[1]
Archmage. His body is moving, smiling, and waving at the crowds. If
you try to talk to it the corpse explains that it is not alive,
truly, it is just very well enchanted to act like the archmage did.
It is not cognizant of anything happening, and is very happy it will
soon be entombed.
[2]
Wealthy heiress noblewoman, known in life for her debauchery.
Included in the mourners are her 2d10 male concubines, who are
wearing black silky nightgowns.
[3]
An evil count. The mourners are all paid off, everybody in the crowd
is cheering. His taxes and torture of innocents to get information on
the very justified rebels made him very unpopular; though it was
natural causes that finally did him in. 1 in 3 chance that he
prepared a nasty spell in the poem that is supposed to be read when
he is put under; 1d20 scorpions appear from the upturned grave and
attack everyone nearby. Just so he can get the last laugh.
[4]
Friendly bridge troll. He finally died from a wild goat attack. The
coffin is twice as big and the men underneath are grunting with
effort to carry it. If someone pours a potion of healing inside the
casket there is a 1 in 6 chance he'll rise up again as if he was just
taking a nap.
[5]
The old knight. Protector of the weak, vigilant defender of the
righteous, and an absolutely terrible
fashion sense. The open casket reveals his lime green and polkadot
dress robes, his honor guard of old retired knights from his order
look uncomfortable in their poofy armor lining.
[6]
It's some centuries old desecrated corpse. Nobody knows anything
about it, they can't even tell their social class or their gender or
anything. After being accidentally unearthed by a group of
adventurers, it is getting an extra apologetic funeral, hoping to
avoid the spirit's anger and turning it into some high
level undead wraith.
[7]
The Dwarf smith. His metal armor and craftsmenship still present on
the coffin itself and on the honor guard. The procession is heading
into a mountain, where he will be buried alongside the tombs of his
ancient ancestors. The corpse is fully armored and his hammer is held
in his necrotic hands. If a Raise
Undead spell was cast
upon it it would become a fully armored, 4 HD zombie dwarf warrior.
[8]
Young woman from the local village. She died of a disease, and her
sad story as plucked the heartstrings of everyone. Roll two mourner
groups, who are both competing with each other about who is more
truly distraught over her passing. It may come to blows if it boils
over.
What is the Casket
like?
[1]
Solid gold. Extremely heavy and they need many, many more people and
animals to carry it. At the burial site, the corpse will be
discretely buried in a humble wooden coffin instead; the gold one is
just a rental. There are several armed guards around the coffin to
dissuade thieves, and ½ the mourners are also secretly paid off
assassins who will kill anyone who gets any funny ideas.
[2]
Beautifully decorated, made of wood with wooden skeletons and ghosts
showing their respect, incredibly detailed paneling appearing as a
graveyard and gate to heaven. Subtle marks on both ends are
advertisement for the carpenter.
[3]
Shaped as a tiny house with a fully stocked pantry. Will be lowered
in the ground carefully; acts as a home in the next life, or in case
somebody got buried alive on accident.
[4]
Dozens of yards of cloth, wrapping the corpse up like a massive
mummy-noodle. Very flammable, 1 in 6 chance that an idiot with a
candle gets too close.
[5]
Crystal and glass; you can see the corpse resting peacefully.
Depending on who the person was and how they died the sight might
actually be very gruesome.
[6]
It's a magic spell. The corpse appears as starlight, floating in
place and twinkling as a barely-solid constellation. It is held aloft
by silver scrolls at the four corners, with the carriers wearing
crowns made of stars. It's an incredibly beautiful sight, but one
counter spell or anti-magical energy wave and that corpse is going to
reassemble really messily.
[7]
Finely made casket with silver trim, several large gemstones and a
golden carved dragon engraving stains the top of the casket. It has
an expert-level lock, several traps, and an explosive rune carved
underneath the corpse if it was shifted out of the way. The owner
must have been very paranoid about people stealing their body or the
jewelry they wanted to be buried with.
[8]
The corpse is carried in the palm of a massive stone hand, levitating
by magic crystals on the back of each knuckle. The huge hand is
gentle and placid, though it belongs to a massive deactivated war
golem from the next town over.
Who are the Mourners?
[1]
Group of Merrymarrows. They are carrying flasks of water to splash on
their eyes to pretend like they're crying, but are clearly not taking
this seriously. They constantly leave the procession to go gamble
with the homeless or let kids kick their skull around as a game.
