Midnight surprise attacks - what are the PCs sleeping in/with?

Quasqueton

First Post
Say there is a surprise midnight ambush planned for attacking the PCs while they camped/slept. How should a DM determine what equipment the PCs would have on them, immediately available and "attended" (in case of damaging area affect spells)?

What if the PCs are in a supposedly safe area like in an inn in a city?

What if the PCs are in a supposedly at least nominally safe area like a village campground?

What if the PCs are camped in the wilderness? Or in a room in a dungeon?

How do you determine this ahead of time without tipping the Players off to a coming attack?

How lenient are you when letting the Players determine this after the fact (or during the attack)?

Quasqueton
 
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I'm very leinient when it comes to this. The main reason I mug the players at night is so that the spellcasters don't get their spells back and to give my bad guys a slight edge. Attacking the players in an inn more than once or twice gets old. Once they start leaving guards and such it takes a bit of the fun out of the encounter (IMHO).

However, I don't DM a Midnight game.
 

I'd suggest asking the players for a standard watch schedule, and the questions you just listed. Explain that you'll use the answers as the default situation, unless they specifically say otherwise during play. Don't treat it as a big deal - they'll know why you're asking. So spring the attack at a (much) later date.

Concerning item saves and such, it depends on how you want to "train" your players. Think of it this way:

If every dungeon has tons of traps, the players are going to Take 20 searching every single 5' section. My take on that - it's boring. So I use traps sparingly.

If every NPC betrays the party at some point, the players will never trust an NPC. Again, boring. NPC's should be normal people most of the time.

If every time the characters rest in an inn, or in the wilderness, or in the dungeon, they risk losing all their stuff (one fireball and several missed saves later), the players will be paranoid about resting, ever.

For these reasons, I'm inclined not to worry too much about what equipment is worn and what isn't when resting. Technically, the rules say no armor heavier than light (IIRC) when resting, but does it really break the game to ignore the rule? Does it contribute to the fun to have the armor melt in the fireball? I'd look at the consequences more than the letter of the rules.
 

Generally assume that they have taken their armor off and have their weapons and stuff like spell components easily accessible within reach. Everything beyond that has to be noted beforehand.

Bye
Thanee
 

BiggusGeekus said:
The main reason I mug the players at night is so that the spellcasters don't get their spells back ...

At least the arcane casters only need to rest a bit longer to regain their full spell alotment, tho.

Bye
Thanee
 

I.E. Camping IRL

I say look at it this way:

If I were camping with a group of friends...

In a dangerous spot... I would leave on most of my clothing, shoes, maybe sleep with a weapon. I may have an animal standing guard. I would probably sleep sitting upright against a wall or corner.

In a not so dangerous spot, but with some concerns, I would probably do the above but take off my shoes. Sleep with weapon near, but not in hand.

For safe places, I would do what I do at home... take off all clothes except PJ's. Stow all items near or under my bunk.
 

... and when you are the rogue, carrying the party treasure worth 10K+ in you pack, you sleep with it. All night, every night.

Thank the gods for banks.
 

The main reason I mug the players at night is so that the spellcasters don't get their spells back and to give my bad guys a slight edge.

The spellcasters [wizards, I know for sure] would just need to sleep a little more and then they get their spells.
 

VirgilCaine said:
The spellcasters [wizards, I know for sure] would just need to sleep a little more and then they get their spells.
Clerics pray at certain times, and sorcerer's & psi's get their's back right away. BUT, if they've cast spells at night, they're still down spells for day.

For myself, in one game I'm in, my current character (Psychic Warrior/ Psychic Weapon Master) has Full plate with the Ease quality, so hasn't removed his armor in many many many months.
 

Vocenoctum said:
Clerics pray at certain times, and sorcerer's & psi's get their's back right away. BUT, if they've cast spells at night, they're still down spells for day.

Only for the next 8h. If they decide to rest 8h from the point on the interruption occured, they can learn all their spells normally.

Divine casters have a fixed time when to pray and any spells cast within the 8h prior to that, cannot be renewed for the next day.

Bye
Thanee
 

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