BRPG Encounter Table: Encounters of Intrigue in the Valley of Dothan

Encounters in the Valley of Dothan

This nuanced encounter table is designed for players exploring the area of Dothan as depicted in 2 Kings 6. The valley is a place of intrigue, where the prophet Elisha resides and where power struggles unfold between Israel and Aram. Players may discover vital information, face challenges, and interact with compelling characters, all while seeking to uncover the truth of recent events in the area.

Table

Extremely Hurtful Encounters (1-5)

  1. The party is ambushed by a group of Aramean soldiers (6 soldiers, 15 HP, +2 attack, AC 12). They demand the party’s valuables and inflict 1d6 damage for each failed attempt to flee.
  2. A false prophet meets the party and claims he can see visions. He misleads them into believing that Dothan will soon fall into enemy hands, causing them to waste valuable time preparing for a battle that will not come.
  3. The party encounters a wandering lunatic who proclaims they will be cursed by the gods for trespassing. All party members receive a -1 penalty to their next skill check due to fear.
  4. A treacherous merchant offers to sell the party “cursed” silver coins, which will attract thieves and robbers whenever they hold them. The coins are worth only half their value.
  5. The party discovers a hidden cave filled with angry wasps. Each character must make a DC 12 Constitution saving throw or take 1d4 damage and be poisoned for 1 hour.

Moderate Nuisance Encounters (6-10)

  1. The party hears rumors of a wealthy merchant who has gone missing, distracting them with tales of his fortune while leading them into a less favorable part of town.
  2. A local scribe mistakes the party for spies and insists on documenting their names and business. This confuses the party, giving them a -1 to their charisma rolls in Dothan.
  3. They find a broken cart full of onions that need transporting. If they help, they will receive a discount on food items at the local market.
  4. The party encounters a pair of bickering locals. If they can mediate the dispute by offering wise counsel (DC 12 Charisma check), their reputation increases, granting them +1 charisma for their stay.
  5. As they walk through town, they overhear an important conversation about possible Aramean movements that could affect their quest. They gain +1 insight into defense strategies.

Somewhat Helpful Encounters (11-15)

  1. The party meets a merchant who offers a rare item: a bronze coin stamped with the image of King Jehoram. This coin can be used to gain favor with other merchants (advantage on negotiation checks).
  2. An old man shares with the party the fable of Elisha and the bears, inspiring them with tales of divine protection, granting them +1 temporary HP for their next encounter.
  3. A local farmer offers fresh fruit in exchange for help gathering herbs from a nearby hillside. In addition to the food, the party receives a +1 bonus to stamina for their next journey.
  4. The party stumbles across a sentry post with an abandoned lookout. Searching the area, they find a sealed message detailing troop movements of the Arameans, which is valuable information for their quest.
  5. A young boy recognizes one of the party members and offers them a charm made from a dried fig, which will grant advantage on a fear-related check during their time in Dothan.

Very Helpful Encounters (16-20)

  1. The party is approached by a well-mannered servant of Elisha who offers them provisions and hints at a meeting with the prophet, giving them a lead on their main quest.
  2. They find a hidden alcove that contains maps of the surrounding region, providing detailed information on nearby routes and enemy encampments. The party gains +2 to navigation checks.
  3. A group of townsfolk gathers to tell tales of Elisha. Listening carefully could provide the players with wisdom, granting them a +1 to their next wisdom saving throw.
  4. The party encounters a wandering healer who offers to teach them a simple remedy for wounds, granting each party member a +1 to healing spells for the next combat.
  5. The players come across an ancient stone altar with inscriptions. They decipher it, realizing it foretells a significant event that could impact their future quests, granting them foresight (+1 insight bonus).

Extremely Helpful Encounters (21-25)

  1. The party meets Elisha himself, who offers cryptic guidance that reveals the true nature of the Aramean threat. This grants them +2 wisdom and inspires them with confidence.
  2. A group of local craftsmen have been waiting for someone with skills. They offer to forge a weapon or upgrade an artifact if the party provides materials, adding special properties to the equipment.
  3. The players stumble upon a hidden cave with ancient scrolls that provide a rare insight into prophetic visions. Each character gains +1 to their spellcasting abilities for their next encounter.
  4. In the fields, they find a lost sheep and return it to its owner, a local priest who blesses them, granting them a +1 to charisma and a blessing of luck for their next venture.
  5. They discover a sacred grove where a chosen oracle resides, who offers them prophetic counsel. Each member of the party receives a boon: +1 to any one attribute for the duration until the next significant event.

Trivia Questions

Roll 1d20.

Add the number of correct answers.

Final result = 1–25.

  1. What city did Elisha and his servant find themselves in where the Aramean army surrounded them? (Dothan)
  2. What did Elisha’s servant exclaim when he saw the army of Arameans surrounding them? (Alas, my master! What shall we do?)
  3. How did Elisha reassure his servant when confronted by the Aramean army? (Those who are with us are more than those who are with them)
  4. What did Elisha pray for to open his servant’s eyes? (That the Lord would open his eyes)
  5. What did the Lord reveal to the servant when his eyes were opened? (The hills were full of horses and chariots of fire all around Elisha)

Correct Answers

  • Dothan
  • Alas, my master! What shall we do?
  • Those who are with us are more than those who are with them
  • That the Lord would open his eyes
  • The hills were full of horses and chariots of fire all around Elisha