The Funeral Ground (SB)

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There is an area of plain, in the shadow of the sacred mountain that is set aside for the dead. No mortal may enter it unless a shaman, or accompanied by a shaman during a funeral.
Here, the bodies of the dead are left on wooden biers, in their finest clothes and with their favorite weapons, so that they may carry these with them into the spirit world to join the ancestors. Tribe members whose bodies are abandoned elsewhere are believed to have difficulty finding their way back to the sacred hill, and the ancestors often punish those who fail to bring the bodies of kinsfolk for a proper funeral.
The area extends over several square miles, and is covered with wooden biers, bones, weapons, and a permanent flock of carrion birds; the tribe believes that these birds report to the ancestors on the sacred mountain, and guide the newly deceased from their bodies to the mountain.
The burial ground is guarded by one guardian spirit (stemming from the first warrior whose body was left here). Those who do desecrate the area can expect to be cursed by the ancestors (see the MONSTROUS COMPENDIUM sheets at the end of this book) and hunted down by the living tribesmen. In addition, there is a chance that the characters who violate the burial ground will gain the unwanted attention of noncorporeal undead in the area, or other wandering spirits.
If player characters trespass on the burial ground, or decide to loot the biers, roll 2d6 and consult the following table:
 Table 11: Effects of Violating Funeral Grounds
2-4: No ill effects.
5-6: The ancestors curse the characters.
7-8: A random character is possessed by an odem (see the RAVENLOFT MONSTROUS COMPENDIUM Appendix III), or a 2-Hit-Die spirit. The long-term effects are left up to the devious imaginations of the DM.
9-11: A hero spirit materializes and challenges the offending characters to a fight to the death.
12: No ill effects.