Anthys |
"Hard to breathe in? Perhaps more of that dusty air like the library. Well, we will prepare as best as we can."
Stay close in formation for Shake it Off, and those without Scion may want Guidance spells before entering.
Anthys is ready to move on the next room.
Looks like Room 10, then either 5, 9, or 11.
Vindlér Far-seer |
"Aye, let me see what I can do to help."
Vindlér will cast Guidance on anyone without Scion. He'll also rip off some spare cloth and tie it around his face to filter the air a bit.
Berato Aquilinus |
Berato casts Shield Other (4 hours duration) on Anthys; when Marcus returns from his scouting and indicates how far the bad guys are, Berato then casts Protection from Evil on Anthys and Bless on the party as we get close to the site (both have a 4 min. duration). When we are right around the corner, Berato casts Communal Protection from Evil on Elaril, Berato, Vindler and Marcus (duration 1 min.)
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
"Let's give some poor souls their rest, shall we?"
Vindlér Far-seer |
"Aye, let's move on. Goodbye, wee pixie. Go and live in peace, and may Abadar's scales judge you justly." He turns and moves along the corridor toward the next chamber. Chamber 10
GM Fez |
The pixie nods and flicks back into invisibility. You can hear its tiny wings as it flies back towards the entrance.
Your group continues to move carefully, chamber by chamber, walking through the next few while keeping an eye out. Carved on the walls are hundreds of names from dozens of cultures and races. A malicious creature scratched away many of the names, leaving large claw-marks.
After 10 what room is next?
Vindlér Far-seer |
Survival: 1d20 + 7 ⇒ (9) + 7 = 16 +2 if check is to follow or identify tracks
"Looks like something in here isn't too happy to be here. Keep yer eyes peeled." Looking around the room at the various exits, he looks to the south. "Seems like that path might lead back where we've already been. Should we double back to make sure we've covered the whole area? Or move on further north?"
Anthys |
Survival, Scion: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
"I think you are right, Vindlér. I would guess these are the names of other heroes of the Shining Crusade. Though... would a vengeful graveknight have scratched them away with claws? Or is there some other more bestial fiend in this crypt? I will remain on my guard.
Let's double back; this corridor should connect back up to where we were before, but I think we may have missed something along the way."
Suggesting Room 5. Then up to 9.
Marcus Volso |
"That does not seem likely. I agree that some other creature must have resided in this place, at least at some point. We should be cautious, and thorough in our exploration. Everyone, stay together, and keep a sharp eye out for danger."
Room 5 to 9 sounds good, that should mean we've explored the whole lower half essentially, yes?
GM Fez |
Thinking back on it, the gargoyle from before could have potentially made those marks, but it is difficult to remember when all you have are blurry images of its claws, teeth, and horns coming after you.
Following the passage south leads to a new room. Swirling patterns line the walls of this small shrine. A small placard on the ground reads, “Those who perish fulfill life’s duty.”
Leaning against the shrine, as though left as an offering is a small backpack. Inside the only things not ravaged by time is a cotton cord, a pair of red and orange leather boots, and a couple of vials with some green liquid inside.
Vindlér Far-seer |
Knowledge (religion): 1d20 + 6 ⇒ (1) + 6 = 7
Vindlér looks at the placard stupidly, "Any of you lads recognize that inscription? My memory is failing me today."
He turns his attention next to the contents of the pack. "The shape the rest of the stuff in this pack is in, these few things in here must be good quality. Maybe even magical. Let's have a look-see, eh?" Vindlér's eyes go dark and glittery as he searches for magical auras around the items.
Detect magic and spell craft to identify items if applicable
Spellcraft ID cotton cord: 1d20 + 7 ⇒ (2) + 7 = 9
Spellcraft ID boots: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft ID vials: 1d20 + 7 ⇒ (10) + 7 = 17
Anthys |
Knowledge (Religion), Scion: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
"They said it sometimes during the Shining Crusade, Vindlér. Kind of fitting for the Pharasman shrine in this room. Everybody owes Pharasma a death.
