If you are familiar with the PF2e encounter math, these were two CR3 creatures against a 4-person level 2 party - with full HP (but down some spells). It is considered a "Severe" encounter, but was presented in the adventure as a regular encounter that is not telegraphed to the party, not a boss fight
Oh, I remember this pair from
The Show Must Go On. We were quite beaten up when our party met them and our GM was clearly concerned for us. Definitely one of the nastier fights in the adventure path. Definitely has a TPK potential. I'll note some of the mitigating factors that we employed, and specifically how our GM helped us
The group got reports of unnatural smells coming from the nearby cemetery.
We had more than just reports. Maybe we had explored options, but we definitely knew there was something nasty around. We nearly decided to call it a day and rest overnight and come back the following day, but we pressed on. Our GM did stress that something nasty was out there -- that may have been him warning about a clearly dangerous enemy
They enter the cemetery and see two figures digging up graves. The two claim to be grave diggers and tell the party to keep their distance. The party notices the figures are in an older part of the cemetery - not where new burials are taking place. They also notice an awkward gait and decide to approach, thinking the figures are either graverobbers or perhaps undead feasting on the bodies.
There is some distance between the party and their opponents, about 40 feet. The party continues to approach even though the figures tell them to get lost.
This is a good opportunity to help the players learn how to handle encounters. In PF2 it feels like a good way to approach every encounter is as if you were playing a sandbox OSR game; first work out how dangerous the enemy is. As a GM, one suggestion is you prompt the players to make monster knowledge checks. If they make a check at any level of success, they'll realize this is a dangerous fight.
Another tactical suggestion to make to the party is NOT TO APPROACH AN UNKNOWN THREAT. It's like watching a person go down into a cellar in a horror film; it's just not good. I'd suggest saying things like "Are you sure you want to get close to these strange creatures?". It's a terrible idea to roll initiative when all the enemies are in striking range of one character. You might even tell the champion that their training says it's tactically unsound
The party decides to begin reading weapons/shields and casting spells. Initiative is rolled. The creatures win the initiative and charge at the frontline warrior - a champion (aka paladin) who already has her shield raised. Standing next to the champion is the sorcerer - who had been doing all the talking for the party but decided to approach in tandem with the champion. Monsters quickly overwhelm by focusing attacks on the champion
They're +12 vs the champions likely 19AC, doing ~10 points damage (since the worms are inhabiting a body, they can't use their stronger bite attack). So it should need 4 successful hits, with crits counting as 2. So I guess he lasted two rounds and was a tad unlucky. Also surprised the cleric didn't heal him.
- the sorcerer scurries away and attempt to cast some spells, but they're just not terribly effective against these creatures.
The cleric comes up and becomes new frontline. He's now facing down one opponent while the other is chasing down the sorcerer. Cleric casts heal on the fallen champion, gets a lousy roll and heals to 9 hp.
However he does do d6 damage to both opponents! Every time the dying condition is removed, each opponent takes a d6. We triggered this at least three times -- and 6d6 is not to be sneezed at at level 2!
The champion is wounded 1 but is preparing to stand and attack, getting the attention of the creature attacking the sorcerer. The creature turns and hits the champion with a critical hit, instantly dropping him to Dying 3 (one more failed save and it's perma-death).
This is another point to stress to players. If they are out of Hero Points, describe them as feeling that any unlucky blow might kill them -- because it might! In this case, the champion would use it to survive, and additionally do d6 to each enemy
During this time the party's rogue has been darting in and out of combat, trying to get flanks. He's been whittling down both creatures, but it's not enough. Thinking he can "finish off" one of the creatures, he stays put for an extra attack. He misses, but the creature responds with a critical strike, dropping the rogue. The cleric, overwhelmed by both creatures, now drops.
As a GM, if you see your players going into a Severe fight, and none of them have any hero points left, I'd straight out warn them OOC that they are risking a TPK.
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Having said that, these monsters have one feature that you thankfully did not invoke -- their ability to cast
harm as a 3rd level spell. That should really only be available to 5th level casters! Cast as a full round action, it will heal each of them 3d8 and harm all party members within 30' for 3d8. This is just way too powerful and I assume is an error. It should really be at level 2 for 2d8 and then just makes them very nasty.
Our group came in pretty low on resources, but we did learn about them early on and hit them with some targeted attacks. Our GM used their harm as a one-action effect (attacking with melee twice) which was nasty enough. We survived by backing off so they had to waste actions closing and using ranged weapons and spells. That and the damage done to them by removing dying conditions was enough to win, but it could easily have been much nastier.
The next time we fought them, we went in with extreme prejudice and burnt resources to kill them fast. They are really nasty.