Encounters in the Land of Aram
This encounter table is designed for a game set around the events of 2 Kings 5, where Naaman, a commander of the Aramean army, seeks healing from his leprosy. Players will navigate cultural interactions, historical conflicts, and ancient customs while pursuing the main quest of finding a healer to cure Naaman. The setting is the ancient land of Aram, known for its conflict with Israel during the time of the prophets.
Table
Hurtful Encounters (1-5)
- A group of hostile raiders ambushes the party, attacking with 3 spear-wielders (HP: 12 each, Attack: +3, AC: 14). Each falls for a trap if they fail a DC 12 Wisdom saving throw, causing them to catch their feet and take 1d4 damage.
- The party encounters an angry leper, who believes they are there to take his bounty. He attacks with foul words, imposing disadvantage on all Charisma checks for the next town due to fear of contagion.
- While navigating through a marketplace, the party is falsely accused of theft by a merchant, causing them to lose 50 silver coins if they cannot convince a local judge (DC 15 Charisma check).
- A local sorceress tries to deceive the party into believing she has healing capabilities. If they trust her, she charges them 100 silver coins and instead offers false prophecies, causing confusion and disadvantage on their next quest roll.
- The party is caught up in a brawl between rival factions in the market, which could deal 1d8 damage to each member caught in the fray and require a DC 10 Dexterity saving throw to avoid it.
Mild Nuisances (6-10)
- The party encounters a small, wispy cloud of dust raised by a passing caravan, which causes a coughing fit that imposes -1 to Constitution checks for the next hour.
- The healer’s assistant misdirects the party to the wrong healer, wasting half a day. The party loses a day of travel, impacting their quest timeline.
- A rumor spreads in the town that the party belongs to the enemy, requiring a DC 12 Charisma check to convince the locals of their true intentions.
- While seeking guidance, a wise elder mistakenly gives them conflicting advice about the best route, causing them to take a longer detour (increase travel time by 3 hours).
- A stray dog follows the party, begging for food. They must spend some rations (1 meal), and the dog has a chance to bark and draw attention to them later, imposing a -1 to stealth checks.
Somewhat Helpful Encounters (11-15)
- They find a scroll containing an ancient prayer that helps them regain 1d6 hit points when used properly, increasing their Faith attribute for the next encounter.
- A kind merchant offers them a discount on supplies (+20% savings), seeing their noble quest to help a sick man.
- A traveling bard shares a song that boosts the morale of the party, granting them +1 to all performance checks for the next town.
- The party discovers a small pouch containing 25 silver coins behind a loose stone while searching for shelter.
- They meet a soldier who fought beside Naaman. He shares valuable insights about Naaman’s character, granting +2 to Charisma checks when meeting him.
Very Helpful Encounters (16-20)
- The party comes across a temple dedicated to the god of healing, where they may pray for guidance, granting them a +2 bonus to their next healing roll.
- A sympathetic healer offers to treat one member of the party, providing a full heal (up to 10 hit points) and boosting their Spirit for the next encounter.
- They find an ancient relic, a bronze amulet inscribed with healing prayers, giving +1 to healing ability checks when worn.
- A wise sage gives the party an ancient map revealing secret routes through the mountains, reducing travel time by half on their quest.
- The party stumbles upon a wounded animal. If they help it, they can gain its trust, giving them an ally that provides information and assistance later in the quest.
Extremely Helpful Encounters (21-25)
- The party meets a renowned prophet who offers them a vision of the future, granting +5 to their next pivotal encounter.
- They encounter a caravan of healers willing to help Naaman for a fair price, providing a discount and potentially curing him completely.
- They discover an ancient book of wisdom containing knowledge of medicinal herbs; any healing done with these herbs grants an additional +2 hit points.
- A local noble, impressed by the party’s mission, offers them an escort, allowing them to travel safely and granting advantage on all travel-related checks.
- The party wins the favor of an influential local leader, who grants them a favor they can call in at any time, ensuring aid and resources when most needed.
Bible Trivia Encounter
Players can engage in a trivia challenge related to 2 Kings 5 to potentially gain clues or support during encounters. Each correct answer adds to a bonus. Roll 1d20.
Add the number of correct answers. Final result = 1–25.
- What is Naaman’s affliction? (Hardest)
- Who suggested Naaman seek help from the prophet Elisha? (Hard)
- What did Elisha instruct Naaman to do in order to be healed? (Medium)
- How many times was Naaman told to dip in the Jordan River? (Easy)
- What was the reaction of Naaman when he first received Elisha’s instructions? (Very Easy)
Correct Answers
1. Leprosy.
2. A captive Israelite girl.
3. To dip seven times in the Jordan River.
4. Seven times.
5. He was angry and skeptical.
