With two still standing and a couple of fudged dice-rolls later the party avoided the TPK.
Oh I could never do that.
In fact, the biggest reason why I left it as is instead of reducing the difficulty of the encounter was that I wanted the PLAYERS to know that I won't fudge encounters to suit them.
It's up to THEM to know they're in over their heads and up to THEM to get out of sticky situations.
The only thing I might've changed, in retrospect (apart from readjusting damage to the correct dice), would've been the space of the encounter, allowing for more cover opportunities to facilitate a quick escape should the need arise.
And even then, players should know better than to run head-long into an encounter they know nothing about. Positioning themselves in a manner that prevents escape is mostly their own damn fault
