Also I'd like to point out, in case people are unaware.
You have 50% of your HP into the negative - if you have 10HP, then your HP range is -5 to 10. Positive HP is regular. 0HP puts you unconscious. Negative HP has you 'bleeding out' and you make CON checks every turn to determine if you stop bleeding or keep bleeding. If you continue bleeding you get -1 HP, if you stabilize then you just sit unconscious on the ground. If you drop to or below zero HP, you are not dead yet. A cleric or potion can heal you and restore you, as well if combat is over you can simply rest and restore. Only when you're dead-dead do you need a resurrection.
In general, most creatures will ignore a fallen character. Zombies, wraiths, or various flesh-eaters will actively kill fallen characters, but a bandit will leave you and move on to the next character, and come back to finish the kill later.
So in the current case, Lek is heavily injured. If Lek gets hit again, he's unlikely to die, but likely to start bleeding out. The goblins would ignore his fallen form, in favor of the swords that are still stabbing them. Assuming Lek makes a good save and stabilizes, then there's no problem, the party can camp and let Lek recover or drag him to town or whatever.
NINJA: Yeah, the suggestions for making encounters, really make it incredibly easy for larger parties - brokenly easy. Apparently over the years things have naturally become easier, and 'encounter' means 'roleplay moment' where you're pretty much going to win, it's just a matter of how. I've taken it upon myself to re-introduce combat as a game mechanic. and make encounters that you'll remember and care about. Not to mention faster - 60-ish exp per player is a lot different compared to 380-ish. So instead of 6 or so random battles against a handful of kobolds, you're gonna have to buckle down and fight 6x kobolds all at once coming at you in one scaly, adorable horde.