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I invite you to join me on a journey back to 1446 BCE, to the heart of the Wilderness of Paran. We are the chosen spies of the Israelite tribes, entrusted by Moses to scout the Promised Land of Canaan. Our mission is fraught with danger and uncertainty, but we are guided by our unwavering faith and the divine guidance of the Lord. We face towering giants, bustling Canaanite cities, and the ever-present challenge of maintaining our courage in the face of the unknown. Will we succeed and bring hope to our people, or will we falter and incite fear and doubt? The fate of the Israelites rests in our hands. So, ready your staff, steady your heart, and let’s etch our names into the annals of history. This is our adventure, our test of faith. This is “Spies in Canaan”. R.

Spies in Canaan, 1446 BCE

Your faith is your shield, your courage is your sword, and your mission is your purpose.
In the annals of human history, there are tales that echo through the ages, stories of legendary men who dared to confront the unknown, to etch their names into the bedrock of time. This is one such tale, a saga of faith and fear, of giants and men, of a land promised by God to a chosen people. We are Man of Ages, and we invite you to step into the shoes of the twelve spies sent by Moses to scout the land of Canaan. This is not just an adventure; it is a test of faith, a journey into the heart of the human spirit.
The year is 1446 BCE. The Israelites, led by Moses, have escaped the chains of Egyptian slavery and now stand on the precipice of the Promised Land. But this land, flowing with milk and honey, is not unclaimed. It is inhabited by formidable adversaries, including the descendants of the Rephaim, a race of giants. Moses selects twelve men, one from each of the Israelite tribes, to scout the land, to assess its people, its cities, and its resources. You are one of these chosen spies, entrusted with a mission that carries the hope and fear of an entire people.
As you traverse the fertile valleys, the bustling cities, and the towering fortresses of Canaan, you will face challenges that test your courage, your cunning, and your faith. You will encounter Canaanite kings and giants, navigate through unfamiliar terrain, and grapple with the fear and doubt that gnaw at your resolve. But you are not alone. You are guided by the divine hand of the Lord, your path illuminated by His wisdom. Your faith is your shield, your courage is your sword, and your mission is your purpose.
This is not a journey for the faint of heart. It is a journey for men of faith, men of courage, men who dare to confront the unknown and emerge victorious. It is a journey that will forge your name in the annals of history, a journey that will transform you into a Man of Ages. So, ready your staff, steady your heart, and let us embark on this grand adventure. Welcome to “Spies in Canaan”.

Historical Background

In the book of Numbers, the fourth book of the Bible, we find the Israelites in the second year after their Exodus from Egypt, encamped in the Wilderness of Paran (Numbers 12:16). Under the leadership of Moses, they had escaped the chains of Egyptian slavery and were now on the precipice of the Promised Land, a land flowing with milk and honey as promised by God Himself (Exodus 3:8).
However, before they could claim this land, they needed to understand the challenges that lay ahead. Thus, in Numbers 13:1-2, the Lord commanded Moses to send men to spy out the land of Canaan, which He was giving to the children of Israel. Moses selected twelve men, one from each of the tribes of Israel. These were not ordinary men; they were leaders among their people, chosen for their courage, their wisdom, and their faith. Among them were Caleb son of Jephunneh from the tribe of Judah and Hoshea (later renamed Joshua) son of Nun from the tribe of Ephraim.
The land they were to scout, Canaan, was a land of abundance and formidable adversaries. It was inhabited by various tribes and peoples, including the descendants of the Anakim, a race of giants (Numbers 13:28-29). The cities were well fortified, the people numerous and strong. Yet, it was also a land of fertile valleys and vineyards, a land that truly flowed with milk and honey (Numbers 13:27)
For forty days, the spies traversed the land, from the Wilderness of Zin in the south to Rehob in the north (Numbers 13:21). They saw the people and their cities, they tasted the fruits of the land, and they faced the giants of Canaan. They returned to the Israelite camp carrying a cluster of grapes so large it had to be carried on a pole between two men, a testament to the land’s fertility (Numbers 13:23).
Yet, when they delivered their report, ten of the spies focused on the formidable adversaries and the towering fortifications, inciting fear and doubt among the Israelites (Numbers 13:31-33). Only Caleb and Joshua spoke of the land’s abundance and the possibility of conquest, trusting in the Lord’s promise (Numbers 14:6-9). This divergence in faith and perspective would have profound implications for the Israelites, shaping their destiny in the years to come. This is the historical and biblical backdrop of our adventure, “Spies in Canaan”.

ADVENTURE!

Card 1: The Divine Mandate (Aim 12)

Setting: The Wilderness of Paran

As representatives of the twelve tribes, you are summoned to the Tent of Meeting by Moses. The air is thick with anticipation as you step into the sacred space, the divine presence of the Lord palpable. Moses, a figure of stoic resolve, imparts your mission: to scout the land of Canaan, a land promised by God Himself.

