Hmm - you're in some trouble and not because of the zombies. Some of the other players appear to be bad news from your description.
Still let's see what we can do....
Note: Cant get inside your DM's mind so it will be fairly general in ideas.
On the assumption that your major opponents will be stupid disposable fodder (skellies, zombies, wolves and maybe a Strahd zombie or ghoul) but with lots of them, and the villagers will offer minimal help (but wont hinder). If intangible undead or vampires show up, keep running till the sun rises
* Bunkering down should be the last resort. They could simply surround the place and rip it to pieces and wear you out with endless attacks....
* Hit-and-Run could work but given the difference in numbers your party would 'burn out' quickly....
* Swarm attacks are out as the villagers wont help
* Head on attack - surrounded and dead very fast.
So on thinking, this leaves 'Rope-a-Dope'.
Set up 'encounter points' were you encourage the enemy attack you. After a round or two, retreat to the next 'enounter point'. Each encounter point has a small stash of healing items, ammunition, bomnbs, etc to you can restock between fights. The idea is to lure the enemy after you. Why? Because you set up the path between the encounter points with traps, pits, etc.
Each 'retreat' will lure the enemy over a killing ground and thin out their numbers as well as give the PC's a chance to recover a little. Now for a smart enemy this would only work once or twice, but for mindless enemies (ie: zombies and such) you can keep going all day. And the end of the 'rope' when you have thinned out their numbers enough, you retreat to your 'fort' and then smash what is left of the 'dope' when they attack.
And with multiple 'encounter points' - if something goes wrong and the route is blocked - you can run to another one instead of having your only escape cut off.
Now ideas for encounter points and thinning out their numbers with only early medieval tech and can be done/acquired fast...
*Steals MacGyvers 80's mullet and puts it on*
Abandoned barn - Lure the zombies inside and run out the (concealed) back. Set the barn on fire. Having the doors shut with a tripwire/spring would ensure they are 'well done'
Scarecrows - Have some scarecrows dressed up as the PC's. Run past them so the zombies briefly attacks the scarecrows. Whereupon they discover an (alchemical) explosive device inside...
Bear traps - Scatter some bear traps around and place another explosive on them. WHen running dodge them and wait for zombies to step on them (*click* *snap* *boom!*)
Pits with spikes - Could be time consuming to build, but the idea is you run close to them, luring the zombies into them
Stink powder - Powder which messes up wolves smell. As in they 'try to claw their nose off' stink
Fields of Fire - Lure them into a small field full of dry grass. Set it on fire (may annoy villagers though)
Flame thrower - A primative water pump connected to a barrel of oil. Start pumping fast.
Royal flush - A cauldron of something nasty (acid, oil, etc) perched in a tree/roof. Run under it, wait for the zombies to arrive. Drop it on them and ignite it
Ewok's revenge - A large swinging log (with spikes) to hit them with once you run past
Slice and Dice - Farming scythes connected above a door. When the door is opened (without the safety on) gravity pulls them down *snick*
Hell on Wheels - Get a small cart. Fill it with hay, oil and alchemists explosives. Give it a good shove into the enemy as they chase you. Bonus - attach scythes to it as well.
Ker-splat - Heavy objects, high places, enough said.
Caltrops - wont stop skellies/zombies, but will hurt ghouls, wolves, etc
*Returns slightly used mullet to owner*
As for the 'fort', the witch hunters basement may be best. It's made of stone, has one/two entrances, high ground (the mill) to shoot down on enemies and drop bombs oil. Also the DM seems to want you to go there to meet the witch hunter. It seems unlikely you would find the wereravens quickly enough, especially if they know you have trouble on your heels and you dont even know if they like you. The church probably has a very wide area, making it difficult to defent everything at once - and it is likely that any resident priest would not be happy with some of your party members (sacrificer and grave robber)
Now more importantly - No plan ever survies contact with the enemy! So be sure to have some backup plans if things start to go bad. Even if that plan is run until your legs fall off.
And secondly - your DM may read here too, so invent you own as insurance.
Zujenia wrote:Anyway, I've rambled a whole bunch.
Hee. welcome fellow Rambler.
