Elements of a Successful Security Program


Off-Topic Discussions


My party was TPKed'ed by a night ambush. Damn. Apparently, the snores of our Paladin were not enough to scare away the wild things in the darkness lusting for our blood. I don't understand the whole, "Ok. We take 2 hour watches" thing. That's dumb, because we get ambushed anyways.

How do you build an encampment Security Program that is understandable by both DM and Party, and is... useful? (let's add in 'fun' too)


Jail House Rock wrote:
I don't understand the whole, "Ok. We take 2 hour watches" thing. That's dumb, because we get ambushed anyways.

Watches aren't about "if" they're about "when".

A one or two round head start on either side can seriously sway a combat. You post watches to compress that gap.


well, there is a vast difference between being hit while surprised (prone +flat footed) and being hit while asleep (helpless, coup de grace)

Step 1: get some ranks in perception.

Step 2: humans get the dawn and dusk shift, demihumans burn the midnight oil because they can see in the dark.

If you have someone that can cast it, the alarm spell works great.

Thats the basics.

Have someone sleep somewhere unexpected, the druid can turn into a bat and hang from the tree, the dwarf can curl up between two boulders etc.

Make two camps and set up scarecrows around the other fires. It will force your attackers to divide their resources. Use Illusions if you have them. An extra sleeping bag stuffed full of rags with a wig on top can draw a dagger meant for your kidneys.

Put triplines and string around the camp with bells on it as an early warning system.


Rangers are awesome at arranging camps.

The Exchange

I saw a list at one time about just this subject. It included things like pre-arranged meeting locations of the party is split up. As well as just simple things to do, much as BNW has already posted, to make sleeping/camping easier.

Personally I get Leadership and higher my night guard.

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