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<blockquote data-quote="Greenfield" data-source="post: 6963504" data-attributes="member: 6669384"><p>Plan A, lay a trap at the "Elevator". Weakening the rope or jimmying the pullies is obvious. Less obvious is weakening the way the top of the black and tackle rig is fastened overhead. Strong enough to withstand someone pulling hard on the rope, but not strong enough to take that *and* the weight of one or more people in the cauldron.</p><p></p><p>Have missilers hide in high places, so the melee types have a hard time reaching them.</p><p></p><p>Honestly, from the way you described the Kobolds, with levelled members and all, you would hardly need an ambush for a TPK.</p><p></p><p>Plan B, have a way for the Kobolds to block the shaft partway down. A place to shove beams or metal rods across the way so the cauldron gets stuck in the middle.</p><p></p><p>Now Kobolds attack the upper room, while some or all of the party is caught in a tight place.</p><p></p><p>Plan C, hide. Evacuate the lower levels, taking women, children and non-combatants to a safe place. </p><p></p><p>Again, attack at the cauldron room. No special setup or sabotage, just wait until some of them try to go down, then hit them hard. If the member or members working the rope release it to defend themselves then whoever is in the cauldron gets a nasty fall. In any case the party is providing the "Divide" part of "Divide and conquer". It would be a sahme to let that go to waste.</p><p></p><p>Plan D, take advantage of Alchemy. Slippery oil on the rope, part way down, so it's suddenly harder to keep the thing from falling. Hurl Tanglefoot bags into the cauldron while people are in it, to make sure they stay in it, then start dumping Alchemical Fire.</p><p></p><p>One element common to most of these plans is to avoid close melee, if you can. Also familiarize yourself with the Assist rules. You don't need to set a flank to give an attacker +2 to hit. Have a lesser warrior Assist on the attack roll by engaging the PC in combat. The assistant never has any chance to actually hit, they're just aiming to hit the target's Touch AC. That gives the main attacker a +2 to hit.</p><p></p><p>Someone else with a shield can go full defense and Aid the main attacker's AC, effectively increasing it by 2.</p><p></p><p>In short, teamwork and swarm tactics.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6963504, member: 6669384"] Plan A, lay a trap at the "Elevator". Weakening the rope or jimmying the pullies is obvious. Less obvious is weakening the way the top of the black and tackle rig is fastened overhead. Strong enough to withstand someone pulling hard on the rope, but not strong enough to take that *and* the weight of one or more people in the cauldron. Have missilers hide in high places, so the melee types have a hard time reaching them. Honestly, from the way you described the Kobolds, with levelled members and all, you would hardly need an ambush for a TPK. Plan B, have a way for the Kobolds to block the shaft partway down. A place to shove beams or metal rods across the way so the cauldron gets stuck in the middle. Now Kobolds attack the upper room, while some or all of the party is caught in a tight place. Plan C, hide. Evacuate the lower levels, taking women, children and non-combatants to a safe place. Again, attack at the cauldron room. No special setup or sabotage, just wait until some of them try to go down, then hit them hard. If the member or members working the rope release it to defend themselves then whoever is in the cauldron gets a nasty fall. In any case the party is providing the "Divide" part of "Divide and conquer". It would be a sahme to let that go to waste. Plan D, take advantage of Alchemy. Slippery oil on the rope, part way down, so it's suddenly harder to keep the thing from falling. Hurl Tanglefoot bags into the cauldron while people are in it, to make sure they stay in it, then start dumping Alchemical Fire. One element common to most of these plans is to avoid close melee, if you can. Also familiarize yourself with the Assist rules. You don't need to set a flank to give an attacker +2 to hit. Have a lesser warrior Assist on the attack roll by engaging the PC in combat. The assistant never has any chance to actually hit, they're just aiming to hit the target's Touch AC. That gives the main attacker a +2 to hit. Someone else with a shield can go full defense and Aid the main attacker's AC, effectively increasing it by 2. In short, teamwork and swarm tactics. [/QUOTE]
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