I'm new to Pathfinder and started it with my group on roll20 due to Corona. I have decade long gm experience in in games like DSA (Das Schwarze Auge) and Shadowrun but not for Dungeon Crawlers.
Long story short: We are playing the Fall of Plaguestone module and my group (Rogue, Wizard, Paladin and Priest) needed hard intervention from my part as not to die on multiple encounters. Since I still need to get a feel for the difficulty I'm not changing anything from the module and play it by the letter.
The group nearly died by: (contains spoilers)
The bear guarding the medicine bushes in Plaguestone, the wolfs in the tree-root-cave (no ranged attacks possible), the battle against the animals & minders at the pen (because of unlucky dice) and the fight against the blood-slime.
Enemies are totally able to one-hit my players with a critical hit and I feel the only reason they survive at all are the mighty resurrection possibilities of the priest (the 3 action heal). I'm looking for advice how to make the adventure more fun by not obviously saving my group, but also for other opinions on how difficult that module is.
The priest and the paladin are level 2, the others level 1. The others will level up after the next encounter as there is only a small XP difference.
Cleric AC 17, HP 24
Paladin AC 18, HP 32
Rogue AC 18, HP 18
Wizard AC 18, HP 12
I feel like the group struggles as a whole but the rogue is the weakest member in battle. The last fight (against the blood slime) was a total loss that had nothing to do with crits. In other fights I would say the crits are the problem but I'm not saying the dice are against my players.