
Wolfswift |

So I'm in a campaign where our party is staying in a large house together, but they are all rather hostile toward each other, but we are forced to work together and unable to kill each other, my character is trying to urge them to work together better and grow together as a party, but they keep on being jerks to each other. I'm the only good and only non chaotic one.(I'm NG, the rest are 3 CN and one CE(He openly says he'll murder every enemy we encounter, even if we need to interrogate them, what a jerk)) So far their hostilities haven't pointed at me, and I know they can't try to kill me,(I am their only healer even if they did want to) but apparently stealing stuff is okay. I am currently a level 2 Witch, intending to make magic items with Craft Wonderous Items next level, I have so far rolled the best magic items consistantly, and I don't want my stuff stolen.
I got Detect Secret Doors and searched the house for a secret room to call my own, DM rolled, but said there wasn't one, good to know regardless, no secret passages people can sneak in through. So I searched around if there was a cellar and the DM rolled and said there was a cellar door in the garden outside. I asked about it, it has an iron door and a good lock, and inside it has some good space for a magic workshop, and it has only one door to secure, so I replaced the lock with an amazing lock and got a scroll of Arcane Lock and cast it on the door, so it has a Disable Device DC of 50 now and a break DC of 38, that feels fairly secure. I also went ahead and cast Mask Dweomer on it to hide it's magic aura so people detecting magic don't take it as a challenge,(or at higher levels, just dispel my Arcane Lock and get in much easier, they won't just dispel it if they never know it's there) I'm recasting that every other day for now, but looking for a more permanent solution.
I also went ahead and against my better judgement had the party's roguish sort(the type likely to steal from me) to help me conceal the entrance because DM said it'd be a disguise check, I tried to argue it could be like a Craft(painting) check to camoflage it(I have 5 CHA and 20 INT) but he said it'd be disguise, so I got some help. I think I'm pretty well protected against my party, but if we're raided and they have a big party blasting away at the door, I would be cornered, so I'm trying to figure out if I can make a secret passageway out, just in case. I mean, I guess I could hire some kind of construction crew to carve out a passage, but that'd be pretty obvious, I was looking for a spell for it.
I was looking at spells I can get as a witch later and saw Sentry Skull and figured that'd be cool,(I know it's evil, but a little evil spell just once shouldn't make me evil right away, and I still intend to help the sick and the wounded and such, much more good) being woken up automatically if someone manages to open the door or get in or w/e. I do wonder if the skull would have a base perception based on the creature it came from that then got boosted by +5, or if it only has a d20+5 ever. I also wondered if the skull would then be rotting and stink since it has to be no more than 24 hours since the creature's death, and if then I could just cast Decompose Corpse on it and then it wouldn't be rotting since it was already a clean skull. So yeah, I'm trying to set up a secure bunker where I can work in peace and sleep and keep my things and not worry about the rest of the party or other intruders stealing or wrecking my stuff. Any other wards I could use would be good to know about, preferably on the Witch spell list, but I can probly get scrolls if they aren't,(like I did with Arcane Lock) those preferably being more permanent effects, I don't want to have to buy scrolls all the time.

Dave Justus |

First off, while I'm generally not for the whole chaotic nevil party, it is by far best if you all have compatible alignments. I'd suggest talking with your GM and changing your character to at least true neutral, so you can at least not care so much when your friends go all murder-hobo.
Secondly, talk with the other players about PvP. Stealing from each other and being jerks in general usually isn't very much fun. Tell them that you would really prefer to play in a game where even if their characters are shitty jerks, you all work together enough not to actually screw each other over. If they won't go for it, well, either find a different game or decide to join in the mayhem. Charging for healing can be a good way to teach them not to screw you over.
For an escape, I'd suggest buying a scroll of dimension door. Even as a level 2 witch you have a fairly good chance of being able to read it, only needing a 6 or better.
Sentry Sculls are great fun. It will only have a +5 bonus to perception, nothing else applies but still that isn't too bad. It would certainly notice your door opening if that is what you wanted for example. Generally speaking, while undead will decompose and rot as flavor, they usually aren't treated as being anywhere near as bad as a rotting corpse. Talk with your GM, but it probably isn't an issue. Decompose corpse should give you a clean skull if that is what you want.

Avoron |
How about a preemptive tactic? The next time someone in your group asks you for healing and forgoes their save, maybe try casting Sow Thought on them to give them nice, nonviolent thoughts about how grateful they are for your healing and how important it is to avoid hurting or stealing from you in the future.

Third Mind |

Not a ward perse, but if you can manage to get your hands on a bunch of sheets of lead, and line the entirety of the inside of the bunker with it, people cannot scry on you (including detect magic) and I also believe it stops earth gliders since lead is a metal. I think it also blocks one or two other things as well, just can't remember them.
Perhaps you could get an immovable Rod and rivet some heavy plates on the back of the doors with a slot to slide the rod into, then press the button, making it really hard to open even if they get through the lock somehow.
Sorry, I don't know witch's as well, so I can't say on their spells and warding. If they get Alarm, no reason not to cast it just before going to sleep to make sure you're awake when someone tries to come in.

Wolfswift |

Not a ward perse, but if you can manage to get your hands on a bunch of sheets of lead, and line the entirety of the inside of the bunker with it, people cannot scry on you (including detect magic) and I also believe it stops earth gliders since lead is a metal. I think it also blocks one or two other things as well, just can't remember them.
Perhaps you could get an immovable Rod and rivet some heavy plates on the back of the doors with a slot to slide the rod into, then press the button, making it really hard to open even if they get through the lock somehow.
Sorry, I don't know witch's as well, so I can't say on their spells and warding. If they get Alarm, no reason not to cast it just before going to sleep to make sure you're awake when someone tries to come in.
Unfortunately witches do not get Alarm, and it'd cost too much to keep buying scrolls of it constantly. It also only lasts 2 hours per caster level, so it wouldn't work all night unless it was caster level 4 or higher, which jeez to find spell level 1 scrolls at caster level 4 of that constantly, ugg, but the lead lining isn't too bad an idea, I can see about like making it like lead wallpaper, then actual wallpaper over it to prevent lead poisoning, then of course hit up the ceiling and maybe floor too just in case.
I'll have to look into an immovable rod, but that's also a cool idea. I think one sentry skull to alert me if the door is opened is probly also a good idea, since sentry skull works similarly to the mental alarm version of the alarm spell, except only if it sees it with it's +5 perception, but if it's always watching the door, seeing the door move shouldn't be too hard. Of course if someone teleported in or phased in, I'd be screwed, still gotta figure that out.
EDIT: AHA! I found something good while trying to find out how much something like lead foil wallpapering is, searching for "lead" led me to alchemical creations and I found Blightburn Paste limits teleportation within 60 ft, it makes them have to succeed at a DC 30 caster level check to successfully teleport in. But it's kept inside a lead lined box,(this instance of lead is how I found it) presumably to keep it's teleportation limiting powers in check, but if I thereby hung this lead wallpaper with the blightburn paste against the wall, I think thereby it'd be hard to teleport into the room, but fine to teleport out of it? Since the lead would thereby be between the paste and the inside of the room.