If these items are an offering to Pharasma, I would be hesitant to take them. But the fact that these items have escaped the ravages of time could mean they are a gift from Pharasma to help us put the restless dead back to sleep, which is a holy cause to her."
Elaril |
Elaril will take a look at any of the items they have discovered that Vindler can not identify.
Spellcraft: 1d20 + 12 ⇒ (13) + 12 = 25
Anthys |
Anthys looks at the items. "Elaril, I suppose either the belt or the boots could be helpful for you, if you get caught in a bad position. Who should have the other one?"
They don't stack. As to the potions, Anthys doesn't really need them, but maybe Marcus and Berato, who have fewer HP but are frontliners. On to Room 9?
GM Fez |
Continuing your journey northward you wind up back in the ossuaries. You travel further north and discover a room you have never been to. A statue of an elven woman with a snake’s body lies crumbled at the east end of this long hallway. Dozens of fist-sized nooks line the walls near the statue.
Up into room 13 or backtrack?
Vindlér Far-seer |
Knowledge (planes): 1d20 + 5 ⇒ (18) + 5 = 23
Vindlér signs with a mix of relief and disappointment as he sees the crumbled statue. Ahh, that's a lillend azata. An outsider, and one of the good ones. They like to keep stories and lore. Well, Marcus? What d'ya think? Should we take some time to clean this mess up?" He looks to the nooks in the walls. "Anybody have any idea what these are all about?"
Perception, Stonecunning: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Marcus Volso |
Marcus nods, eyes scanning the crumbled remains of the statue and the nooks and crannies hidden throughout the room. Let us do our best to set it to rights. Stay close together, those spirits are still out there and it would not do to be taken by surprise.
Marcus will first conduct a thorough examination, then help straighten up the fallen pieces of the statue and clean anything that appears to particularly need it.
Anthys |
Anthys looks around with some disappointment. "I don't think we have time to repair the statue. Maybe we can have a new one commissioned."
He also looks around the niches.
Perception, Scion: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
On to 13?
Vindlér Far-seer |
"No, I don't think we have the time or the skill to do that much, Anthys. I just thought we might gather some of the pieces together. Just to help as much as we can." Once Vindlér is done cleaning up, he bows to the statue of the benevolent outsider. "Don't worry. We'll tell the stories of these brave warriors too." Then he turns and heads deeper into the tombs with his companions.
On to 13!
GM Fez |
The niches appear to have once held scrolls recording the deeds of the soldiers interred here, but now all they contain is dust and some small insects.
Anthys and Vindlér continue leading the way to the next area further north, the stairs of which lead to an enormous open room. This vaulted room features a raised dais with a large, gold-flecked stone basin full of a green fluid. Arcane symbols painted on the basin glow amber. Six scorch-marks mar the floor of the chamber, all angled from the dais into the gallery. Unlike the other areas of this dungeon the ceiling stretches 30 feet into the air.
Across the way, next to the dais, stands a suit of lamellar armor, with included face mask. It slowly reaches up and pulls the mask off, tossing it aside, and showcasing a horrific desiccated half-elven visage. A voice from the grave calls out to you, "You shall be killed for defiling this holy sanctum, in the name of Fumeiyoshi!" This must be one of the samurai from your studies. She calls for a mount, bringing forth a horse spirit from beside her, mounting it and preparing for battle. In other parts of the room two suits of armor stand, ready to fight.
Anthys: 1d20 + 2 ⇒ (6) + 2 = 8
Marcus: 1d20 + 3 ⇒ (11) + 3 = 14
Elaril: 1d20 + 8 ⇒ (7) + 8 = 15
Berato: 1d20 + 1 ⇒ (7) + 1 = 8
Michiko: 1d20 + 6 ⇒ (20) + 6 = 26
Phantom Armor: 1d20 + 5 ⇒ (1) + 5 = 6
Target: 1d2 ⇒ 2
"Fumeiyoshi, grant a spirit guide my blade!" the samurai calls out. She draws her katana which crackles with unholy energy, and looking closer you can see the blade itself is rimed with frost. She looks squarely at Vindlér, slightly further from her than Anthys and yells, "Perish by my blade!" Move draw, standard fiendish boon, swift smite vs Vindlér.
