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Banshee/Baen Sidhe

Banshee1
Banshee – AI Generated Artwork – NightCafe Creator

The Banshee  is a female spirit  seen as an omen of death and a messenger from The Otherworld.

A thin, faint woman appears before you. Night-black feathered wings emerge from her back. Her eyes are puffy and red, her form gaunt. She has ruffled red hair that streams down her back, which she slowly works with a silver comb. She wears a green slip under a grey mantle. She opens her small mouth and unleases a terribly piercing, mournful song.

Banshees in history, mythology and folklore

Traditionally, when a citizen of an Irish village died, a woman would sing a lament at their funeral. These women singers are sometimes referred to as “keeners”. Legend has it that, for five great Gaelic families: the O’Gradys, the O’Neills, the O’Briens, the O’Connors, and the Kavanaghs, the lament would be sung by a fairy woman; having foresight, she would appear before the death and keen. When several banshees appeared at once, it indicated the death of someone great . The tales sometimes recounted that the woman, though called a fairy, was a ghost, often of a specific murdered woman, or a woman who died in childbirth.

Banshees are frequently described as dressed in white or grey, and often having long, fair hair which they brush with a silver comb. Other stories portray banshees as dressed in green, red or black with a grey cloak.

The banshee wails around a house if someone is about to die.

Banshee, Unseelie

Banshee
Banshee – AI Generated Artwork – NightCafe Creator

Medium undead, chaotic evil

Armor Class 16
Hit Points 117 (26d8)
Speed 0 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA
1 (-5)22 (+6)10 (+0)12 (+1)11 (+0)17 (+3)

Saving Throws Wis +5, Cha +8
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
  • Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
  • Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
  • Magic Resistance. The banshee has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Corrupting TouchMelee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) necrotic damage.
  • Energy Drain (1/Day). The banshee targets one creature it can see within 120 feet of her. The target must succeed on a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The banshee regains a number of hit points equal to half the amount of damage dealt.
  • Wail (recharge 6). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 16 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

Banshee

Medium undead, chaotic evil

Armor Class 13
Hit Points 81 (18d8)
Speed 0 ft., fly 40 ft.

STRDEXCONINTWISCHA
6 (-2)17 (+3)10 (+0)16 (+3)16 (+3)18 (+4)

Saving Throws Wisdom +6, Charisma +7
Skills Perception +6
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elven, Sylvan
Challenge 6 (2,300 XP)

Special Traits

  • Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Life Sense. The banshee can innately sense all living creatures within a 5-mile radius of it.

Actions

  • Chilling TouchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) necrotic damage and the target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
  • Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this banshee’s Horrifying Visage for the next 24 hours.
  • Keening Wail (1/day). The banshee releases a terrible, keening wail, provided that it isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 60 feet of the banshee that can hear it must make a DC 15 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 21 (6d6) psychic damage.

Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

BAEN SÍDHE (CR 15)

Banshee
Banshee – AI Generated Artwork – NightCafe Creator

Originally Posted by MythMage of the Dicefreaks forums.

On this Thread

BAEN SÍDHE (CR 15)
Often N Medium fey (Deathtouched)

Init +9; Senses Low-Light Vision; Listen +27, Spot +27

Languages Common, Elven, Gnome, Sylvan

DEFENSE
AC 31, touch 26, flat-footed 26 (+5 Dexterity, +6 deflection, +5 mourner’s comb, +5 natural)  
hp 108 (18d6+90; minimum), regeneration 10 (weapons with light effects/light descriptor effects);

DR 15/cold iron and magic Immune death effects, energy drain, exhaustion, fatigue, physical ability damage, poison, sleep, sonic Resist cold 10; SR 26 (11 + CR)
Weakness susceptibility to light
Fort +17, Ref +22, Will +21
OFFENSE
Speed 30 ft., Fly 80 ft. (perfect) (16 squares)  

