Encounter Table for the Siege of Samaria
This table is designed for encounters during the tension-filled events of 1 Kings 20, wherein King Ahab of Israel confronts Ben-Hadad of Aram. Players will navigate the complexities of political alliances, military threats, and the dire consequences of warfare within the culturally rich landscape of Biblical Israel.
Table
Extremely Hurtful Encounters (1-5)
- As the group travels through a narrow pass, they are ambushed by 20 Aramean soldiers (AC 15, HP 25 each) led by a fierce commander. They attack with swords (1d8+2 damage), aiming to capture any Israelites for ransom. Party members must roll for initiative and face possible capture.
- A local merchant deceives the party, selling them a cursed amulet that causes -2 to Wisdom checks for the next three encounters. The amulet glows faintly and whispers lies about their enemies’ strength.
- The party unknowingly stumbles upon a group of spies relaying information to the Arameans. The spies, noticing the party, flee and alert nearby soldiers, reducing the party’s travel speed by half for the next day.
- A rabid wolf attacks while the party is camping, dealing 1d6 damage and potentially causing a fright, imposing disadvantage on the next encounter’s initiative rolls.
- In a village, a local elder spreads false news that the party is spies for Ben-Hadad, leading to a mob forming to drive them out, requiring a successful Charisma (Persuasion) check to calm the crowd.
Mild Nuisance Encounters (6-10)
- The party encounters a band of errant soldiers from Israel arguing over the king’s decisions. They waste precious time debating military strategies, causing a delay of 1d4 hours on their quest.
- The group finds a broken chariot wheel on the road, requiring them to repair it (DC 12 Intelligence check) or risk losing a day to find help, adding to their weariness.
- A street urchin offers misinformation about the Aramean encampment. The party learns of an ambush site that is actually a false lead, wasting time and exhausting their morale.
- The group receives an overcooked meal from a local tavern, leading to mild food poisoning, causing each member to suffer -1 on Constitution checks for the rest of the day.
- A local artisan offers to sell the party a map, claiming it leads to a hidden cache of supplies. The map is accurate only up to the first half, leading to a dead end and frustration.
Somewhat Helpful Encounters (11-15)
- The party meets a veteran soldier who provides valuable insight on Aramean tactics, granting +2 to their next tactics-based Intelligence check.
- The party discovers an abandoned Aramean outpost with old weapons. They find a sturdy spear (1d6 damage) and a wooden shield that grants +1 to AC when wielded.
- A local farmer, thankful for the party’s assistance, offers them fresh bread and dried fruits, restoring 1d4 health to each member.
- The party learns from a group of children that an Aramean patrol is expected to pass through a nearby area, allowing them to prepare and hide in advance.
- In a quiet grove, the party finds a hidden pool of fresh water. They can refill their water skins, gaining advantage on Constitution checks made during travel for the next day.
Very Helpful Encounters (16-20)
- The party meets a prophet who delivers a message from the Lord, giving them a +1 bonus on their next battle attack roll with prophetic encouragement.
- In an old market, the party finds a scroll detailing the strengths and weaknesses of Aramean fortifications. This gives them a strategic advantage when planning their approach (advantage on siege-related checks).
- The party encounters a sympathetic Israelite who supplies them with healing herbs, allowing them to restore 1d8 health to a single member of the group.
- They witness a skirmish between local thieves and some Aramean soldiers. If they intervene, they gain a +1 bonus to reputation in the town for the next encounter.
- A traveling merchant offers to trade items at fair prices if the group can tell him a tale of bravery or wisdom, granting them a +2 to Charisma (Persuasion) checks while negotiating with him.
Extremely Helpful Encounters (21-25)
- A skilled blacksmith offers to forge weapons for the party. They can each choose one weapon to be enhanced, giving it a +1 bonus to attack rolls for the next three battles.
- The party meets a chief diplomat who offers to arrange a meeting with key allies, reducing their travel time and costs for forthcoming discussions about the siege.
- The group discovers a hidden cache of supplies, including five days’ worth of rations, two healing potions (restores 1d8 health each), and a ceremonial dagger (+1 damage).
- A visionary seer predicts a coming victory over the Arameans, granting the party +1 morale that translates into +1 to attack and defense for the next three encounters.
- The local priest offers blessings that enhance the party’s resolve, granting them +1 to all saving throws for the next two days as they face their enemies.
Trivia Questions
- What was the number of the Aramean soldiers that besieged Samaria?
- Which king sent messages to Ahab demanding tribute and surrender?
- What did Ben-Hadad demand as a sign of submission from Ahab?
- Who did Ahab consult about the success of the impending battle?
- In what city did the events of this chapter primarily take place?
Roll 1d20.
Add the number of correct answers.
Final result = 1–25.
Correct Answers
- 1. 32
- 2. Ben-Hadad
- 3. Silver and gold, also the lives of his wives and children
- 4. The prophets of Israel
- 5. Samaria