Order 1st Round
Michiko
Elaril, Marcus, Vindlér, Anthys, Berato
Phantom Armor [R: 0, B: 0]
Vindlér Far-seer |
Vindlér stares back into the knight's cold, dead eyes as he replies, "If Abadar wills it, I will accept his judgment. But," he pauses as he raises a hand to cast a spell, "I think today will be your judgment day instead." His eyes flash, then turn black as the night sky, with piercing light shining through in pinpricks of golden light. His own armor appears to take on a golden sheen, and the light appears to spread to his allies as well. "Stay together, friends! We will stand as one against this evil!"
Swift action to activate judgment - Protection (+1 AC)
Then standard action to cast Tactical Acumen (UC)
Tactical Acumen: Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This will last for the next 4 rounds.
Move action to move into the center of the room, hopefully with my allies in tow.
If I'm reading Tactical Acumen, we should be able to gain an additional bonus to Shield Wall, since that ability is based on battlefield position (we have to stand next to one another).
Berato Aquilinus |
As per my previous post the following spells have already been cast:
Shield Other (4 hours duration) on Anthys;
Protection from Evil on Anthys; (+2 deflection AC and resistance bonus to saves vs. evil, immune to mind control)
Bless on entire party (+1 morale to attacks and saves vs. fear)
"Someone needs to help this undead spirit continue its journey to the afterlife"
Berato casts Communal Protection from Evil on Elaril, Berato, Vindler and Marcus (duration 1 min.)
Anthys |
"In the name of Lastwall and the Shining Crusade, go to your deserved rest!"
Anthys uses his Tactician ability to share Lastwall Phalanx: +1 sacred bonus to AC and saves per adjacent ally against evil opponents. Elaril, who doesn't benefit from Shield Wall, should benefit from this and also the Tactical Acumen insight bonus for maybe +3 or +4 AC (on top of Prot Evil). This will last 5 rounds.
And he moves to get between the graveknight and her target.
"Can't let her charge you, Vindlér."
Anthys and Vindlér have no doubt seen Spirited Charge smites and challenges in Lastwall...
AC is assuming that Berato moves adjacent. I imagine he'd have had to in order to touch Vindlér for Communal Protection from Evil.
Obviously for these teamwork feats a square is better than a 'jagged Tetris' or 'T-Tetris' as I think we will end up this round, but the top priority for Anthys is blocking the Smite charge.
Marcus Volso |
Marcus hustles to keep in position shielding Anthy's flank, drawing a dagger in his off hand as he slips into position. "Keep together, and I'll cover you!"
Move action: Move
Standard Action: Tactician, to grant Covering Fire. Everyone may make Aid Another attempts to Aid AC using Ranged Weapons, and the attempt applies to every ally with Covering Fire instead of one ally.
Will last 4 rounds.
AC 28 vs. Evil, 23 Otherwise
Anthys |
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Those of us in the block should have +7 on saves vs evil foes right now; +2 untyped from Shake it Off (Marcus/Vindlér/Anthys), +3 sacred from Lastwall Phalanx, and +2 resistance from Prot Evil. Marcus/Anthys/Berato can also get +2 competence from Scion if needed.
For a human Ftr4 to get a Will save of +12 is pretty nice...
Elaril |
Elaril advances into the room behind the wall of allies before letting fly at the nearest armor - best to prevent any flanking shenanigans or interference. Unfortunately, the appearance of the hideously deformed elf has interfered with his concentration and the flame crashes harmlessly into the wall.
Cast Scorching Ray @ nearest Armor.