Melee 2 wings +15 touch (2d8+6 plus 1d8 Wisdom plus curse); or

Melee spell-like ability +15 touch

Base Atk +9; Grp +9

Special Actions keening, wail

Spell-like Abilities (CL 18th)

Always active –deathwatch

At will- death knell

3/day- commune with nature, divination, polymorph (crow or raven only; self only), shatter (DC 18)
STATISTICS
Abilities Strength 11, Dexterity 20, Constitution 21, Intelligence 16, Wisdom 22, Charisma 22  

SQ deathtouched traits, incorporeal form, spectral presence, unearthly grace

Feats Ability Focus (keening), Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Weapon Finesse

Skills Balance +7, Diplomacy +29, Hide +26, Intimidate +27, Knowledge (nature) +30, Listen +27, Search +24, Sense Motive +27, Spot +27, Survival +27 (+29 in aboveground natural areas), Tumble +26

Possessions mourner’s comb
SPECIAL ABILITIES
Curse (Su) A creature struck by a baen sídhe’s wings must succeed on a Will save (DC 25) or be cursed as per bestow curse. The save DC is Charisma-based.  

Death Sense (Su) A baen sídhe can predict the death of any living creature. In order to use this ability, the baen sídhe must be aware of the subject or have him identified for it unambiguously and then choose him as a subject of this ability. A baen sídhe can have up to one subject as a focus of this ability per racial Hit Die it possesses. Each day at sunset, the baen sídhe becomes aware of all subjects which will die within the next week as if it had asked for their time of death with divination (caster level 18th). The baen sídhe can predict the deaths of any living thing within 30 feet of it without selecting them as subjects. Changing subjects is a free action. A baen sídhe cannot predict its own death or that of another baen sídhe. Often, Unseelie Faerie Lords will keep baen sídhe on retainer to watch their favorite servants.
When a subject will die within 24 hours, the baen sídhe can constantly detect which plane he is on. If he is on the same plane as the baen sídhe, it can pinpoint him from any distance as if with Blindsense.

Additionally, a baen sídhe can detect all creatures within 30 feet that will die in the next 24 hours, locating them as if with Blindsense. A baen sídhe can’t predict the deaths of elementals or outsiders.

Incorporeal Form (Su) A baen sídhe can become incorporeal as a move action, along with any objects it may be wearing or carrying. Ending this effect is a free action. While incorporeal, the baen sídhe loses its land speed, natural armor bonus, and wing attacks. Simultaneously, it may choose to become invisible as per greater invisibility, or cease its invisibility, as a free action.

A baen sídhe that loses its comb loses its incorporeal form ability.

Keening (Su) A baen sídhe can begin singing a haunting dirge as a standard action. It may maintain the dirge for up to eight hours. A baen sídhe may still take other actions while it sings, but it may not cast spells with verbal components, activate word-activated or spell completion magic items, or use its wail or other verbal special abilities. The keening can be heard up to 1 mile away, but only has an effect on creatures within 200 feet. When a living creature first hears the keening, he must succeed on a Will save (DC 27) or become shaken and suffer despair that causes a -2 penalty on all attacks rolls, saving throws, ability checks, skill checks, and weapon damage rolls for as long as the baen sídhe can be heard or seen and for 1 hour after that. A victim which fails his save has all his magical protections against death (such as death ward) targeted by an effect identical to greater dispel magic at caster level 18th. A new save is required each round that the baen sídhe can be heard, and those that fail multiple saves become progressively more scared. If it desires, a baen sídhe can keen without causing fear and despair. Keening is a sonic effect; the despair and fear are mind-affecting. The save DC is Charisma-based, and includes a +2 bonus from Ability Focus.

Negative Energy Infusion (Ex) A creature struck by a baen sídhe’s wing attack is infused with negative energy, suffering 2d8 damage modified by the baen sídhe’s Constitution modifier.

Regeneration (Ex) A baen sídhe suffers normal damage only from spells or effects with the light descriptor, and from weapons affected by such spells or effects. A baen sídhe cannot regrow lost body parts. It can reattach a severed member instantly by holding the lost part to the stump.

