I'd say no and actually would like the challenge of such a deadly campaign. Near death is (to me) where the real fun is, getting by by the skin of your teeth as it were. As long as it is not TPK, teamwork and sidequests can be used to bring back your "stoned" comrades. Your player's should feel proud that this is not a cake walk, that their accomplishments mean something.
From some other the other posts, it seems this adventure path is heavy on tactician play. If your player are not into this style of play you may need to tweak the encounters. or it may be your players really do enjoy tactician paly and they are just frustrated with not doing well at it. If it is the latter, the challenge (to this tactician) is facing an encounter which is almost a sure fire TPK if you just walk in. It is only by innovative tactical thinking and team work that you even survive, and a little luck to survive unscathed. Tactician play, IME, to be effective requires scouting out the enemy and getting them to fight on your ground (e.g., ambushes) prepared areas with things-even mundane ones- that maximize effectiveness.
If, (and it is an if as some players could care less about tactician style play), you think your player's are interested in the tactician aspect and they are just unfamiliar with how to go about it and the rules that support it; here are a couple of suggestions. One, if they have some appropriatate skill you might provide that character with hints, as in this looks like a good place to set up an ambush. You might also provide hints to characters who would know the reaction of opponents and their standard tactics. Along the lines of "a typical x normally reacts this way to intruders."
Another way is to provide and NPC who can give tactical advice, maybe an old retired adventurer who is physically unable to help in combat much (low ST due to old age, etc.) but still has enough HP and decent saves to survive. This NPC could provide tactical advice, as in I remember when... or we did X in a similar situation, but let the party execute the plan. This NPC may also have a bit of healing magic to help in the back row. Sprinkle the NPC's advice in with a few questions about what the character's think and hopefully they will learn some tactics. After a time, the NPC goes back to his ordinary life, or maybe meets a tragic death and asks the PCs to carry on.
From some other the other posts, it seems this adventure path is heavy on tactician play. If your player are not into this style of play you may need to tweak the encounters. or it may be your players really do enjoy tactician paly and they are just frustrated with not doing well at it. If it is the latter, the challenge (to this tactician) is facing an encounter which is almost a sure fire TPK if you just walk in. It is only by innovative tactical thinking and team work that you even survive, and a little luck to survive unscathed. Tactician play, IME, to be effective requires scouting out the enemy and getting them to fight on your ground (e.g., ambushes) prepared areas with things-even mundane ones- that maximize effectiveness.
If, (and it is an if as some players could care less about tactician style play), you think your player's are interested in the tactician aspect and they are just unfamiliar with how to go about it and the rules that support it; here are a couple of suggestions. One, if they have some appropriatate skill you might provide that character with hints, as in this looks like a good place to set up an ambush. You might also provide hints to characters who would know the reaction of opponents and their standard tactics. Along the lines of "a typical x normally reacts this way to intruders."
Another way is to provide and NPC who can give tactical advice, maybe an old retired adventurer who is physically unable to help in combat much (low ST due to old age, etc.) but still has enough HP and decent saves to survive. This NPC could provide tactical advice, as in I remember when... or we did X in a similar situation, but let the party execute the plan. This NPC may also have a bit of healing magic to help in the back row. Sprinkle the NPC's advice in with a few questions about what the character's think and hopefully they will learn some tactics. After a time, the NPC goes back to his ordinary life, or maybe meets a tragic death and asks the PCs to carry on.