Obstacle 1: The Divine Mandate (Wise +2)

The gravity of your mission weighs heavily on your shoulders. You must understand the divine mandate, the significance of your task, and the consequences of failure. Moses, a conduit of God’s will, imparts the Lord’s instructions, his words echoing in the hallowed space.
Players must make a wisdom check (Aim 12, Wise +2) to fully comprehend their divine mission. On failure, they risk misunderstanding their task and the divine consequences that may follow.

Obstacle 2: Preparing for the Journey (Tough -4)

The preparation for your journey is a test of endurance and resourcefulness. You must gather supplies, chart your course, and mentally prepare for the challenges ahead. The bustling camp is a hive of activity, and you must navigate through the throngs of people, livestock, and tents to gather what you need.
Players must make a constitution check (Aim 12, Tough -4) to successfully prepare for their journey. On failure, they risk setting off ill-prepared, which could lead to complications down the line.

Card 2: Into the Unknown (Aim 12)

Setting: The harsh desert landscape between the Wilderness of Paran and the land of Canaan

As you venture into the desert, the familiar sights and sounds of the camp fade into the distance, replaced by the eerie silence of the wilderness. Your journey is fraught with challenges, both physical and spiritual, as you grapple with the harsh conditions and the weight of your divine mandate.

Obstacle 1: The Desert's Wrath (Tough +2)

The desert is unforgiving, its scorching heat and treacherous terrain testing your endurance and resolve. You must navigate through sand dunes, rocky outcrops, and treacherous ravines, conserving your energy and water supplies as best as you can.
Players must make a constitution check (Aim 12, Tough +2) to withstand the harsh conditions of the desert. On failure, they risk exhaustion and dehydration, which could slow their progress and weaken their resolve.

Obstacle 2: The Test of Faith (Wise -4)

As the days turn into nights and the landscape remains unchanging, doubt begins to creep in. The enormity of your task and the inhospitable conditions test your faith in God’s promise. You must find a way to bolster your spirits and maintain your faith in the face of adversity.
Players must make a wisdom check (Aim 12, Wise -4) to maintain their faith and morale. On failure, they risk succumbing to doubt and fear, which could undermine their mission and invite divine displeasure.

Card 3: The Land of Promise (Aim 12)

Setting: The outskirts of Canaan

As you approach the land of Canaan, the promise of God rings in your ears. This is the land flowing with milk and honey, the land promised to your ancestors. But the beauty of the land hides the challenges that lie ahead.

Obstacle 1: The Canaanite Outpost (Quick +2)

Your first challenge is a Canaanite outpost guarding the entrance to the land. The outpost is fortified, manned by Canaanite soldiers who are wary of strangers. You must find a way to bypass the outpost without arousing suspicion or resorting to violence.
Players must make a dexterity check (Aim 12, Quick +2) to stealthily bypass the outpost. On failure, they risk being detected and captured by the Canaanite soldiers.

Obstacle 2: The Giants of Canaan (Tough -4)

As you delve deeper into the land, you encounter the giants of Canaan, the descendants of Anak. Towering over the average man, these giants are formidable opponents. You must find a way to avoid confrontation or prepare for a battle of epic proportions.
Players must make a constitution check (Aim 12, Tough -4) to either endure a potential confrontation or muster the strength to flee. On failure, they risk a dangerous encounter with the giants.

Card 4: The Heart of Canaan (Aim 12)

Setting: The heartland of Canaan

As you delve deeper into Canaan, you are struck by the prosperity of the land. The cities are well-fortified, the people prosperous, and the land fertile. But beneath the surface, danger lurks.

Obstacle 1: The Canaanite City (Smart +2)

Your journey takes you to a bustling Canaanite city. The city is a maze of narrow streets and towering buildings, teeming with people going about their daily lives. You must navigate through the city without arousing suspicion, gathering information about the land and its people.
Players must make an intelligence check (Aim 12, Smart +2) to successfully navigate the city and gather information. On failure, they risk getting lost or arousing suspicion among the city’s inhabitants.

Obstacle 2: The Canaanite King (Charming -4)

Your presence in the city does not go unnoticed. You are brought before the Canaanite king, a formidable figure who views you with suspicion. You must convince the king of your peaceful intentions, or risk being thrown into the city’s dungeons.
Players must make a charisma check (Aim 12, Charming -4) to convince the king of their peaceful intentions. On failure, they risk imprisonment or worse.

Card 5: The Report to Moses (Aim 12)

Setting: The Israelite camp in the Wilderness of Paran

As you return to the Israelite camp, you are filled with a sense of accomplishment. You have completed your mission, but now you must report your findings to Moses and the rest of the Israelites.

Obstacle 1: The Return to Camp (Quick +2)

Your return to the camp is not without its challenges. You must navigate through the sprawling mass of tents and people, making your way to the Tent of Meeting without arousing suspicion or causing alarm.
Players must make a dexterity check (Aim 12, Quick +2) to successfully navigate through the camp. On failure, they risk causing a commotion and arousing suspicion among the Israelites.