Spectral Presence (Ex) A baen sídhe’s natural armor and natural weapons function normally against incorporeal foes as if they had the ghost touch property. A baen sídhe can perceive disembodied souls and incorporeal creatures with all its senses normally and interact physically with them.
Susceptibility to Light (Ex) Unlike most deathless, a baen sídhe is more vulnerable to light than most living things. It suffers damage from light spells and effects such as sunbeam as if it were an undead creature.

Unearthly Grace (Su) A baen sídhe adds its Charisma bonus to its saving throws and as a deflection bonus to Armor Class.

Wail (Su) As a standard action, a baen sídhe can unleash a terrible wail. All living things (creatures and objects) within 30-foot radius or a 60-foot cone must succeed on a Fortitude save (DC 25) or die (nonmagical living objects automatically fail). The baen sídhe may choose for any number of creatures or objects to be immune to this effect; most baen sídhe are careful to kill no more living things than necessary. This is a sonic death effect. Once a baen sídhe wails, it cannot do so again for 1d4 rounds.

The wail is audible up to 1 mile away. The save DC is Charisma-based.

Wisdom Damage (Su)
A creature struck by a baen sídhe’s wing attack suffers 1d8 points of Wisdom damage, or 2d8 points on a critical hit. The baen sídhe gains 5 temporary hit points every time it uses this ability, or 10 on a critical hit.

Skills A baen sídhe has a +4 racial bonus on Knowledge (nature) checks.

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MOURNER’S COMB

All baen sídhe carry special combs. As long as it is worn in the hair (occupying space as a magic helm), a mourner’s comb provides a +5 luck bonus on Armor Class. This bonus has been factored into the statistics above. A baen sídhe that loses its comb cannot use its incorporeal form special ability until it manufactures another, which takes a month. For a creature other than a baen sídhe, this bonus lasts for only twenty uses (each attack the bonus applies against counts as a use), at which point the comb disintegrates.

A mourner’s comb can only be crafted by a baen sídhe. No baen sídhe will ever give its comb to a mortal, and any baen sídhe that sees a mortal wearing a mourner’s comb will attack on sight.

_____________________________________________________________

STRATEGY AND TACTICS

A baen sídhe is quick to anger if it thinks that someone is interfering with its duties. It will seek to scare them off first by keening (to induce fear as well as break and spells warding against death) while incorporeal and invisible. If that fails, it will usually move directly overhead to let loose a wail. It will then engage in melee to soften up the remaining obstacles before finishing them off with another wail.

Baen sídhe may appear alone or in broods of 3-5 members. A brood is usually dispatched by the Unseelie Court to punish particularly important offenders against nature, but also may escort exceptionally desirable souls to Faerie.

SAMPLE ENCOUNTER

A baen sídhe most often attacks parties when they get in the way of her duties. For instance, an elderly huntsman has lived a long life, and death is soon to take him. He doesn’t want to die because he loves the forest and is afraid to leave it untended, and he doesn’t know what kind of afterlife to expect since he has never worshipped anything but nature. He has heard a baen sídhe keening in the night, and he fears she is coming after him. He thinks she is an evil ghost, and asks the party to save him from her. He isn’t even aware that the fey have always been very fond of him and his superb care for the woodlands and want him to join the fey’s cycle of life.

EL 15: A single baen sídhe arrives in the night to take him.

EL 18: A brood of three baen sídhe come for him; the man’s soul is seen to have immense potential for some inscrutible reason.

ECOLOGY

A baen sídhe is most often created by the Queen of Air and Darkness. If a servant of hers nears death prematurely (from injury, magic, or any other source), the Queen remakes them as baen sídhe so that they may continue their service until it is their proper time to die. The Queen sometimes performs this service for her other subjects, if they please her and show willingness to sacrifice for the cause of the Unseelie.

Baen sídhe can mate and reproduce like any other fey, but they do so even less often than most Unseelie fey. They are so preoccupied with death that they rarely give any thought to life.

