BRPG Encounter Table: Trials and Triumphs in the Wilderness of Beersheba

Nuanced Encounter Table for 1 Kings 19

This encounter table is set in the region of Beersheba and the wilderness beyond, where the prophet Elijah fled after his confrontation with Queen Jezebel. Each encounter reflects the trials and experiences similar to those Elijah faced, offering opportunities for both peril and enlightenment on your quest.

Table

Extremely Hurtful (1-5)

  • 1. A pack of wild wolves attacks the party as they traverse the wilderness, dealing 2d6 damage each turn until they are driven off or the party escapes. The party must roll a DC 15 for survival to fend them off.
  • 2. The party encounters a false prophet who claims the Lord has commanded them to offer a sacrifice of gold. If the party complies, they lose 50 gold pieces and gain nothing in return.
  • 3. A sudden sandstorm engulfs the area, resulting in disorientation. All characters must roll a DC 14 Intelligence saving throw or become confused, suffering disadvantage on their next three skill checks.
  • 4. The party meets a distraught farmer who informs them that a local bandit group has been terrorizing the area. If they confront these bandits (AC 13, HP 10, Attack +3), they may suffer 1d8 damage. If they defeat them, they can claim equipment worth 20 gold pieces.
  • 5. The party finds a cursed well that causes weakness. Drinking the water reduces Strength by 2 for the next 24 hours.

Mild Nuisance (6-10)

  • 6. A merchant offers the party a deal on supplies, but they are overcharged by 20%. The negotiation costs 5 gold pieces in wasted time.
  • 7. The party hears whispers about a prophet in hiding. They must spend an hour searching for him only to find a traveler who provides only vague and unhelpful advice.
  • 8. A local villager approaches the party with a message of trouble in town but offers no practical help, merely gossip that leads to wasted time. The party loses 2 hours without gain.
  • 9. The party finds a half-eaten scroll detailing the location of a hidden cave but can’t read it properly due to weathering, resulting in a failed DC 10 Intelligence check.
  • 10. A minor injury occurs when the party stumbles upon thorny bushes, inflicting 1d4 damage. They can successfully use herbal remedies for minor healing, restoring 1d4 HP.

Somewhat Helpful (11-15)

  • 11. The party discovers a frightened child who leads them to safety from a storm; they gain guidance that offers +1 to their next survival check.
  • 12. A knowledgeable local offers to teach the party a prayer for protection, granting advantage on the next saving throw against fear.
  • 13. They find a broken altar with a hidden compartment containing 30 silver pieces and a small stone charm that grants +1 to Wisdom for a day.
  • 14. The party meets an elderly woman who claims to have seen visions, providing them with wisdom that gives +1 to their next persuasion check.
  • 15. A passing traveler offers bread and water, healing 1d8 HP and giving the party a +1 to Constitution for the next encounter.

Very Helpful (16-20)

  • 16. The party encounters a resilient, well-informed scribe who provides detailed accounts of Elijah’s earlier challenges, granting +2 to checks related to convincing others of their prophetic authority.
  • 17. They find an ancient script engraved in stone that reveals the location of a hidden wellspring, restoring full HP and providing a +1 bonus to all future Constitution checks for 24 hours.
  • 18. The party meets a group of loyal followers who offer their assistance as allies, adding +1 to attack rolls for one encounter.
  • 19. A wise elder shares a prophetic insight about the coming seasons, granting the party foresight that allows them to re-roll any one failed skill check.
  • 20. The party discovers a flock of doves, which upon release, bring them a message from God, granting +2 to their next initiative roll.

Extremely Helpful (21-25)

  • 21. The party stumbles upon a hidden cache containing Elijah’s old cloak, which grants +2 to stealth checks when worn.
  • 22. They encounter a prominent local leader who has heard of their deeds, bestowing upon them a blessing of +2 Charisma for all social interactions for the next day.
  • 23. The party meets a wise sage who provides them with a rare scroll detailing an ancient boon, allowing them to add +2 to any one future skill check or save.
  • 24. They discover a thriving orchard, full of ripe figs and pomegranates, which grants +10 temporary hit points when consumed.
  • 25. The party finds a hidden cave where Elijah once prayed, revitalizing their spirits and granting them +1 to all ability checks for the next 24 hours.

Bible Trivia Encounter

As the party interacts with the locals, they have the opportunity to engage in a trivia encounter that may yield rewards or knowledge about their quest.

Answer the following questions:

  • Question 1: What was Elijah’s response when he heard a voice asking, “What are you doing here, Elijah?”
  • Question 2: What physical signs marked the presence of the Lord when Elijah was waiting at Horeb?
  • Question 3: How did God provide for Elijah in the wilderness?
  • Question 4: Which mount did Elijah flee to after hearing Jezebel’s threats?
  • Question 5: What did God instruct Elijah to do after he had complained about being the only prophet left?

Roll 1d20.

Add the number of correct answers.

Final result = 1–25.

Correct Answers

  • 1. “I have been very zealous for the Lord God Almighty.” (1 Kings 19:10)
  • 2. The Lord was not in the wind, earthquake, or fire, but in a gentle whisper. (1 Kings 19:11-12)
  • 3. God provided food through ravens and water from the brook. (1 Kings 19:4-8)
  • 4. Mount Horeb (Sinai). (1 Kings 19:8)
  • 5. Anoint Hazael, Jehu, and Elisha as prophets. (1 Kings 19:15-17)