I believe that at least one of them should have been able to determine the nature of the boys death as well as his impending "reanimation".
I possibly would have allowed that, had the PC's even taken the opportunity to examine the body. They did not, to disastrous consequences.
So, I just had my first (I think?) TPK. Well, nearly so; one of them ran away and survived, leaving an entire town to be overrun by spawning wights. That was not the game session I had in mind.
So, I started the session by having the Cleric//Rogue, who had checked the bodies of the two evil rogue//casters, make a sense motive check. I didn't give any hint what its purpose was, and she failed it, badly. The dead boy's father gathered up his son's body and they all trooped back to town, along with the bodies of the evil wonder twins. Along the way, the Druid//Fighter quietly made a heal check to make sure that the Wizard//Rogue (the one who killed the boy and cursed the boy's father and family as he fell unconscious) was NOT stable, and said NPC bled out shortly thereafter.
When they got back to town the Druid//Fighter took a bit of hair from the newly bled-out wizard and made a bonfire, and made an untrained Kn (Religion) check to make a burnt offering to Loki and Hel, so this man would suffer in the afterlife (this character is True Neutral, btw). He did really well, getting a 20 or so on the check. Everyone else retired to the Wolf Berserker Lodge when they got back, near the end of dinner time. The Fighter took about 3 hours total to build and burn his fires, and then retired to the lodge around 9 pm (still light out, as this is far north).
Around 11:30 pm they hear a commotion outside, and they take the time to don their armor and then rush out. They come upon the father of the dead boy backing toward them through the disorderly arrangement of homes. Initiative is rolled and the father goes first. The father warily backs up, and a few of the PC's move forward and see the boy's now undead frame approaching the father from behind a house. The wight moves forward and hits his father with a slam attack, dealing 4 damage, but more importantly inflicting a negative level, and gaining 5 temporary hit points. The ranger hits the wight with an arrow, eating through most of its temp hp's. The Druid//Fighter then moves in and hits with his sickle for 3 damage.
The father, in his night-clothes, and only wielding a club, withdraws 40 feet, putting everyone in the party roughly between himself and his undead son (though they are somewhat spread out). The Cleric//Rogue moves in an flanks the wight with the Fighter, hitting with a natural 20, and though not a crit, does deal 5 damage. The Paladin//Sorcerer moves up 30 feet, placing her about 25 feet from the wight (but not blocking the straight path the wight has toward his father), and does... nothing.
Irked at the troublesome fleshling that damaged it and is in the way of getting to its father, the wight strikes the Clr//Rog, inflicting a negative level, and 5-ft steps out of flanking, and lining itself up for a charge at dad. The ranger hits the wight for 2 damage, not even eating through its new batch of temporary hit points. The Fighter//Druid misses the wight with his sling, not wanting to approach it again.
The father retreats a bit more, terrified at seeing this happen to his own son. The Clr//Rogue steps over and misses the wight with her spear. The Sorcerer casts magic missile, dealing 3 damage, eliminating the current batch of temporary hit points. The wight charges his father, provoking an AoO from the Cleric, and taking 2 damage. He charges right past the archer (who doesn't get an AoO), and strikes his father, killing him with the second negative level. The archer rapid shots and misses twice, the fighter steps up and misses with his sling. The Cleric charges the wight, but misses. The paladin moves in and hits the wight with her Lay on Hands, inflicting 8 points of damage to it. The wight attacks the cleric, but misses. The wight is struck twice more before it can act again, and is slain.
The Druid//Fighter goes to check out the father and see if he can be stabilized. As he is checking him out, the father rises as a spawn of his son, as swipes at the fighter from prone. Characters react and move in, striking the new wight for 7 damage, and then another 6 damage from the AoO it provokes by standing. The sorcerer strikes it with a magic missile for another 4 damage, and the archer hits for 1. The wight then turns its attention to the Cleric for the two hard hits she gave it. The wight hits her, which gives her a total of 2 negative levels, and she dies (to respawn the next round). It goes downhill from there, with the father-wight slaying the Druid//Fighter, and the Cleric//Rogue-wight slaying the Paladin. The archer then booked out, not even taking the time to wake anyone or tell the Hathran in her small tower of what was unfolding in the village as most of the people slept.
The Druid//Fighter realized about 2 rounds before he died that he had
entangle prepared, and could have tied down the wight for them to hit from afar. I mentioned that he could still hit it with the spell now, and have a chance to lock it down (this was after the cleric had died), but he said "screw it" and melee'd with the wight, missing or not dealing enough damage to drop it.
We then spent the rest of the session rolling up new second level gestalt characters. The new party will consist of:
The same Druid//Ranger, played by the newbie. Maybe he'll start using his druid spells (I've yet to see him use anything except healing spells).
A Barbarian//Rogue (the former Druid//Fighter) - Weapon Focus (Greatsword) and Ice Troll Berserker lodge feat
A Rogue//Spellthief (the former Cleric//Rogue) - I know it's not the best gestalt combo, but so be it; she's moving away in a month anyhow.
A Cleric//Sorcerer of Frey (the former Paladin//Sorcerer) - she's taking the Air and Sun domains, and the improved turning feat, as well as point blank shot. She's also going to take Identify as one of her spells known as a sorcerer.
That's one gigantic hinderance to them thus far. I gave them quite a bit of good loot, but they never even thought to ask the village hathran to identify the items for them. Thus, the 5th caster level wand of magic missile did them no good, nor did the wand of invisibility or the 2 wands of Lesser Vigor. All of those items are now carried by some undead...
The archer didn't even think to use the 3 magical arrows he has "because he doesn't know what they do" - You saw the man you got them from fire some flaming arrows at a troll!
Anyway, it will be interesting to see how the group dynamic changes with a "bruiser" in the party now (at 2nd level he has a +8 to hit with his MW greatsword, before raging). None of the former party did anything but pitiful damage (lots of 1d6+0 and 1d4+1...)