Obstacle 2: The Report to Moses (Charming -4)

Your report to Moses is a crucial moment. You must recount your journey, your findings, and your encounters in a way that is truthful yet tactful, highlighting the promise of the land without downplaying the challenges.
Players must make a charisma check (Aim 12, Charming -4) to deliver a successful report to Moses. On failure, they risk causing fear and doubt among the Israelites, potentially jeopardizing the mission.

PC

Caleb son of Jephunneh

Hailing from the tribe of Judah, Caleb son of Jephunneh is a man of unwavering faith and courage. Known to history as Caleb the Fearless, he was one of the twelve spies sent by Moses to scout the land of Canaan. Raised amidst the nomadic life of the Israelites, Caleb was a shepherd by trade, known for his steadfast loyalty and spiritual strength. When the mission to Canaan began, Caleb saw an opportunity to serve his people and his God. Armed with his indomitable spirit, a keen sense of strategy, and a staff that has seen him through many trials, Caleb is ready to carve his legend into the annals of Israelite history.

GEAR

Shepherd’s Staff: +3 to hit, 1d6 damage, TARGET 12 Israelite Robes: Grants +1 to CON checks when defending against attacks Pouch of Manna: A sign of his faith and sustenance, used to motivate and inspire others Map of Canaan: Detailed map of the land, used to navigate the territory and plan his route
ICRPG Stats: STR: +3 DEX: +2 CON: +3 INT: +1 WIS: +2 CHA: +1

Milestones

Fearless Scout: Caleb gains a +1 bonus to DEX checks when engaging in stealth or navigation. Man of Faith: Caleb gains advantage on all WIS rolls when interpreting divine visions or signs. Indomitable Spirit: When in a tight spot, Caleb gains a +1 bonus to all CON checks for one round.

NPC

Og, King of Bashan

Og, the King of Bashan, is a figure of immense size and strength. Known to history as one of the last remnants of the Rephaim, a race of giants, Og is a formidable adversary. His reign in Bashan, a region in the northern part of Canaan, is marked by his iron fist and his indomitable will. When the Israelite spies encounter him, they are faced with a challenge that tests their courage and their faith.

GEAR

Iron Club: +5 to hit, 2d6 damage, TARGET 12 Giant’s Armor: Grants +3 to CON checks when defending against attacks Crown of Bashan: A sign of his kingship and authority, used to intimidate and command respect
ICRPG Stats: STR: +5 DEX: +1 CON: +5 INT: +2 WIS: +1 CHA: +2

Milestones

Giant’s Strength: Og gains a +2 bonus to STR checks when engaging in combat. Iron Will: Og gains advantage on all CON rolls when resisting attacks or intimidation. King’s Command: When in a position of authority, Og gains a +2 bonus to all CHA checks for one round.

UNIQUE RULES

Divine Guidance:

The Israelite spies are on a mission from God, and as such, they may receive divine guidance in their journey. At the start of each card, the GM can roll a d6. On a roll of 6, the party receives a vision or sign from God, providing them with a hint or clue to help them overcome the challenges they face. This could be a dream, a sudden insight, or a seemingly random event that points them in the right direction.

Game Stats:

WIS check (Aim 12) to interpret the divine guidance correctly. On success, the party gains advantage on their next challenge. On failure, the meaning of the sign remains unclear.

Faith and Fear:

The Israelite spies are not only physical explorers but also spiritual warriors. Their faith in God gives them strength, but they also face the fear of the unknown and the fear of failure. At the start of each card, each player must make a CHA check (Aim 12) to maintain their faith and courage. On success, they gain a +1 bonus to all checks for that card. On failure, they suffer a -1 penalty to all checks for that card due to their fear and doubt.

Canaanite Giants:

The land of Canaan is inhabited by giants, descendants of the Rephaim. These giants are formidable adversaries, with great strength and size. When encountering a Canaanite giant, the party must make a STR check (Aim 12) to stand their ground. On failure, they are intimidated by the giant and suffer a -2 penalty to all checks against the giant.

The Favor of the Lord:

The Lord watches over the Israelite spies, and their actions can earn His favor or provoke His wrath. Whenever the party makes a decision that aligns with God’s commandments (such as showing kindness to a stranger, refusing to lie, or standing up for justice), they gain a Favor point. Whenever they act against God’s commandments (such as stealing, killing without cause, or worshipping false gods), they lose a Favor point.

Game Stats:

Each Favor point gives the party a +1 bonus to a single roll of their choice. However, if the party’s Favor points ever drop to -3, they provoke the wrath of the Lord, resulting in a divine punishment (such as a plague, a natural disaster, or being turned into a pillar of salt). The exact nature of the punishment is up to the GM, but it should be a significant challenge that the party must overcome.