Watches and Surprise Attacks
Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so …
Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a watch schedule needs to account for everyone's time on guard duty. The Watches and Rest table indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length. If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a Stealth check against all characters' Perception DCs to see if anyone noticed its approach. ### Watches and Rest Groups Size Total Time Duration of Each Watch 2 16 hours 8 hours 3 12 hours 4 hours 4 10 hours, 40 minutes 2 hours, 40 minutes 5 10 hours 2 hours 6 9 hours, 36 minutes 1 hour, 36 minutes
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