[2]
The many, many
children and grandchildren of the deceased. They either had many
lovers and were well known for their promiscuity or they just had one
ridiculously fertile true love.
[3]
Vampire hunters. They show their respect to the dead, but are still
armed with holy water and stakes. They believe the deceased may
become a vampire after they die and are just here for safety.
[4]
Standard, professional mourners. They wear all black, weep and wail
with artistic levels of restraint but also raw acting emotion, and
never overstay their welcome. They are paid well, but one of them
secretly works for a necromancer, scoping out new corpses to pillage
for parts.
[5]
Group of Elves. They are playing a very long, dainty, annoying song
to send off the deceased on harps and graceful strings. They're going
to keep everyone here until the moonlight shines on the dead before
they are lowered into the earth, as is tradition.
[6]
Several local townsfolk, making a big show of it. They clearly don't
do this for a living, at least one knife fight is going to break out
before this day is over. They're only really here for the free ale at
the end of the route.
[7]
Ambulatory crystals. Walking on four arms of stone, their central
pillar body glows lightly with ambient magical energy. They don't
speak, but seem to know what is happening, following the corpse. If
the person was well known, they may have been rumored to have helped
the crystal beings many years ago, else this may be an unexplained
phenomenon. The crystals touch stones to make them glow along the
path of the procession to light the way once night falls, and they
will stand vigil around the grave for two years afterwards, unmoving
and unyielding as stone. 1 in 2 chance anyone who digs near the grave
gets attacked by the crystal beings.
[8]
A local group of 1d6+1 Petty Nobles, along with their servants.
They've drapped their horses in black cloth, but seem to be doing
this less out of respect for the deceased and more for some
obligation to a higher ranked noble, or to ease over local politics
with the commoners. When something goes wrong, the nobles have their
swords with them. Roll a reaction check with the party; higher
results are better for them. This is to see who they side with, how
reasonable they are to help out, or how actually useful they are in
fighting some monsters.
What goes Wrong?
[1]
Local jester plays the biggest prank of his career. After 1d4 hours
of the long procession, the coffin pops open to reveal a very strange
skeleton. It was all a trick, and he emerges from the crowd with a
smile, telling everyone that they learned a valuable lesson in
appreciating what you have before it's gone. The person was never
dead. Conveniently, he appears next to the most morally dubious party
member, and the nearest authority figure puts a bounty on the jester
for 4,000 gold.
[2]
Dragon flies overhead, roaring. Very scary, but the dragon is just an
ex-lover of the deceased person. 1 in 4 chance the breakup was really
bad and the dragon lights the coffin and ½ the entourage on fire.
[3]
Group of 1d4 big ghouls bursts forth from the shadows. If the coffin
is guarded or too heavy, they will start tearing at it to get at the
body, or if its lightweight they'll run off with it to feast with a
little more privacy.
[4]
The reading of the will is happening, strangely, during the
procession as several landmarks are passed. Possibly due to
intentional shenanigans planned by the deceased, the will stipulates
several very valuable pieces of property such as land, artifacts,
guild positions, etc. are all given to a random swine-herding,
illiterate farmer just as the procession passes his hut. The young
(and armed) heirs are not happy with this news.
[5]
Four demons appear to stop the funeral procession. They demand that
the rites are ceased until the demonic lords in hell finish their
trial to determine who exactly gets possession of the dead's soul. It
appears that, at this very moment, they are delegating. Any high
powered magic users in the party may be able to scry using the coffin
as a guide to see that the deceased is on the verge of arguing for
their resurrection; the contract clearly says the prince of darkness
will foot the bill.
[6]
Astral Star-Being descends from above, claiming that this corpse is
harboring parasites not native to this plane. Demands immediate
autopsy to remove them. If allowed to do it, doesn't warn that this
“autopsy” makes the corpse explode and deal 2d6 cold damage as
all nearby mourners and casket-carriers are hit with raining shards
of frozen, dimensional-energy charged icy blood.
[7]
About midway through the procession, a mushroom begins to grow from
the corpse. It sprouts into a fruiting body and starts to send down
spores, causing save or be infected with the poisonous mushroom spore
disease. The person probably died of it, and now their body is being
used to spread the disease to as many unsuspecting bystanders as
possible.
[8]
The procession is stopped from the grave site by a mad cult, who are
in the process of killing 2d8 sheep for a ritual. They have already
ritually prepared the ground; forcing your way inside will anger the
spirits and cause the animals to become rabid and attack.
This is very useful. Thank you.
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