2 yards north of MAR 3, there stands a brick circular building about 5 yards in radius, with a single unlocked door (standard floor stats) leading inside and no windows. A ladder on the side leads to the closed top of the structure (there is a trapdoor-like opening, for taking out the grain when the structure is filled). The interior is unlit (-8 Darkness penalty) and contains only a few layers of rotted grain, 1 yard deep. The top of the silo is 8 yards up from the interior’s floor.
Just outside and a little west of the silo’s ground floor door, there’s a well of drinking water, still functional. The well is a minor holy artefact (detectable by those with Power Investiture (Holy) and Holiness if they succeed at a Per + Talent roll). Once per day, if someone tosses in a coin (the more valuable the coin the better, see below), they will receive a blessing. A roll against Religious Ritual or Theology informs the person studying the holy well of this blessing.
At the bottom of the well (it’s 8 yards deep and has at least 7 yards of water depth), the various coins thrown into the well are sitting there. The coins are 10 gold coins, 50 silver coins and (3dx20) copper coins. Stealing any coins from the well disables the well’s holy power for a year (so throwing in new coins does nothing until then) and strikes the thief with a 3-point Curse at Power-25.
Blessed Well Effects
Roll 3d, apply modifiers and consult the table below. Any spell-like effects should be treated as if they were Power-25 and Magery/Power Investiture 5, lasting for 1d times the base duration if maintainable. “The subject” is the person who threw the coin into the well.
Modifiers: Bonus equal to Power Investiture (Holy) or Holiness level, -5 for a copper coin, -2 for a billion coin, +0 for a silver coin, +2 for a tumbaga coin, +4 for an electrum coin, +5 for a gold coin, +10 for a platinum coin.
0 or less: No effect.
1-3: The subject gets their coin back.
4: The subject or one of their allies instantly recovers 1 FP.
5-6: The subject or one of their allies are healed for 1 HP.
7: The subject or one of their allies instantly recovers 1d FP.
8-9: The subject or one of their allies are healed for 1d HP. Alternatively, the subject and ALL their allies receive the benefit of the Stop Bleeding spell.
10: The subject or one of their allies have a crippled or paralysed limb/extremity restored for 1d minutes. Alternatively, the subject or one of their allies gets the benefit of the Stop Spasm spell. If none of those have any such maluses, the subject gets their coin back.
11-12: The subject or one of their allies becomes immune to disease and poison for 1d hours.
13-14: The subject or one of their allies is instantly cured of an ongoing affliction, harmful foreign objects, disease, memory loss, curse or poison. If none of those have any such maluses, the subject gets their coin back.
15: The subject or one of their allies has their lost sight, hearing and speech restored for 1d hours. If none of those have any such maluses, the subject gets their coin back.
16-17: The subject receives a 1-point Bless spell.
18-21: The subject or one of their allies recovers ALL of their missing HP.
22-26: The subject receives a 2-point Bless spell.
27-28: The subject gains an Advantage worth 5x1d points for 3d minutes.
28+: The subject gains an Advantage worth 5x1d points for 3d hours.