How do you guard your camp while resting?


Advice


Our party has made it to level 5 with simplistic overnight rituals, "Fighter first watch, Rogue second, Cavalier third ... casters rest"

Now that we are pissing off more powerful foes than kobolds, I feel like we should be smarter but am not sure what to do. As the wizard, it feels like my responsibility to be the brains of the group.

What actions would you recommend when resting in perilous territory without any specific threats?
- Rope trick seems useful to make sure the wizard gets his rest and protects the occupants from a fireball in the dark, but also reduces the party's perception of potential danger. Would you put everyone inside, leave one guard outside, split the party?
- Alarm seems like a good standard daily spell. I assume that the mental trigger wouldn't operate into the rope trick space, so an audible alarm would be needed, which would alert the intruder that they were spotted.
- How to protect from scrying?

What additional actions would you take if you knew someone was actively searching for you?


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Rope trick is the way to be. Just remember that you need to bring (8 - # in your party) hamsters along to ensure no one can follow you in. If you get surrounded at least you can choose the timing of the encounter.

The Exchange

As a DM I make sure skills like survival come in to play as well. If you make great survival roll, you've pretty much nailed a great campsite for protection.

Rope trick is good except it's extra dimensional. Leads to problems with bags of holding and portable holes etc. Mixing up extra dimensional,spaces ends badly.

Once you get to the point you can cast the various hut spells, well then things are really not a problem in terms of getting attacked in camp.

However, enemies can still find you in the huts, and they can be waiting when it ends. Or they can break the spell in various ways.

The best way to avoid being found is anonymity. Enemies can't find you if they don't know who you are. Don't leave survivors, wear masks, set up,false rumours etc. Then add that to survival checks for great hiding spots and away you go.


In PFS organized play it hasn't been an issue. Most players don't even buy food or water. The format doesn't allow GMs to create encounters so that aspect has to be written in by the author. Some organized play formats had living expenses that figured into social skills.

In home play the topic comes and goes. It depends on the environment the character's are in.
In civilized areas usually the false economy of adventuring makes PCs rich, only player cheapness keeps that in check. PCs are a logical target for thieves and local thugs.
I'd agree that survival and some tools are the way to a safer, more comfortable campsite. Magic has some very handy spells. It pays to have some cleverly crafted ropes that look like other things.


If you are adventuring in the wilds and don't want to be found, a wand/scrolls of Pass without Trace can be invaluable. The 1 hr break is usually enough to throw off pursuers that are not persistent.
For the persistent you will need 1 hour of false leads/back tracking and 7 hours of Pass w/o Trc to lead them in the wrong direction.

Magical scrying usually revolves around a name or personal item or knowledge. Usually most canny wizards, rogues, swashbucklers, pirates, and vigilantes never reveal their actual name and always adventure using a pseudonym. You can create name doubles (such as naming your chihuahua "Asmodeus"). Only wear stolen items and change weekly.
Have a homunculus or simulacrum crafted and leave him somewhere else, think of it as a twin. A clone requires upkeep and maintenance unless you have a creature that can posses it for you. Twine Double works for a short time.
Disguise/change your look. Disguise skill, magical disguises, and polymorphs that change your look can help keep diviners guessing as to what you look like now. Polymorph Any Object and similar spells can change your shape or look permanently, or change others to look like you.

Spells-
Nondetection 3, Detect Scrying 4, Private Sanctum 5, Plane Shift 5-7, Teleport 5, Veil 6, Mind Blank 8, Screen 8...
Items-
Hat of Disguise $1800, Amulet of Proof against detection and location $35k.


Sorry if mentioned already but druids get a spell called something like obscure campsite.


Hide Campsite 2/3, Rope Trick 2, Web Shelter 2, Tiny Hut 3, Secure Shelter 4, Shadowy Haven 4, Fabricate 5, Wall of Stone 5/6, Magnificent Mansion 7, Fairy Ring Retreat 7.
Expedition Pavilion $6400

some spells are too flashy and would attract monsters IMO; Campfire Wall 3.


I'd caution about relying exclusively on Rope Trick. It can be completely neutralized by a Wizard NPC who has access to Detect Magic to locate it and Dispel Magic to dispel it. In most situations it works just fine, the danger is if you stop thinking about it and start relying on it exclusively. Against some opponents it will be of little help. Just remember to think about your situation and act accordingly.

The Exchange

Rope trick also leaves a dirty great big rope hanging down from out of nowhere.
It also can't stop something tracking you to the place where you cast it and killing you as you tryntondescend the rope in the morning.


I think "Hide Campsite" needs to be in our repertoire. Unfortunately, it needs a wand right now because only the Ranger has access to the spell and can't cast it herself until 8th level.

I hadn't thought about the limit of 8 in a Rope Trick. If we can convince the ranger's wolf and the cavalier's horse to climb the rope, we have 8! Of course, you have to be wary when leaving in case somebody is laying an ambush because of this strange rope in the forest.

I didn't know if rogues and rangers like to set up trip lines or other traps regularly.

Thanks for the advice, everyone!


no problem...
Craft(Traps) is probably what your trap setter should get.
Bear traps are only 2gp and cold iron ones 4gp, get 4. Caltrops are 1gp and cover a 5ft square. lol... and don't step on your own traps.

on rope trick - I use a short (5-10ft) disguised rope (jungle vine, snake, tree sapling, stalagmite). You can also camouflage it using paint.

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