RTA+Bless: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage: 4d6 + 2 ⇒ (4, 4, 2, 3) + 2 = 15
GM Fez |
If Elaril has a way to make AoOs he'll get one against the red phantom armor as it moves past him. Berato will get an AoO on Michiko herself.
The armors prepare their weapons and advance, seeking out the path that leads to Vindlér without endangering themselves unnecessarily. Then the samurai begins moving up on her horse, powering towards her intended victim, though the bristly shieldwall of your party diverts her from her intended charge.
As the graveknight closes the lightening effect that you felt before dissipates. The closer she gets the less charged the air feels with energy, be it positive or negative. An effect you know from your knowledge check is the result of her desecrate aura interfering with the consecrate effect on the dungeon.
Once she is close enough she leans over her mounts neck, aiming at Vindlér with her blade.
Mighty Slash!: 1d20 + 17 ⇒ (2) + 17 = 19 That was incredibly disappointing...
Her katana can find no purchase as shields move to intercept it on its course for your dwarven inquisitor.
Order 2nd Round
Michiko (AC 28 vs Vindlér, 23 everyone else. Touch 12)
(AoO Berato and maybe Elaril)
Elaril, Marcus, Vindlér, Anthys, Berato
Phantom Armor [R: 0, B: 0]
Vindlér Far-seer |
We're just gonna pretend that miss was due to out tactics, okay? :D
Vindlér draws his morningstar and shouts triumphantly as the grave knight's blade is cast aside by shield and spell. "Your evil has no power here! Now return to your grave and be at rest!" He raises his weapon and brings it down at the knight, believing that bringing the leader down might destroy its minions as well.
Morningstar: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Confirm crit?: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Anthys |
"Vindlér, step back! No time for hubris!"
Anthys steps up to attack the graveknight. He takes a moment to recall techniques for fighting undead.
Using Barroom Brawler to pick up Dedicated Adversary (Undead).
Attack, Bless, Dedicated, Power Attack, Scion: 1d20 + 8 + 1 + 2 - 2 + 2 ⇒ (14) + 8 + 1 + 2 - 2 + 2 = 25
Damage, PA, Dedicated: 1d8 + 4 + 4 + 2 ⇒ (3) + 4 + 4 + 2 = 13 Magic sword if it matters.
Depending on other PCs' movement, Anthys's saves and ACs may change by the time the enemies act. Right now Shield Wall is down to +1 (Berato uses a buckler), Heart of the Streets is off, and Lastwall Phalanx is down to +1, for AC 29. Save bonus is down to +3 - just Prot Evil and +1 Phalanx.
Marcus Volso |
Aid Another vs. Graveknight, Ranged AC: Bless, Scion, Point Blank Shot, In Combat, Soft Cover: 1d20 + 5 + 1 + 2 + 1 - 4 - 4 ⇒ (4) + 5 + 1 + 2 + 1 - 4 - 4 = 5
Marcus throws a dagger, the blade sailing over the Graveknight's head. He quickly steps into the pocket behind Berato. "Elaril, form the square!" Another dagger snaps into Marcus' hand as he looks for an opening.
Berato Aquilinus |
AoO: MW Cold Iron Warhammer, Scion, Bless: 1d20 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11 for dmg: 1d8 + 1 ⇒ (5) + 1 = 6
"Torag, let me cleanse these halls for you!"
Channel to Hurt Undead, 30-foot radius, Will DC 14 for 1/2 dmg: 2d6 ⇒ (6, 5) = 11 positive energy dmg.
Elaril |
Elaril looks doubtfully at Marcus but obediently shuffles across to form a square. Trying to make up for his previous abysmal effort, he sends a colossal streak of fire at the armor in front of him.
Concentration vs AoO: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21 EDIT: Should be 1 higher, Elaril Int mod is +6 not +5.
