
Lord Eisen |

Does anyone have any suggestions on what to do if your camp comes under attack during the night and what to do to prepare for that eventuality?
(And I don't want any smartarses replying "post sentries"- I'm actually looking for serious posts, especially helpful spells for this situation such as alarm).
Just in case anyone is wondering, the title of the post comes from what one of my player's wizard set his alarm spell to say should anyone come into their camp while they were asleep.

Alasanii |

Okay so I will try not to be a "smartarse".
We had one episode where this happened, we were camped in an NPC camp and the sentry fell asleep, so we were attacked by trolls. We just got up and tried to form a defensive ring of sorts with fire and such. Tried to keep together as much as possible and keep the circle large enough to get everyone involved but small enough to fill in gaps as soon as the appeared.
As for preparing for the invevitable attack at night. Set up traps around your camp, just enough to make some noise and wake you up or maybe even capture some baddies at the same time. Have a kill zone around your camp and the trees if it is possible and litter the kill zone with dried twigs that make moving silently virtually impossible.
I love the alarm idea. That is hilarious, as well as effective.
Later
Hope that wasn't to smartarsish?

Bran 637 |

Use the Roman Legions tactics : entrench yourself. Circle your encampment with caltrops. Use alarm spells (IMO one is not enough, the area is to small and it doesn't give so much warning in advance). Use animal companions and/or familiars as advanced sentries (a bit further in the wild). Use natural terrain to limit the number of dangerous directions (Put your back on a cliff or a deep river for example). Prepare places to fall back and a way of retreat in case it goes bad. Use "Rope Trick" spell to spend the night hidden once you have a sufficient level to make it last 8 hours. Sleep in light armor.
And... Post sentries :D. It seems a bit "smartarse" as you said, but it's still the best way to detect a menace.
Hope this helps.

Stebehil |

Get a druid capable of casting spike growth and/or spike stones. These spells cover 20 ft. sq./caster level and do damage to anything walking through, and are nigh-undetectable.
And they last one hour per caster level. They do enough damage (1d4 or 1d8 per 5ft, respectively) that masses of low-level creatures, like orcs straight out of the MM, won´t even reach the camp. Just make sure no one leaves the camp at night.
Stefan

farewell2kings |

Stoneshape can be used to help fortify temporary campgrounds in rocky areas by making them less accessible to outside attack. If high enough level, you can even carve out shelters that protect from overhead attack, etc.
Animal companions or familiars with the scent feature make good guard assistants. My sorceror's cat familiar is always awake when his master's asleep and helps keep an eye out on whoever is on guard duty to make sure they don't fall asleep.
Owls make good night guardians and spotters as well...have a character take some ranks in animal training and other related falconry skills and put up a night time air patrol.

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A number of Mordekainen's spells also come in handy.
Mordekainen's Private Sanctum doesn't keep people out, but it can make you hard to find. As a 5th level spell it can be placed into a wand, so even a low level party can purchase it if they're willing to commit their resources to it.
Faithful hound might be a better choice (since it guards and can attack as well). It can also be stored in a wand.
In particularly dangerous places, having some scrolls of Mordekainen's Mansion might be a good idea.
For 4th level spells, you can't beat Leomund's Secure Shelter. Again, it is low enough level that it can be stored in a wand.
As mentioned above, Rope Trick is also a good choice.
Don't forget wall spells. Since some (stone, iron) are permanent, they allow you to create barriers to attack. They're particularly useful in a dungeon environment, particularly if you have a spell to defeat them in the morning (stone shape).
And while spells may be the best protection, take the time to find a defensible position every night. Usually if a PC tells the DM "I'm looking for a place that meets this criteria" the DM will oblige. A hollow, or in a ravine, or against a hillock, or large tree, etc.
If your DM will allow it, climb the trees. It is the DMs call whether you can get a restful sleep in the tree branches, but it protects you from most of the creatures in the Monster Manual. Most won't climb after you. And remember, if they don't have a climb speed they'll be denied their dexterity bonus (thus making them sneak attackable).
And sentries are a good defense. The leadership feat can provide followers, who often make good "watchmen" since they're not particularly useful on adventuers (being too low a level). If they can sleep in the day (in a wagon, etc) they can keep watch all night. Or if you have enough, you can rotate them and ensure that they have plenty of sleep.
Last point - darkvision. It is only 60'. Even if you have darkvision PCs on watch at night, they can't see far enough to be effective. Everburning torches are your friend. If you can put a ring of such torches around your camp (say 200' away) you'll be able to see within the range of that light (even if you can't see between the light and the camp). That will give you more time to respond. And a reasonable DM will allow you to see something 'backlit' by the torches. Even if it is in darkness, you may still be able to see the shape.
Hope that helps.