Environment: Baen sídhe can be found anywhere that death occurs, but they spend the majority of their time in Faerie participating in the activities of the Unseelie Court.

Typical Physical Characteristics: Baen sídhe normally stand about 5 feet tall and weigh 60 pounds. Since they age normally, they can appear as young, old, or in between. Their black wings are usually folded behind them. They usually only allow themselves to be seen on dark nights, when their black wings are nearly invisible. A baen sídhe may be of either gender, but the Queen of Air and Darkness primarily uses female servants and so there are more female baen sídhe than male.

Alignment: Baen sídhe have no predilection for any alignment, and so they are often neutral. They are rarely chaotic, though.

BAEN SÍDHE LORE

Characters with ranks in Knowledge (nature) can learn more about baen sídhe. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.

Knowledge (nature)
DCResults
25This is a baen sídhe, a fey spirit of death. Baen sídhe are famous for their ability to kill with a wail.
30A baen sídhe’s unnerving keening can break spells that protect against death.
35Like death itself, baen sídhe are strongly associated with darkness. They are vulnerable to harm from light-based spells and weapons enchanted with those spells.

SOCIETY

Baen sídhe are mortality incarnate. They understand every nuance of natural death and predict it. A person who is blessed by the fey will sometimes be aided by a baen sídhe – the baen sídhe may give a warning of impending death to allow him to prepare himself, and may try to soothe him into coming to peace with death. Obviously, a lot of mortals don’t take to kindly to finding out they’re soon to die, and folks are generally scared of death, so of course baen sídhe are much-feared. In addition to warning of death, a baen sídhe will also escort the souls of those mortals which belong to Faerie rather than the Realms Beyond.

Their keening is a song of mourning, and they are often truly sad to bring life to an end. The purpose of their fatal wail is to stop those who would deny death or who are otherwise gravely offending nature. Often, they act because they must, not because they enjoy it. Baen sídhe prefer to work at night because of its strong connection to death and because their death sensing powers operate most effectively at dusk.

A baen sídhe typically serves the Queen of Air and Darkness or another Unseelie lord. A few baen sídhe serve the Seelie Court and other courts to collect souls the other courts desire, a service the Queen trades to Titania and other rulers in exchange for other small favors.

TYPICAL TREASURE

A baen sídhe collects treasure as is normal for a monster of its Challenge Rating, typically having the equivalent of about 22,000 gp (which doesn’t include its comb). It usually keeps its treasure (except that which it can easily carry and finds useful) at the court of its Faerie Lord leige, however. Baen sídhe are particularly fond of collecting combs both magical and mundane.

An intact mourner’s comb has a market price of 18,750 gp, but a potential buyer that succeeds on a DC 25 Knowledge (nature) check can recognize the origin of the comb (and usually refuse to purchase it). A DC 30 Appraise check offers similar information. A person with 5 or more ranks in Knowledge (nature) gains a +2 synergy bonus on the Appraise check, and vice versa.

BAEN SÍDHE WITH CLASS LEVELS

The baen sídhe’s favored class is bard. Baen sídhe with class levels are also often druids, sorcerers, or sometimes clerics; they are among the very few fey who are clerics with any frequency. Those that are worship the Death aspect of the Great Cycle and have access to the fey, Oracle, and Repose domains.

ADVANCED BAEN SÍDHE

Baen sídhe advance by racial Hit Dice with age and experience. Baen sídhe can reach up to 36 Hit Dice. A baen sídhe’s regeneration is equal to two-thirds its racial Hit Dice, rounded down to the nearest 5.

Deathtouched Subtype: A deathtouched straddles the line between life and death, having some qualities of living creatures and undead.

Traits: A deathtouched has the following traits (unless otherwise noted in a creature’s entry).