RTA + Bless: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Confirm Crit: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage vs Red Armor: 4d6 + 2 ⇒ (6, 2, 4, 5) + 2 = 19
Extra Crit Damage vs Red Armor: 4d6 + 2 ⇒ (2, 2, 3, 6) + 2 = 15
GM Fez |
Berato gets a good swing in on the Graveknight, but quickly realizes its armor protects it from most forms of attack. Vindlér realizes the same thing when he bashes its head and only a scratch is left. Anthys does more, the magic inherent in his sword cleaving into the armor much more powerfully, leaving a large rent in it.
Michiko Will!: 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36
Phantom Armor Will!: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Berato's call to Torag leaves blinding radiance from his holy symbol. The Phantom Armor begins burning and smoking in its light, while the Samurai is non-plussed by it. Elaril throws another bolt of fire at the phantom armor on Vindlér's right, melting the steel and burning it to the ground. Both remaining undead attempt to cut Vindlér down where he stands.
Mighty Slash!: 1d20 + 17 ⇒ (12) + 17 = 29
Slash!: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 16 + 2d6 + 5 ⇒ (8) + 16 + (4, 6) + 5 = 39 The 2d6 is from cold damage
The Phantom Armor is unable to score a good hit, the shieldwall still holding firm against it. The Graveknight is another issue, its sitting higher on its phantom steed allows it to drive the blade of its Katana over the wall, catching Vindlér's armor between the shoulder and breastplate, leading to a massive spray of blood. As the dwarf goes down she stares at Anthys, the only one to have hurt her effectively saying, "Your blood will soon follow." New smite on Anthys
Order 3rd Round
Michiko (AC 28 vs Anthys, 23 everyone else. Touch 12, SR 17) -19
Elaril, Marcus, Vindlér, Anthys, Berato
Phantom Armor [B: -11]
Vindlér Far-seer |
Well...suck.
Stabilize check: 1d20 + 2 ⇒ (20) + 2 = 22 Success!
Marcus Volso |
Bleh, I would have blocked that if I had been able to hit with my Aid attempt. Assuming we survive, this should get a lot more reliable in a few levels...
Since she's focused on Anthys and hits like a truck, I don't have to Aid the AC of the whole party; it might be better for me to just reliably be able to Aid Anthys. Berato, do you want to 5 ft step back diagonally this turn as part of your action, and I'll 5 ft step up and help Anthys? Elaril can then step into where I am now, forming the square.
Anthys |
Wow! That's a rough attack - and she's using a katana which could have crit for another +25 or so.
Anthys realizes the danger he is in, but can't do much other than continue the attack.
Attack, Bless, Dedicated, Scion, PA: 1d20 + 8 + 1 + 2 + 2 - 2 ⇒ (20) + 8 + 1 + 2 + 2 - 2 = 31
Confirm, Bless, Dedicated, Scion, PA: 1d20 + 8 + 1 + 2 + 2 - 2 ⇒ (5) + 8 + 1 + 2 + 2 - 2 = 16
Damage: 1d8 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
He answers the graveknight with pity in his voice. "I will shed my blood for Lastwall if needed to give you the peace you deserve, Michiko."
AC is 32 right now; 33 if we form the square again. Good ideas, Marcus. With your aid she should be needing 20s to hit me.
Berato Aquilinus |
Concentration check to cast defensively: 1d20 + 9 ⇒ (10) + 9 = 19 Yes!
Berato infuses the power of Torag into Vindler's prone form.
Cure Moderate Wounds: 2d8 + 4 ⇒ (2, 1) + 4 = 7 hmm... oh well, I shall continue this endeavor in future rounds! :P
Anthys |
Man, that are some potent consumables so far. Gem of All Elements, Wand of Vanish (CL 4, 24 charges), Dust of Illusion, Wand of CMW (6 charges), Wand of protection from evil (7 charges), oil of bless weapon, and two +1 flaming crossbow bolts. Let's make sure we make use of these if there is a tough fight.
"The gem! Earth Elemental!"
Not sure who has it but can we say Elaril?Marcus Volso |
I have the CMW wand from the introduction, but I think its probably safer to focus on keeping Anthys up than to bring Vindler back to consciousness prone in melee range, at least at the moment. We definitely should get that gem put to use though, I glossed over that but a large earth elemental would be really handy right about now.
