Rel
Liquid Awesome
Since you are ambushing with a number of druids - you can have them coordinate a nasty series of spells. I don't know how many you plan on hitting them with, but for arguments sake, let's use 4.
They can either lay in wait, or fly out to intercept the party. If the druids know where the party is going and just need to defend a point, then they can make it very nasty with plant growths to keep it dense and slow movement into the area. This gives them lots of time to layer on more spells while the party approaches.
But if they intercept cast some spike stones in a broad and thick pattern across the party's path while they are still off a little. A plant growth on either side of the path ensures the party will come up the path - though I'd suggest that it helps if the druids try to blend in the overgrowth to look natural (who better to know that). When the party gets closer have the entangles, briar webs and so forth cast behind the party - maybe catch a few on the edge, but really focus on boxing them in during the surprise round. This gives one apparent opening that has been trapped. Then drop an insect plague to fill in the box. The party will be forced to choose a path and this will likely split the party as well as possibly trapping one or slowing some down - either by the spike stones or the plant growth.
The druids can then fly around a tag team if you're feeling particularly nasty or each one can start dropping flaming spheres, produce flame, or flame strikes ontop of anyone trapped in the entangles. Summoned critters who can fly can be used to draw characters into more spike stones. Awakened trees set up in the area can get involved.
You could increase the carnage by laying snares attached to the awakend trees.
You could use wood shape to make normal trees appear to have facial features - so the players will be overly suspicious of every tree.
You could drop obscuring mists to further muck up the battle field to limit the players ability to coordinate.
They can either lay in wait, or fly out to intercept the party. If the druids know where the party is going and just need to defend a point, then they can make it very nasty with plant growths to keep it dense and slow movement into the area. This gives them lots of time to layer on more spells while the party approaches.
But if they intercept cast some spike stones in a broad and thick pattern across the party's path while they are still off a little. A plant growth on either side of the path ensures the party will come up the path - though I'd suggest that it helps if the druids try to blend in the overgrowth to look natural (who better to know that). When the party gets closer have the entangles, briar webs and so forth cast behind the party - maybe catch a few on the edge, but really focus on boxing them in during the surprise round. This gives one apparent opening that has been trapped. Then drop an insect plague to fill in the box. The party will be forced to choose a path and this will likely split the party as well as possibly trapping one or slowing some down - either by the spike stones or the plant growth.
The druids can then fly around a tag team if you're feeling particularly nasty or each one can start dropping flaming spheres, produce flame, or flame strikes ontop of anyone trapped in the entangles. Summoned critters who can fly can be used to draw characters into more spike stones. Awakened trees set up in the area can get involved.
You could increase the carnage by laying snares attached to the awakend trees.
You could use wood shape to make normal trees appear to have facial features - so the players will be overly suspicious of every tree.
You could drop obscuring mists to further muck up the battle field to limit the players ability to coordinate.