I put it to a vote. I gave them the options of :
- continuing using strict dogma rules (which would require re-rolling 1st level characters as replacements); since Elmo survived by retreated, all their gear was lost.
- restarting the combat from the beginning and then continuing with dogma rules, or
- changing to 2nd edition and rolling new characters at 2nd level.
To recap, the party consisted of the following (all with similar XP amounts):
- Elana Barzan, 3rd level NG female human cleric of Pelor (16 hp)
- Gort Martin, 2nd/1st level LN male half-orc cleric/fighter of Wee Jas (19 hp)
- Trixalix, 1st/1st level N male gnome fighter/illusionist (hp: 3)
- Elmo, 4th level LG male human ranger (hp: 41)
- Marshall, 0-level militiaman (the widow's elder son) (hp: 3)
- William, 0-level militiaman (one of the brewer's apprentices) (hp: 4)
- Kevin, 0-level linkboy (the potboy from the Welcome Wench Inn) (hp: 3)
- Spugnoir, 2nd level CN male human magic-user (hp: 4)
After slaying the ogre they examined the room and found his treasure chest. Although they poked around in the bedding on the floor, no one thought to cast detect magic, so the elven cloak went unnoticed among the other dirty rags and skins, carpet remnants, and tapestry scraps. They then went over to the barred southern door and found three prisoners (2 humans and a badly beaten gnome). The party opted to help them escape their imprisonment and helped them out. Elana healed the gnome with a cure light wounds spell and was given his iron ring as a reward (sign of a gnome-friend; better reaction rolls). On the way up the stairs they ran afoul of a pack of 5 giant rats, but Gort and his hunting dog Mort took them out in a few rounds while the others were stuck waiting in the stairwell.
They left the moathouse without further incident and made a litter to carry the gnome back while the mule was laden with the treasure chest and the party's packs. When they arrived in Hommlet they took the injured captives to the Temple of St. Cuthbert and donated 3 gp for the care they would receive from the resident cleric (a place to rest and be tended to, but no spells cast - cure light wounds was way too expensive for a 0-level human or 1st level gnome).
The party headed to the Druid of the Grove and explained what they found. Jaroo urged them to continue their investigations with Elmo (who finally revealed that he was a ranger in service to the Viscount). We ended the session here, but the general mood was good and the players were eager to return to the adventure. I have to calculate XP for the monsters and treasure recovered, but I can assure them that it will not be much. They killed 2 green slimes, a huge ogre, and 5 giant rats. They walked out with 823 cp, 46 sp, and 3 gp. Not much of a haul given AD&D coin conversions (I think it comes out to a little over 9 gp in total). Even if they do manage to level, they are poor and don't have nearly enough to train at 1,500 gp/level!!
So far we have determined that turning is problematic, and that it's better to wait for a group of undead to come close BEFORE actually turning (not only to get the whole group in one shot, but also to allow fleeing "free attacks" for the fighters as they run away. We house ruled death at -10 hp so long ago that I forgot what the actual rule was. Apparently, if you go from positive hp to 0 hp (or optionally as low as -3), then you start to lose -1 hp each round thereafter until you die at -10 hp. However, if you go from positive hp to -4 or fewer hp, then your character is essentially dead. The negative hp rule only applies when hp drop to exactly 0 (or as low as -3 from the same hit). This differs slightly from death at 0 hp, but not by much, and makes more sense to me now. Don't know why it took so long for me to come to this conclusion! I opted to allow the optional 0 to -3 buffer for this version of dogma AD&D. For sticklers who don't like the "down to -3" addition, negative hit points only come into play when the character exactly reaches 0 hit points. This is just another of those special cases in the DMG that was given 3 paragraphs to explain something that (in my opinion) rarely happens. Regardless, there are no long, drawn out death scenes in AD&D where the hero keeps talking for several minutes while the others look on sadly. Such is only for the movies or sappy love novels and not for swords & sorcery adventure! Curiously enough, I looked up 2nd edition AD&D and they did away with this buffer - death occurs at 0 hp!
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