BRPG Encounter Table: Elijah’s Trials: Encounters in Samaria

Nuanced Encounter Table for 2 Kings 1

This encounter table is designed to capture the essence of the events surrounding the ministry of the prophet Elijah during the reign of King Ahaziah of Israel. The encounters are set in the region of Samaria and surrounding territories, where tales of Elijah’s prophetic power and Ahaziah’s misdeeds circulate widely.

Table

Extremely Hurtful Encounters (1-5)

  • 1. A group of 5 royal guards (AC 15, each with 10 HP) confronts the party, accusing them of being spies for Elijah. They attack, dealing 1d6 damage per round. If defeated, the party is left with -2 Charisma due to the potential execution they narrowly avoided.
  • 2. An ominous storm brews as the party ventures too close to a high place. A lightning bolt strikes, dealing 2d8 damage to the nearest character. Survivors must make a DC 12 Constitution saving throw or be frightened for 1 hour, suffering -1 Wisdom.
  • 3. A false prophet approaches, claiming to have a word from God. He misleads the party into believing their quest is futile, imposing a -2 to Wisdom for the next encounter as they grapple with doubt.
  • 4. The party encounters a rabid dog that attacks, dealing 1d4 damage and causing an infection (DC 13 Constitution saving throw to avoid 1d6 damage over 1d3 days).
  • 5. The locals accuse the party of causing the drought due to Elijah’s prophecy and turn hostile, resulting in the party losing -2 reputation in the region and having to escape the angry mob.

Moderate Nuisance Encounters (6-10)

  • 6. The party finds a broken cart filled with wheat (10 lbs). It can be sold for 3 shekels if repaired, but requires wood (DC 12 Intelligence check).
  • 7. A local merchant offers to sell the party a “cure” for their weariness, claiming it’s made from herbs. It costs 5 shekels but has no actual benefit, resulting in -1 Charisma if they fall for it.
  • 8. The party hears rumors of a hidden treasure in the cliffs, but it’s merely a tale to sell maps. The seller, an old man, asks for 2 shekels for this map, which is inaccurate.
  • 9. A tavern keeper accidentally spills a drink on one party member. While embarrassing, the incident raises their spirits, granting +1 to Charisma for social interactions in the tavern.
  • 10. An elderly woman offers the party her blessings, giving them +1 to Wisdom for the next 24 hours due to her faith in their cause.

Helpful Encounters (11-15)

  • 11. The party discovers a cache of ancient scrolls depicting the miracles of Elijah. Reading through them grants +1 to Intelligence as they gain wisdom about prophetic signs.
  • 12. They meet a traveling merchant who sells healing herbs. For 3 shekels, each party member can purchase a healing herb that restores 1d4 HP when used.
  • 13. A local farmer offers to guide the party to the cliffs for free, as he has heard of their quest. His knowledge grants the party +1 to their next encounter roll.
  • 14. The party comes across a well with fresh water. Drinking from it restores 1d2 HP, and the water is also good for trade.
  • 15. An artisan craftsman offers to enhance one weapon with a wooden grip, granting a +1 to attack for one battle in exchange for 5 shekels.

Very Helpful Encounters (16-20)

  • 16. A group of local worshippers share food and drink with the party, restoring 1d6 HP to each member who participates in the meal, fostering camaraderie.
  • 17. The party finds a holy relic from Elijah’s time, granting them +1 to their next encounter’s attack roll due to the divine aura surrounding it.
  • 18. An old sage offers wisdom from the Book of Kings, providing insight that grants +2 to any future Wisdom checks.
  • 19. The party discovers a bag of gold coins (5 shekels) hidden in the rubble, providing enough funds for supplies or bribes.
  • 20. The party encounters a wandering prophet who delivers a message of encouragement, granting +2 to their next diplomacy roll based on their new-found confidence.

Extremely Helpful Encounters (21-25)

  • 21. The party meets a seer who gives them a direct revelation about their path forward, allowing them to skip one encounter of their choice.
  • 22. The townspeople rally behind the party, offering a place to rest and recover as well as a meal that restores 1d6 HP to all members.
  • 23. A noble overhears the party’s plight and offers to fund their quest with 10 shekels, believing in their cause against idolatry.
  • 24. A woman approaches, revealing a secret passage that leads straight to the palace of Ahaziah, allowing the party to bypass guards and gain an advantage.
  • 25. The party finds an ancient staff of Elijah, enhancing their abilities in future encounters and granting them a +3 to their next spell or ability check.

Bible Trivia Encounter

If the players engage in conversation about their journey, roll 1d20 and add the number of correct answers below.

Questions:

  • 1. What was the name of the king who sought a prophet to inquire about his future? (Hardest)
  • 2. Who was the prophet that was asked to prophesy for the king? (Hard)
  • 3. What was the king’s ailment that led him to seek guidance? (Medium)
  • 4. Which deity did Ahaziah consult instead of the God of Israel? (Easy)
  • 5. What happened to the messengers sent to Elijah? (Very Easy)

Scoring:

Roll 1d20. Add the number of correct answers. Final result = 1–25.

Correct Answers

  • 1. Ahaziah
  • 2. Elijah
  • 3. He fell through the lattice of his upper chamber.
  • 4. Baal-Zebub
  • 5. Elijah called down fire from heaven on them.