Karl and Weel run.
Gildrim and Richard battle vigorously, but without support, without a good tactical position, and without much hope, they find that the hydra is simply too much for them. Richard falls quickly, leaving Gildrim to fight an increasingly hopeless battle for long moments before he, too, succumbs. His dwarven constitition struggles on despite him, and somehow, he keeps breathing shallowly as the hydra carries his and Richard's bodies back to its lair.
[sblock=ooc]Right, then. Here we go.
Round 5: Gildrim swings and misses. His AC is at 19 for this round. He crouches, gaining improved cover.
Richard hits for 17. He moves to U30, not provoking AoOs due to cover. I don't think it's really possible to get into flanking position without either drawing AoOs by moving across shallow bog squares, or luring the hydra into deeper water, which would require coordinated movement between Gildrim and Richard, and giving up a round or two of attacks. That's well beyond the scope of the tactics you've described to me, so I'm going to assume that instead, you both use your move actions to crouch or stand, gaining improved cover half of the time.
Karl and Weel run away.
Hydra heals 15, leaving it with 9 damage. It puts all 5 heads toward Richard:
hits once for 9 damage.
Round 6: Gildrim stands and
misses, due to cover from the bog.
Richard
misses too, and crouches, gaining improved cover.
The hydra heals to full. It splits its attacks, 3 to gildrim followed by 2 to Richard:
all misses.
Round 7: Gildrim
misses and crouches.
Richard stands and
misses.
The hydra splits again, same as before:
all misses. This is ridiculous.
Round 8: Gildrim stands and
hits for 9 damage.
Richard
misses and crouches.
Hydra heals to full and attacks:
hits richard for 10, threat
not backed up.
Round 9: Gildrim
hits for 14, threat
not backed up, and crouches.
Richard stands and
misses.
Hydra heals to full. It hits Richard again for 10, dropping him to -3.
Round 10: Gildrim stands and
hits for 11.
Richard
fails to stabilize and drops to -4.
Hydra heals to full and goes after Gildrim:
all misses.
Round 11: Gildrim
misses and crouches.
Richard
fails to stabilize and drops to -5.
Hydra attacks Gildrim,
all misses.
Round 12: Gildrim stands and
hits for 11.
Richard
fails to stabilize and drops to -6.
Hydra heals to full and
hits Gildrim twice. One is a
confirmed crit. Total damage 21.
Round 13: Gildrim
misses and crouches.
Richard
fails to stabilize, and drops to -7.
Hydra
misses Gildrim.
Round 14: Gildrim stands and
hits for 7 damage.
Richard
fails to stabilize and drops to -8.
Hydra
hits Gildrim once for 5 damage. That drops him to -1.
Richard
fails to stabilize twice more, and dies in round 16.
Gildrim
stabilizes at -4 in round 17. His next percentage roll after that is a success, so he wakes up an hour later, disabled and still at -4 HP, in the corner of a hydra's nest, next to Richard's half-eaten corpse, with the hydra snoring in the other corner. Grendath has a sick sense of humor where Gildrim is concerned.
Given that you don't seem to have too much interest in continuing Gildrim's story, I think maybe we can leave him there, eh?
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