  • Receives only minimum hit points per Hit Die.
  • Affected as both a living creature and an undead creature by spells and effects. If an effect causes different results for undead than for living creatures, the deathtouched is treated as whichever is more advantageous. However, if an effect works normally on either, or if it only works on one and not the other, the deathtouched is affected normally. For example, a deathtouched would suffer damage as a living creature, rather than an undead, from a sunburst spell, but can be turned or rebuked like an undead. A deathtouched is healed by both positive and negative energy, but regains only half as many hit points as normal from either.
  • Immunity to death effects, energy drain, exhaustion, fatigue, physical ability damage, poison, and sleep.
  • Not affected by raise dead and Reincarnate spells or abilities. resurrection and true resurrection restore the deathtouched to the form it had before its partial death.
  • Deathtouched do not eat, sleep, or breathe.

Adventure threads for

“The Banshee’s Curse”

Banshee
Banshee – AI Generated Artwork – NightCafe Creator

Episode 1: “The Screaming Queen” The adventure begins in a small village called Ravenswood, in where the villagers are being terrorized by a mysterious figure known as the Screaming Queen. The villagers have reported hearing blood-curdling screams at night, and many have gone missing. The villagers believe that the Screaming Queen is a banshee, a spirit of death that foretells the death of a loved one.

The players will be hired by the village elder, Thomas, to investigate the disappearances and put an end to the terror. They will soon discover that the banshee is not just any ordinary spirit, but a powerful and ancient one who has been cursed by a powerful sorcerer.

Episode 2: “The Sorcerer’s Revenge” The players will learn that the banshee was once a beautiful queen named Isabella, who was betrayed and murdered by her sorcerer lover, Malden. Malden, consumed by guilt and regret, cursed himself to live forever as a vampire, doomed to wander the earth and bring death to those he loved.

Isabella, now as a banshee, has been using her powers to draw people to her and manipulate their emotions. She is using her powers to gather an army of undead and spirits, that will help her to take her revenge on Malden. The players will have to track down Malden and find a way to break the curse. They will have to navigate through treacherous swamps and forests, and face off against Malden’s vampire minions. Along the way, they will meet a druid named Eira, who will offer to help them in their quest. Eira will guide the players through the forest, and use her knowledge of herbs and plants to provide them with potions and remedies that will protect them from Malden and other dangers they might face.

Episode 3: “The Queen’s Revenge” The players will finally reach Malden’s stronghold, a dark and foreboding castle. Inside, they will have to face Malden’s powerful magic and his army of vampire minions. They will also discover that Isabella is not just a mindless spirit, but a vengeful one who will stop at nothing to get her revenge.

The players will have to use all of their skills and wits to defeat Malden and break the curse. They will also have to choose whether to side with Isabella in her quest for revenge or try to find a way to put her spirit to rest.

Episode 4: “The Final Scream” With the curse broken, Isabella will finally be able to rest. But the players will soon learn that Isabella’s curse was not the only one in the land. They will have to journey to the other side of Britain to put an end to the other curses and put the spirits to rest.

They will encounter a necromancer named Morpheus who is behind the other curses, and will have to stop him and his undead army.

The adventure will end with the players returning to Ravenswood as heroes, hailed for their bravery and skill in defeating the banshee’s curse. But they will also have to live with the knowledge that they have released a powerful and ancient spirit, and that the banshee’s final scream may yet be heard again.

“The Hunt for the Banshee”

Episode 1: The Wailing Woman

The adventure begins in a small village on the outskirts of the kingdom. The villagers have been plagued by a terrifying creature known as a Banshee, a spirit of death known to wail before a death in the family. The villagers have heard the wailing of the Banshee every night for the past week and have reported that several people have gone missing. The villagers believe that the creature is a curse upon their village and have asked for help from the adventurers.

Upon arrival, the villagers tell the adventurers that the wailing of the Banshee has increased in frequency and that several people have gone missing. The villagers also mention that they have heard strange noises coming from the nearby graveyard at night.

The adventurers must investigate the village and the surrounding area to find out what is causing these strange occurrences. They may discover that the villagers have angered an ancient spirit by desecrating an old burial ground and that the Banshee is a manifestation of this spirit’s wrath.

