The Ambush:
* Warg Pack: A pack of Wargs, led by a particularly cunning alpha, circles the party, keeping them from moving too far. Goblins, hidden in the trees, use their knowledge of the terrain to launch surprise attacks from different angles, whittling down the party's resources.
* False Trail: The Goblins lure the party deeper into the forest with a false trail of broken weapons, scattered supplies, or a wounded, screaming goblin. Once the party is far from their starting point, the trail leads them to a narrow, rocky gorge. The Wargs block the path, and the Goblins pelt them with rocks from above.
* Entanglement Trap: The Goblins have set up a network of tripwires and snares within the forest, designed to trip and trap the party. The Wargs then close in, using their powerful jaws to try and pull the party members deeper into the entanglement.
The Encirclement:
* Living Wall: Goblins swarm the party, forming a living wall around them with their crude weapons. The Wargs circle the perimeter, keeping the party from breaking through. They then launch a coordinated attack, using the Goblins as a shield against the party's retaliation.
* Burning Forest: The Goblins set fire to the forest, driving the party towards a pre-determined clearing. The Wargs await them at the clearing, with the fire blocking any escape route.
The Tunnel Trap:
* Hidden Entrance: The Goblins lead the party to an apparently abandoned mine shaft or cave entrance. They feign fear and offer to help the party escape. Once inside, a hidden trap door slams shut, sealing the party inside. The Wargs then attack, using their superior senses to track the party in the dark.
* Caving In: Goblins, working in secret, have been undermining the forest floor. As the party walks, the ground collapses beneath their feet, trapping them in a deep, underground chamber. The Wargs then descend, blocking the only exit.
Psychological Warfare:
* Terrorizing Tactics: The Goblins use psychological tactics to wear down the party. They launch sneak attacks at night, make unsettling noises, and leave threatening messages in the form of dead animals or broken weapons. The Wargs act as the ultimate threat, always lurking in the shadows, ready to attack at any moment.
* False Hope: The Goblins pretend to negotiate with the party, offering to let them pass if they agree to certain conditions. Once the party agrees, the Goblins ambush them. The Wargs then appear, preventing any chance of escape.
Remember:
* Use the terrain to your advantage: The forest provides plenty of opportunities for natural traps and ambushes.
* Exploit the weaknesses of both sides: The Goblins are agile and numerous, while the Wargs are powerful and fearsome.
* Don't forget the element of surprise: The goblins' greatest advantage is their ability to ambush and vanish. Use this to your advantage!
* Make the escape difficult but not impossible: The party should be able to break free with a clever plan or a bit of luck, but the escape should be challenging and memorable.