Hal Maclean Contributor, RPG Superstar 2008 Top 16 |

Does anyone have any suggestions on what to do if your camp comes under attack during the night and what to do to prepare for that eventuality?
Back when they were still looking for "Adventurer Tricks" I recall writing one called "And now I lay me down to sleep" which dealt exactly with that situation. Might still be floating around the Paizo offices somewhere. I think they actually did pay for it, so even if I still have the original version (computer died, may not have made the transition) I don't think I could just post it here as writ.

Zherog Contributor |

As a 5th level spell it can be placed into a wand...
Wands cap at 4th level, actually.
Glyph of warding can make a good protection if you have one point of entry, such as a door. It's a bit expensive (200 gp material component per casting) to use all the time, though.
The various symbol spells have the same advantages and disadvantages - except they're even more expensive.
Explosive runes can help a bit against intelligent foes, and has the added advantage of no expensive material component. It has the same problem as the glyphs and symbols, though, in that it doesn't really protect an area - just an entry point.

Peruhain of Brithondy |

The best defense is never to be detected in the first place. Use your survival skill check to pick out a good campsite that is both defensible and easily concealed. Most intelligent monsters rely on visual scouting to find victims, so make sure your camp can't be observed from a distance--a small dell in the woods is an ideal place. A fire is useful against ordinary wild animals and a few other types of monsters, but makes you visible from a long way away in both day (smoke) and night (light). So it's a good idea to gather info about what kinds of threats might be prowling before lighting one, and to keep it small and hidden by terrain so that it can't be spotted from miles away at night. The idea of a ring of everburning torches is helpful for defense but bad for stealth--I'd use it if I had a large camp that was hard to conceal (say 8-10 or more individuals with mounts/vehicles), but tend to avoid it and rely on staying hidden otherwise.
If you routinely take lots of precautions like this, hopefully your DM is reasonable and reduces the chance of a night encounter and/or makes the wandering monsters roll a difficult spot check unless they're the sort that can track by scent and would normally prey on humans.

Peruhain of Brithondy |

*computer eats previous post* Grrrr!
The best defense is to avoid detection.
Use "survival" to find a secure, hidden campsite. A small dell in forested terrain is ideal. Various illusion spells can aid in concealment--especially things like "mirage arcana" at higher levels--although one must be careful because they have a limited ability to actually hide creatures. Plant growth could be used to create a tangled screen of vegetation to aid in hiding your tents.
Avoid giving away your position with light/fire, unless your group is so numerous that they're hard to conceal. (That's the only time I'd go with the "everburning torch" solution posted above).
Cover your tracks when you leave the main trail, and use magic to erase all sign of passage, if possible. (Illusions can presumably alter visual/olfactory clues, druid's "pass without trace" erases both visual and olfactory traces).
Several magical traps were previously mentioned--the lowly snare spell is quite helpful as well.
At high level, there are a bunch of spells that can help you ward and prevent detection by your ever more capable enemies: screen or Mordenkainen's private sanctum protect you from scrying, antipathy wards against a particular species or alignment, guards and wards can protect you when you need to sleep in the dungeon level you just cleared out, veil can make you look like a herd of dire boars or a flock of harmless guinea fowl, liveoak turns a tree into a powerful guard. Soften earth can turn wet dirt into a muddy hindrance, and transmute rock to mud is even more effective.
Gather info and/or various divination spells might tell you what creatures are likely to bother you at night in the region, allowing you to prepare creature-specific countermeasures.

Kyr |

Trip wires
Pungy sticks
Snares
Not just setting stationary sentries but patrols
I wrote up a bunch spells in response to a query, they were later rejected, but if folks are interested I can post them for disection.
Magical tents, or spears planted to provide certain protections would items I would create.

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My players once did a real simple thing when they thought they might get kicked during the night...
The made up their camp (tents, fire and all), talked a bit and then went to sleep - about 100feet away from the camp, hidden under brushes! >:(
One guard and that's it. As soon as the enemies strike-force hit the camp, the guard woke up the rest and the started with ranged attacks and so on!
I found this a pretty cool idea and awarded another 20% XPs for the fight!

