LostSoul
Adventurer
Neat encounter. Good synergy of NPC abilities (halflings throwing, Hiding, humans bull-rushing). Actually I'd use half-orcs instead of humans for the extra Str. Oh! Half-orc barbarians with the elite array, for 17 Str, or 21 raging. Bull rush will be better. (Total check there is +5, and if they can charge, +7. If you can get Enlarge Person cast on one of them, that's another +4.)
Surprise mechaincs:
(correct me if I'm wrong)
The fighters can't get a surprise round, since the PCs are aware of them.
The ninjas can, if they make Hide checks vs. PC's spot checks; however, their surprise round should be "throwing off the blanket they are hiding under." Might as well just give them cover in the cart (have them kneel behind a barrel) and then they can attack in the surprise round.
Lasso:
I'd use the net rules. If they are entangled, they are caught in the lasso.
Pushing the cart off the bridge:
Any PCs should be able to resist this, as if it were a Bull Rush attempt. So the Fighter will roll against any PC who is lassoed to the cart. If any PC beats the Fighter, they dig in their heels and stop the cart.
EL:
I'd make it EL 6 (for CRs) +1 or 2 (for ambush and location), since your group has an EL of 8. Tough, close to TPK range. Good solid encounter.
That means 4 CR 2 creatures, or 3 Fighter2s and 2 Ninja1s. I'd use 3 Barbarian1s (half-orcs) and 3 halfling Ninja1s and one boss, a Wizard2. He can use Enlarge person on the Barbarians to give them better Bull Rush checks.
I think that's right: 6 CR1 = 3 CR2, + 1 CR2 = 4 CR2 = EL 6.
The PC's biggest smack will come from a Sleep spell. If we use Barbarians, they will be raging and get a +2 bonus to will saves. Barbarian abilities scores should be Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Surprise mechaincs:
(correct me if I'm wrong)
The fighters can't get a surprise round, since the PCs are aware of them.
The ninjas can, if they make Hide checks vs. PC's spot checks; however, their surprise round should be "throwing off the blanket they are hiding under." Might as well just give them cover in the cart (have them kneel behind a barrel) and then they can attack in the surprise round.
Lasso:
I'd use the net rules. If they are entangled, they are caught in the lasso.
Pushing the cart off the bridge:
Any PCs should be able to resist this, as if it were a Bull Rush attempt. So the Fighter will roll against any PC who is lassoed to the cart. If any PC beats the Fighter, they dig in their heels and stop the cart.
EL:
I'd make it EL 6 (for CRs) +1 or 2 (for ambush and location), since your group has an EL of 8. Tough, close to TPK range. Good solid encounter.
That means 4 CR 2 creatures, or 3 Fighter2s and 2 Ninja1s. I'd use 3 Barbarian1s (half-orcs) and 3 halfling Ninja1s and one boss, a Wizard2. He can use Enlarge person on the Barbarians to give them better Bull Rush checks.
I think that's right: 6 CR1 = 3 CR2, + 1 CR2 = 4 CR2 = EL 6.
The PC's biggest smack will come from a Sleep spell. If we use Barbarians, they will be raging and get a +2 bonus to will saves. Barbarian abilities scores should be Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.