to the king’s palace, granting the party +2 to stealth checks while sneaking through the city.
  3. The party discovers a hidden garden of herbs that can be used for healing. They can create salves restoring 1d4 HP each or gain knowledge about medicinal practices for a +1 bonus on healing checks.
  4. A helpful local tradesman offers them a specially crafted wooden shield (+1 defense) if they help with a small task of retrieving a stolen item from a nearby bandit.
  5. The players find a group of supporters who believe they are allies of the true king of Israel. This offers the party an opportunity for a rallying cry, boosting morale and providing +1 to all charisma rolls in the next major encounter.

Extremely Helpful Encounters (21-25)

  1. The party receives a detailed map showing secret entrances to the royal palace, resulting in +5 to any sneak rolls attempting to enter undetected.
  2. A divine intervention occurs, as the spirit of an elder prophet appears to deliver crucial advice, granting them +2 to their next wisdom check regarding the king’s fall.
  3. They meet the king’s own physician, who provides them with critical intel about Jeroboam’s condition, allowing the party to gain future diplomacy advantages, +3 to persuasion checks.
  4. A hidden cache of ancient scrolls revealing the fate of the nation can be uncovered, enabling the party to understand the path ahead, granting +1 to wisdom checks until they complete their quest.
  5. The players encounter a former ally of Ahijah who gives them a unique artifact – a clay tablet inscribed with prophetic directions, which provides a +2 bonus to all future knowledge checks related to prophets.

Trivia Encounter

Along their journey, the players can test their knowledge of 1 Kings 14. Roll 1d20 and add the number of correct answers to the total roll for a potential boost to their mission.

Questions

  1. What was the reason Jeroboam sought the prophet Ahijah? (hardest)
  2. What did the prophet Ahijah tell Jeroboam concerning the fate of his lineage? (hard)
  3. What did Jeroboam do that displeased the Lord? (medium)
  4. Which city was the primary location of Jeroboam’s kingdom? (easy)
  5. Who was the mother of the child mentioned in the chapter? (very easy)

Correct Answers

1. To inquire about the health of his son.

2. That his house would be cut off and destroyed.

3. He led Israel into sin and idolatry.

4. Bethel.

5. Maacah.