Some years ago, as the villagers say, a man named Leutard wondered from hamlet to hamlet proclaiming “The Truth of the Bees.”
A divine revelation had seized him one day as he worked in his fields. Bees, he said, stung him and spoke to him. Afterward, he gathered a number of followers to preach his new gospel and desecrated a local church.
When a local bishop arrived and confronted his heresy, his followers abandoned him . Leutard then fled and threw himself down a well.
Now it appears you have found this well.
What do you encounter? Roll 1d6.
- Leutard’s Whispers: You hear a strange whispering coming from down the well. “Help,” it says. Anybody going down the well finds nothing but brackish water. Contact on an open wound or drinking it causes botulism (no saving throw). A skeleton may be found at the bottom if one searchs long enough.
- Leutard’s Shade: A gray man steps out of the forest. As he babbles about a ruthless bishop he constantly scratches himself. He keeps pointing at the well. At one point, he says, “How’s my wife?” Then vanishs the moment somebody isn’t looking.
- Leutard’s Bees: 1d6 giant bees fly from the forest and attack the party.
- Leutard’s Vengence: Leutard’s shade tries to possess a member of the group, targeting a character with the lowest wisdom (or relevant ability score with the lowest resistance to possession). Then the character will quest to kill the bishop. Magic and exocism may be used to rid the character of Leutard’s shade at the GM’s discretion.
- Leutard’s Treasure: Looking into the well reveals that single stone is missing in the wall. In the niche resides a rotted bag with 30 pieces of silver, 97 copper pieces, and assorted items worth another 10 gold pieces. If these items are shown to anybody in the neary vicinity, word gets out and 1d12+2 villagers will accost the party until the proper owners (whom Leutard demanded tithes from) get their items back.
- Leutard’s Revelation: Each character in the group must make saving throw. Those who fail experience bees flying in and out of their bodies, telling them secret divine intelligence which drives them insane. For the next 1d6 days, each character gains 1d4 intelligence but looses 1d4 wisdom. Each character also had the desire to “spread the word” of these revelations: though they are aware to avoid the bishop.
Inspiration for this post came from Heresies of the High Middle Ages, by Walter L. Wakefield, and Austin P. Evans.