Lord Eisen |

Just going to go through everyone's posts so far:
Alasanii: Love the dried twigs idea, would this raise the Move Silently check or give a bonus to Listen checks? (I know its a stupid question, but hey, I'm a stupid guy).
In response to your question at the end, no it wasn't, I just put that in so that no-one would waste valuable cyberspace by writing a post that only contained two words ("post sentries").
Bran: Much as I love to see monsters in pain, the cost of encircling your camp with caltrops would be considerable (though i suppose they're re-usable). Like the familiars/animal companions idea.
Stebehil: The problem with this is that no real DM likes seeing Druids succeed (see the DM Horror Stories thread). Spike Stones is a good spell though.
BTW: I'm thinking of compiling a list of all the spells mentioned, but I'll wait a while first.
farewell2kings: Like the stoneshape idea.
DeadDMWalking: I've used the climbing trees idea before, and most DM's allow it, but unfortunately my DM does not fall into that category. Well, he let's us do it, but last time we did the branch broke and I fell to the ground. Thanks for all these spells.
Zherog: I can just picture our party's wizard putting up a large sign facing away from the camp saying "I PREPARED EXPLOSIVE RUNES THIS MORNING". As you mentioned, Glyph of Warding is expensive.
Peruhain of Brithondy: Assuming you have a reasonable DM, all of your advice will come in handy (never assume this). You mentioned the problem of smoke; a handy spell which can solve this is "Groundsmoke", found on page 73 of Dragon #326.
Kyr:
Trip wires
Pungy sticks
Snares
What is a "pungy stick"? Also- does anyone know if there are any actual rules dealing with snares?
I wrote up a bunch spells in response to a query, they were later rejected, but if folks are interested I can post them for disection.
Consider myself interested.
Dryder: Like the deception idea- might be feasible for an illusionist or bard to make an illusion of the PC's sleeping by the campfire while the real ones hide in cover.
Thanks a lot for all these ideas guys- keep 'em coming!

Kyr |

There are variations on this basic theme but:
pointy sticks (often bamboo) planted in depressions and an angle
sticks are covered in dung (human or animal)
depressions are them covered with leaves
if natural depressions don't exit shallow pits can be dug, one foot should be enough.
People passing through the area step into the depressions - the soles of boot are typically more than strong enough to resist penetration but the ankles especially above the leather are penetrated, very painful, severely impact mobility, bleeding continues after their withdrawn, and the irregular nature of the pit plus pain often causes thhe subject to trip, falling on more spikes. The dung causes particularly nasty infections.
I am told these were a relatively common perimeter defence in Vietnam, cheap quick, effective and blend in the natural environment.
Below are the spells that weren't picked up - I'll post the full article for critique in another thread these is just to help with your question on perimeter defense and tactical withdrawal.
SPELLS
Bloodfield
Evocation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 3 Actions
Range: Medium (25 ft. + 5 ft./level)
Area: A square with sides equal to 5 ft./caster level
Duration: 1 turn/level
Saving Throw: No
Spell Resistance: No
When cast Bloodfield places a powerful enchantment on the ground transforming a square with sides of 5 ft./caster level into a minefield. Any creature size small or larger within the area of effect has a 20% chance per round of discharging a magical burst. Each blast affects a 5 ft. radius for every 5 caster levels, these bursts do 1d6 of fire damage for every three caster levels (reflex save for half damage). Discharging a blast does not reduce the duration of the spell nor does it make that square safe for those that follow after, any individual square can be discharged multiple times. The material component for Bloodfield is a small bronze bowl filled with ash and oil.
Field of the Archmage
Evocation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 turn (see below)
Range: Long (400 +40 ft./level)
Area: A circle with a radius of 20 ft./level
Duration: 1 turn/level
Saving Throw: No
Spell Resistance: Yes
The great Lich Amryn Sul created a number of spells to cover the movements of his armies and hamper the actions of his enemies. One of the best known and most potent of these spells is Field of the Archmage. Field of the Archmage is a more sinister variant of Magefield. Once cast any creature size small or larger within the area of effect has a 30% chance each round of triggering the field and being attacked. Once a creature is attacked, attacks continue at a rate of one per round until they are able to exit the area. These attacks take the form of spectral hands (or if the caster wishes it: tentacles, vines, roots, talons, swarms of bugs, etc.) that rise from the earth and strike at the creature that triggered the field. Every creature moving across the area of effect rolls independently to determine if they trigger the spells attack effect. The exception to this is if one creature attempts to help another being attacked by the spell. Helping another automatically stimulates the spell to attack the creature tying to provide assistance. Each attack from the Field of the Archmage has all of the following effects:
„X Make a successful will save or attempt flee as though affected by a Fear spell.
„X One melee attack at a BAB equal to the caster's level doing 1d12 of claw damage.
„X Make a successful fortitude save (DC 25) or suffer 1 point of temporary strength damage.
„X Make a successful fortitude save (DC 25) or have movement reduced by 5. A subsequent saving throw is required each round the affected creature is within the spells area of effect. These reductions are cumulative until the affected creature is held in place.
The material component for Field of the Archmage is a small gold bowl filled with ash, crushed bone, oil, and blood (100 gp). This component requires 8 hours of preparation time and cannot be more than 3 days old at the time of casting. Casting consumes the components.
Field of Thorns
Evocation
Level: Brd 1, Clr 1 (War, Protection), Pal 2, Rgr 2, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Action
Range: Medium 100 ft. +10 ft./level
Area: One 20 ft. by 20 ft. square/level
Duration: 1 turn/level
Saving Throw: No
Spell Resistance: No
The caster throws a caltrop on the ground where it doubles and doubles again until the area of effect is completely covered. For every 5 feet of movement through an affected area a creature has a 50% chance of stepping on a caltrop. These caltrops are considered +1 magical weapons for the purpose of overcoming damage resistance, and do 1d3 instead of 1 point of damage, otherwise they hamper movement (moving at one quarter normal speed allows creatures to avoid damage) and are as their non-magical counterparts for the duration of the spell. The material component is a normal caltrop.
Magefield
Evocation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: Medium 25 ft. + 5 ft./2 levels
Area: A square with sides equal to 5 ft./level
Duration: 1d4 days/caster level
Saving Throw: No
Spell Resistance: No
This spell places a powerful enchantment on the ground turning a square of earth (with sides 5 feet per caster level) into a minefield. Any creature size small or larger within the area of effect has a 20% chance per round of discharging a magical burst. Each blast affects a 5 ft. radius for every five caster levels, these bursts do 1d6 of force damage (like magic missile) for every three caster levels (reflex save for half damage). Once cast Magefield remains in effect for 1d4 days per caster level.
[Begin sidebar] It is said the Mage Klys Rho Thane protects his inner courtyard with fields layered with multiple castings of the Magefield (cast by his lieutenants as well as himself) acting in conjunction. This layered effect means that in each round of movement through the area of effect there are multiple chances to trigger a burst. [End sidebar]
The material component for Magefield is a small gold bowl filled with ash, oil, and blood (50 gp), the casting consumes the components.
Tripwire
Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Action
Range: Medium (100 ft. + 10 ft./level)
Area of Effect: See Below
Duration: 1 hour/level
Saving Throw: Yes
Spell Resistance: No
When cast Tripwire creates a wall of energy. For each caster level the caster creates a wall of energy squares 5 ft. wide by 5 ft. high. These individual walls can be strung together in a line or organized into a variety of more complicated shapes. However the wall can only be organized in two dimensions, length and height, Tripwire cannot be cast horizontally to cover a field, and there can be no gaps in the barrier. Any creature of small size or larger that comes into contact with a square of energy causes the spell to discharge. This discharge causes a violent eruption of magical energy. This eruption of energy does 1d6/3 caster levels (maximum of 5d6) to all creatures within 10 ft. plus 2 ft. per caster level (reflex save for half damage). In addition, the caster is immediately aware that the spell has been discharged.
The energy can be of any type however each type of energy is a different spell. Thus there is a Lightning Tripwire, a Flame Tripwire, a Sonic Tripwire, etc.