Berato Aquilinus |
Berato will stay there to heal his friend Vindler. Sorry gents. Maybe Marcus can acquire a reach weapon at some point? Even a 15-foot whip is considered a 'melee attack'.
Marcus Volso |
Marcus can aid at range for the next three rounds, he's just at -8 to hit due to cover and melee combat. A whip would have the same problem with soft cover, but would trade a nonproficiency penalty for the firing into melee one. Its not a bad idea though for when covering fire is not active, or when I need to aid attack. In a few levels, he'll still be able to hit AC 10 under those circumstances reliably, but for now its hit and miss. I'll try to cover Anthys from behind him. Elaril, I'll step to the side behind Anthys; if you can step in my spot, we'll get him as covered as we can.
If we want to try and get Vindler back in the fight, we need to be able to handle how he's going to get to safety. There's three ways I can see it working. Either we 5 ft step the fight away from Vindler, assuming the knight follows to keep trying to kill Anthys, then we bring him back to positive life with channel energy at range so he can get to safety without provoking an AOO. Alternatively, we have Anthys provoke an AOO so Vindler can stand and rotate to the back without drawing an AOO. That one is dangerous since Vindler will almost certainly die if it turns out she has combat reflexes, and gives her another shot and getting Anthys. And if Anthys goes down, there is a pretty good chance we are all going to die. Lastly, we could bring him back and just leave him prone, but then he's a sitting duck to be killed if she ever feels like it.
I think the safest is to start shifting the fight away from him. What do you guys think?
Aid Another, Range AC: Scion, Bless, Point Blank Shot, Firing into Melee, Soft Cover: 1d20 + 5 + 1 + 1 + 2 - 4 - 4 ⇒ (1) + 5 + 1 + 1 + 2 - 4 - 4 = 2
Marcus steps to the side, covering Anthy's other flank as his dagger slips from his hand and goes spinning across the room. Marcus snaps another dagger into his hand.
Standard Action: Aid Another. Or try too....sigh.
Free Actions: 5 ft step, Draw dagger. AC 27, 28 if Elaril steps into position
Vindlér Far-seer |
So...it's becoming apparent that I kinda boned us by running in to form the shield wall right in the middle of the room. We really could have gone for a tactical retreat and tried to lay down some damage at range before coming into the room, plus that would've given us some more time to buff up. Or at least we could've gotten Michiko off her mount. Sorry for the trouble guys!
Anthys |
Yeah, Anthys regrets not having buff time; the Oil of Bless Weapon would have been nice on that crit threat.
The wand of Vanish can also help get Vindlér upright and back into the fight once he is healed. Use those consumables! Earth gem this round, Wand of Vanish the next.
Anthys is also willing to suffer PvP from Burning Hands, but I think that's not as strong a play right now.
Berato Aquilinus |
Was the samurai's mount a spell effect or a undead horse?
Anthys |
The consecrate spell requires a vial of holy water and 25 gp worth of silver dust; if each of us could buy 1 vial of holy water and 25gp worth of silver dust, I'm thinking we could be in good shape. Let me know if this works for all of you.
Did anybody other than Anthys pick up holy water and silver dust? Holy water is very useful against high-AC undead.
Elaril |
Elaril steps sideways once more to keep the team in formation. He retrieves the gem from one of his many pockets before crushing it to summon an Earth Elemental on the far side of the graveknight. The living rock immediately lashes out with its slab like fists...
Slam 1 w/ Flanking + PA: 1d20 + 14 + 2 - 3 ⇒ (15) + 14 + 2 - 3 = 28
Damage: 2d6 + 7 + 6 ⇒ (2, 5) + 7 + 6 = 20
Slam 2 w/ Flanking + PA: 1d20 + 14 + 2 - 3 ⇒ (19) + 14 + 2 - 3 = 32
Damage: 2d6 + 7 + 6 ⇒ (6, 5) + 7 + 6 = 24