Episode 2: The Graveyard of the Ancients

The adventurers must venture into the nearby graveyard to find the source of the curse. As they enter the graveyard, they will encounter various traps and obstacles set by the spirit to protect itself. The adventurers will also encounter other creatures of Celtic folklore, such as faeries and will-o’-the-wisps, who may help or hinder them on their quest.

As the adventurers delve deeper into the graveyard, they will come across an ancient tomb. Here, they will encounter the spirit in the form of a Banshee. The spirit will explain that it has been angered by the villagers’ actions and that the Banshee is its way of punishing them.

The adventurers must find a way to appease the spirit and put an end to the curse. This may involve making offerings to the spirit, performing a ritual, or even going on a quest to find a powerful magical item.

Episode 3: The Return of the Banshee

The adventurers have successfully appeased the spirit and put an end to the curse. However, as they return to the village, they find that the Banshee has returned. The villagers are once again terrified and the adventurers must find a way to stop the creature once and for all.

The adventurers will discover that the Banshee is being controlled by a powerful necromancer who is using the creature as a tool to gain power and control over the kingdom. The necromancer has taken refuge in a nearby castle and the adventurers must go there to stop him.

As the adventurers battle their way through the castle, they will encounter various minions of the necromancer, including undead warriors and other creatures of folklore. Finally, they will come face to face with the necromancer in a final showdown.

Upon defeating the necromancer, the adventurers will have put an end to the curse of the Banshee and saved the village from certain doom. The villagers will be forever grateful and the adventurers will be hailed as heroes of the kingdom.

Note: This is a rough draft and can be adjusted accordingly to your desired settings and characters.

“The Curse of the Banshee”

Episode 1: The Wailing Woman

The adventure begins in a small medieval village on the outskirts of the kingdom. The villagers have been plagued by a terrifying creature known as a Banshee, a spirit of death from Celtic folklore that is known to wail before a death in the family. The villagers have heard the wailing of the Banshee every night for the past week and have reported that several people have gone missing. The villagers believe that the creature is a curse upon their village and have asked for help from the adventurers.

Upon arrival, the villagers tell the adventurers that the wailing of the Banshee has increased in frequency and that several people have gone missing. The villagers also mention that they have heard strange noises coming from the nearby graveyard at night.

The adventurers must investigate the village and the surrounding area to find out what is causing these strange occurrences. They may discover that the villagers have angered an ancient spirit by desecrating an old burial ground and that the Banshee is a manifestation of this spirit’s wrath.

Episode 2: The Secret of the Banshee

As the adventurers investigate the village and the surrounding area, they will come across an old journal. The journal belongs to a young woman who lived in the village many years ago. The journal tells the story of how the young woman was wrongfully accused of being a witch and was burned at the stake.

The journal also tells of how the young woman’s spirit returned as a Banshee to seek revenge on the villagers who had wronged her. The journal also reveals that the Banshee is bound to the village and cannot leave until her vengeance is complete.

The adventurers must use the information in the journal to find a way to free the Banshee from her curse. This may involve finding the remains of the young woman and giving her a proper burial, or even finding a way to clear her name and prove her innocence.

Episode 3: The Final Confrontation

As the adventurers work to free the Banshee from her curse, they will come across the villagers who had wronged her. These villagers will be desperate to keep their secrets hidden and will do whatever it takes to stop the adventurers. They will use any means necessary to stop the adventurers, including violence.

Finally, the adventurers will reach the remains of the young woman and will give her a proper burial. As they do so, the Banshee will appear before them and will thank them for freeing her from her curse. However, the villagers who had wronged her will not go down without a fight. They will confront the adventurers in a final showdown.

Upon defeating the villagers, the adventurers will have freed the Banshee from her curse and ended her reign of terror. The villagers will be forever grateful and the adventurers will be hailed as heroes of the kingdom.

Note: This is a rough draft and can be adjusted accordingly to your desired settings and characters.

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