So, you are a DM, running a game in the wilderness (or in a large dungeon), and you rolled a random encounter. But you don’t want to make it boring. As always, the key is tactics, environment and asymmetric combat. This table generates various ambush situations to help avoiding simple frontal engagements where D&D degenerates into “I cast X/attack, they attack back”.
A surprise encounter centered around a situation makes monsters and enemies interesting, though of course a DM should make sure the tactics make sense – no 5-star generals among 4 intelligence creatures! For smarter creatures, there is always this…
In many of the set-ups presented here, the enemy will be hidden from the party, and assumed to be in its natural territory, generating an “outisders vs guerilla tactics” vibe. It’s a good table to have in hand for ratcheting up the tension.
Roll 2d10!
| Dice | Tactic | Circumstances/diversion |
| 1 | The ambushers shoot an incendiary arrow from a hidden position, hitting the party’s camp or setting fire to some possessions | A single sentry from the attackers, away from the main force, will be spotted and divert the party’s attention on purpose |
| 2 | The ambushers roll boulders from elevated position at a choke point | A runaway horse or similar creature rushing through the party, stirring up confusion |
| 3 | The ambushers are disguised as a merchant caravan, and draw swords once the party is close enough to have a conversation | A really obvious trap like an poorly concealed pit of spikes. They strike from behind as the party inspects or disarms it |
| 4 | The ambushers hide on either side of a bridge, waiting to surround the party. If in the wilderness, they will consider destroying the bridge. | A bonfire making a large column of smoke, visible from several miles out, will hopefully attract the party to the area |
| 5 | One of the ambushers can cast a magical spell to turn any dry terrain into knee-deep slushy mud. As the party struggles to regain mobility, they strike. | A large bird, released by the ambushers, flies overhead |
| 6 | The ambushers send a group of friendly people as guides to the party. The guides will lead them to a dead end where the ambushers have set up. | No diversion – the ambushers wait in pure silence. Check if they do get spotted though. |
| 7 | The ambushers use a “scortched earth” tactic, damaging the environment around the party, to deprive the party of a resting spot, and strike as the party tries to reorganise. | while the party sleeps |
| 8 | The ambushers set up in a village, town or other somewhat populated area and hide among the locals. They will attempt to steal from the party and attack when noticed. | as soon as one member of the party is more than 25 yards away from the rest |
| 9 | The ambushers use a hut with a magical door. If the party enters the hut, the door will seal shut and the ambushers will pepper the party with arrows from the outside. The door may only be opened with magic or a lengthy (1 minute) lockpicking procedure. | As the weather worsens and visibility is lower |
| 10 | The ambushers will use hidden tunnels to attack the party with ranged weapons from a burrow and retreat. The tunnels are trapped. | People with a magical sense may perceive that the nature around them is being altered in some way |