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FooBot
2014-03-04, 03:34 AM
What are some of your favourite ways for avoiding wandering monsters when your party is trying to get some well deserved rest. magnificent-mansion (http://www.d20pfsrd.com/magic/all-spells/m/mage-s-magnificent-mansion) is an easy choice, but spells like rope trick (http://www.d20pfsrd.com/magic/all-spells/r/rope-trick) just don't provide enough protection(Anyone can just climb up, or the wandering baddies can just wait below it)
Any fun or innovative ideas are welcome :smallsmile:

BWR
2014-03-04, 04:21 AM
Teleport home?

MadGreenSon
2014-03-04, 04:55 AM
Teleport home?

Best answer. Would it be an interesting game to be the adventuring equivalent of weekend warriors?

nobodez
2014-03-04, 05:06 AM
What are some of your favourite ways for avoiding wandering monsters when your party is trying to get some well deserved rest. magnificent-mansion (http://www.d20pfsrd.com/magic/all-spells/m/mage-s-magnificent-mansion) is an easy choice, but spells like rope trick (http://www.d20pfsrd.com/magic/all-spells/r/rope-trick) just don't provide enough protection(Anyone can just climb up, or the wandering baddies can just wait below it)
Any fun or innovative ideas are welcome :smallsmile:

Well, with the Rope Trick, you pull the rope in with you, and it's more secure.

I'm a fan of Secure Shelter (http://www.d20pfsrd.com/magic/all-spells/s/secure-shelter), especially combined with Grove of Respite (http://www.d20pfsrd.com/magic/all-spells/g/grove-of-respite) (since then you keep the group's animal's outside, while the humanoids get to sleep in the nice, safe cabin. Add in a perimeter Wall of Stone (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-stone), and you're even more secure without heading into extradimensional spaces.

Another option is Instant Fortress (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/instant-fortress) (though it's not exactly the most hospitable place, lacking even beds or other furniture).

If you can convince your GM, then I'd try to stay in some sort of flying ship (If you GM allows the D&D Arms and Equipment Guide, Strormwrack, and Eberron, you can get a truly impressive airship). Another option is Wondrous Architechture (Stronghold Builder's Guidebook).

I'm lucky that most of my campaigns are Adventure Paths, and so there's not a whole lot of random encounters at night.

Drachasor
2014-03-04, 05:08 AM
Simulacrum of an Earth Elemental, Portable Hole, and a Demiplane with a permanent Gate into that Portable Hole. This does require being at least 13th level (and buying a 9th level scroll) or 17th level (then you don't need the scroll).

FooBot
2014-03-04, 05:44 AM
Well, with the Rope Trick, you pull the rope in with you, and it's more secure.

I'm a fan of Secure Shelter (http://www.d20pfsrd.com/magic/all-spells/s/secure-shelter), especially combined with Grove of Respite (http://www.d20pfsrd.com/magic/all-spells/g/grove-of-respite) (since then you keep the group's animal's outside, while the humanoids get to sleep in the nice, safe cabin. Add in a perimeter Wall of Stone (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-stone), and you're even more secure without heading into extradimensional spaces.



The party I am in now does something similar right now, it doesn't quite help too much. We are in a particularly nasty adventure module, the encounters are like every 3 hours and have a pretty decent chance of happening. Last session some demon dropped a darkness spell on the camp, followed by hold monster mass. Then walked up and coup de graced our inquisitor before anyone could manage a will save. It is pretty brutal. Teleport is pretty unreliable in the area as well.

I like some of the ideas so far, some of them are pretty cool.
as for

Simulacrum of an Earth Elemental, Portable Hole, and a Demiplane with a permanent Gate into that Portable Hole. This does require being at least 13th level (and buying a 9th level scroll) or 17th level (then you don't need the scroll).
What is the earth elemental for?

Drachasor
2014-03-04, 05:48 AM
What is the earth elemental for?

He picks up the Portable Hole and Earth Glides into the ground for a predetermined amount of time. After which he comes back up and lays out the Portable Hole again.

Firest Kathon
2014-03-04, 07:40 AM
Well, with the Rope Trick, you pull the rope in with you, and it's more secure.

This is no longer possible (http://www.d20pfsrd.com/magic/all-spells/r/rope-trick) in Pathfinder:

The rope cannot be removed or hidden.

Person_Man
2014-03-04, 09:54 AM
Rope trick was purposefully nerfed in PF because being able to rest outside of town without consequences removes most meaningful restraints on most casters. I know several DMs who ban it outright.

I would suggest just posting a rotating watch and having someone cast Alarm. If the DM wants you to be attacked while you rest, it's going to happen. If he doesn't, it won't.

Psyren
2014-03-04, 09:55 AM
Rope trick was purposefully nerfed in PF because being able to rest outside of town without consequences removes most meaningful restraints on most casters. I know several DMs who ban it outright.

I would suggest just posting a rotating watch and having someone cast Alarm. If the DM wants you to be attacked while you rest, it's going to happen. If he doesn't, it won't.

That. And really, it's common sense - people in the wilderness without magic set watches all the time, why should the party with magic be lax?

Drachasor
2014-03-04, 10:10 AM
This is no longer possible (http://www.d20pfsrd.com/magic/all-spells/r/rope-trick) in Pathfinder:

Yeah, another of PF's bizarre changes.

Not bizarre in that nerfing rope trick is bad. Bizarre like Wall of Iron where it just declares "this doesn't work" without giving any indication of how that makes sense.

You can't hide the rope? So an Illusionary Wall wouldn't cover it up? Vines and leaves next and casting it next to a tree doesn't work? Smoke doesn't conceal it? Just...somehow.

Slipperychicken
2014-03-04, 12:19 PM
You can't hide the rope? So an Illusionary Wall wouldn't cover it up? Vines and leaves next and casting it next to a tree doesn't work? Smoke doesn't conceal it? Just...somehow.

It would have been nice if the developers gave a reason, or made it difficult to hide, but they didn't even try to make a reason. If a GM tried to pull something like that, I'd call him on it.

I kind of want to see what that would look like, to have a 5ft rope in a sack under a pile of leaves which somehow isn't hidden.