As stated, if you actually hang on to the fire grenade items you get handed, this fight is mostly about controlling the phase spider adds and dropping the big bug on its ass for falling damage. Then you hope not too many of your crew are poisoned to death when she makes it up to you and starts one rounding dudes. That fight was challenging, but made sense and there was a clear idea of the intent. The Gnoll cave fight is just utter bullshit in design, especially when the game sort of makes it seem like you should investigate the area prior to the goblin town. The solution I arrived at was to abuse the AI by sitting out of LOS and then having the low AC guy go invisible when the enemies got close (because the AI bum rushes whoever has the lowest AC to the point of retardation) so the higher AC characters could do their job. Our group has pretty much abandoned using characters that cannot wear heavy armor at this point, relying on sub class selection and bard casting for the magical utility needs of the group. The cantrips are busted and apply their status auto even when missing, so they are the best spells in the game anyhow in many cases. That and sneak attack archery (carry a crate for your ranged guys to stand on, tada advantage 24/7 for rogue shooters) just rooks anything an evocation mage might do in a fight.