Some have commented on what the players knew or should have known.
Their base of operations, for the moment, was a way station, meaning a somewhat fortified holding along a road, the kind the Romans build every two days travel on their highways.
The party arrived about sunset, and had already noticed the blighted plant growth in the area.
At the holding they observed that there was a third road joining the one they were on, one that lead directly north. One that wasn't on their map. They inquired, casually, and were told that nobody uses that road any more, that it doesn't go any place. Odd, considering that it was of Roman high-road quality.
They mad no other efforts to Gather Information, even in the informal "What's happening lately" sense. They didn't ask about the blight, any local troubles, anything.
The Ranger/Druid decided to scout around, to "get the lay of the land" and see what he could sense about the blight. I had him roll Knowledge Nature and Knowledge - Arcana (used to recognize magical or supernatural effects, by the book). He didn't have any Knowledge Arcana. (Ironically, the player of the Druid was the DM who ran a scene I recently ranted about, where Knowledge skills were all useless because it was never the right skill, and who didn't know that Knowledge Arcana was the catch all for "weird stuff".)
With his roll he could tell that something unnatural was going on, but without Arcana he really had no chance to know what. He went back inside and asked the help of the Cleric/Wizard. She told PC #3 and he decided to come along
. I did give the Ranger/Druid a Spellcraft check, and told him that what he was seeing resembled a
Diminish Plants spell, but appeared to be much more wide spread.
The Arcana checks from the others told them that the effect seemed stronger to the North, so they headed up that road, at night. The Cleric/Wizard was Human, so they brought out an Everburning Torch so she could see. That's what attracted the Ghouls and their Ghast leader to them.
When the Ghouls began their charge, the Druid/Ranger started off with his favorite standby,
Entangle. That's when he found out how serious I was about the "blighted plant life" thing, that there was essentially no grass or other plants to grab anyone.
After the very brief battle, the Ranger and his Tiger hunted down the ones that ran away (Most of them had run when he cast a
Radiance spell, dazzling the lot of them and forcing a retreat.) That's what lead him to the burnt out ruin of a building. The outer walls were mostly intact, but the interior was gutted. Looking up at a window, they could see the sky. All the interior floors had collapsed, as had the roof, when the place caught fire.
The Ranger/Druid scouted around, found the graveyard that had mud-slid down the hill (no living plants means no roots to hold the soil in place when the rains come). That's when he heard the other movement inside the building, and the harsh hisses of hate when he returned to the group.
Now, in his defense, all the players had heard the description of what he encountered, which may be why the player didn't actually report more undead activity within the house. He probably assumed that he didn't need to say it in character. But yeah, scouting a haunted house and ruined graveyard, at night, in an area where the life seems to have been sucked out of the landscape, and where undead are *known* to be roaming free, is the kind of thing that would normally call for more precautions than they took. Which were essentially none.
I think they were presuming that everything they'd meet would be of the same caliber as the Ghouls.
A swarm of a dozen or more Ghouls charging down a hillside would strike terror into a band of common travelers or a merchant caravan, to be sure. To a group of battle hardened veterans like the PCS, though, it hit with the force of a warm breeze. They heard the Ghouls approach, painted the area with a Dancing lights and revealed the enemy before the undead were ready, and triggered a premature charge instead of the skulk-and-pounce approach they normally favored.
After the brush with death, they decided to call the session early and wait until they could bring the full group to bear. That gives them time to plan. It also gives me some time to plan as well. Now I get to turn my one-villain throw away into a proper haunted house scene.
The upper building was burned out. I guess that leaves just the below ground levels, doesn't it? I'm going to have some fun! Hopefully they'll be better prepared this time.
(I suggested that, aside from limited duration spells like
Silence and
Death Ward, simply stopping their ears with wax would give Save bonuses, with matching penalties to Listen checks, and perhaps even to normal conversation. We'll see what they come up with.)