Lilith |

What is a "pungy stick"?
Pungy stick = punji stick
Quite popular in the Vietnam war. Usually consisted of a field of sharpened sticks (usually bamboo) that were smeared with feces, urine, poisons, or whatever contaminants were handy. The idea was not necessarily to kill your enemy, but to slow him down by giving non-lethal injuries to the feet and lower leg area - these non-lethal injuries would tie up a unit while the injured soldier was evacuated out. Infection usually set in.
The key to the punji stick trap was camouflage. Especially effective in jungle or areas with thick underbrush. More effective when combined with an attack that forces your opponent to dive for cover into an area filled with punji sticks.
A good book for references on weapons, traps, and other sundry forms of injuring your enemies:
Weapons: An International Encyclopedia From 5000 BC to 2000 AD

Zherog Contributor |

The spells are interesting, Kyr. I would like to point out one thing, though.
The material component for Bloodfield is a small bronze bowl filled with ash and oil.
Remember that a material component is used up when the spell is cast. That means the caster needs a new small bronze bowl every time they wish to cast the spell. If that's not the intention, you can remedy it by making the bowl a focus and leaving the ash and oil as the material components. If you go that route, I'd look at assigning a low gold piece value to the bowl.

Stebehil |

Stebehil: The problem with this is that no real DM likes seeing Druids succeed (see the DM Horror Stories thread). Spike Stones is a good spell though.
And I simply do not understand why everyone hates druids. They are a bit more complicated than, say, your average cleric, but not too hard. With the nature-oriented spells and the shapechanging, they are invaluable in wilderness adventures. And they can even learn healing spells, if need be.
The druid in my party has defeated half of an attacking orcish war party with spike stones, thats nothing to laugh at, I think.Stefan

Lord Eisen |

I'm going to wait a few days for more people to post, then I'll put up a list of all the spells mentioned so far.
Tadaa!
Alarm
Rope Trick
Spike Growth
Spike Stones
Stoneshape
Mordenkainen's Private Sanctum/ Mansion
Faithful Hound
Leomund's Secure Shelter
Wall of Stone/Iron
Glyph of Warding
Symbol of x
Explosive Runes
Screen
Antipathy
Veil
Liveoak
Soften Earth/Rock to Mud