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Then I'll cast Good Hope instead.
-Posted with Wayfinder

GM Skipper |

@Auric: I'm assuming everybody except Deaglan, the poor dwarf.
Lysaer slashes the prone "priest" and Auric fills the party's hearts with hope.
The undead forcibly presents it's pendant once more.
Lysaer: 1d20 + 8 ⇒ (12) + 8 = 20
Rogar: 1d20 + 7 ⇒ (11) + 7 = 18
Sparky: 1d20 + 7 ⇒ (9) + 7 = 16
Zinkyudo: 1d20 + 14 ⇒ (5) + 14 = 19
Negative energy damage: 4d6 ⇒ (5, 1, 4, 3) = 13
Combat Round 1
Bold may act
Buffs: Haste + Good Hope (except Deaglan)
________________________________
Auric (13 damage), Lysaer (20 damage), Rogar (13 damage), Sparky (13 damage)
"Agosa" (50 damage, prone)
Zinkyudo (13 damage)
???
Deaglan

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Zinkyudo takes a short stride to one side and looses a barrage of arrows at the undead!
5-foot step, flurry at dread ghoul (which I think is still flat-footed).
Flurry with Longbow, Deadly Aim, PBS, Good Hope, Haste: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (15) + 11 - 2 + 1 + 2 + 1 = 28
Longbow damage: 1d8 + 3 + 4 + 1 + 2 ⇒ (7) + 3 + 4 + 1 + 2 = 17
Flurry with Longbow, Deadly Aim, PBS, Good Hope, Haste: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (19) + 11 - 2 + 1 + 2 + 1 = 32
Longbow damage: 1d8 + 3 + 4 + 1 + 2 ⇒ (3) + 3 + 4 + 1 + 2 = 13
Flurry with Longbow, Deadly Aim, PBS, Good Hope, Haste: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (7) + 11 - 2 + 1 + 2 + 1 = 20 Haste attack
Longbow damage: 1d8 + 3 + 4 + 1 + 2 ⇒ (4) + 3 + 4 + 1 + 2 = 14
Flurry with Longbow, Deadly Aim, PBS, Good Hope, Haste: 1d20 + 6 - 2 + 1 + 2 + 1 ⇒ (11) + 6 - 2 + 1 + 2 + 1 = 19
Longbow damage: 1d8 + 3 + 4 + 1 + 2 ⇒ (4) + 3 + 4 + 1 + 2 = 14

GM Skipper |

@Auric: In that case, you make it.
Zinkyudo's second arrow destroys the undead priest.
From behind the sarcophagi, four additional dread ghouls slink out and attack.
Attack v Zinkyudo: 1d20 + 6 ⇒ (18) + 6 = 24
Attack v Sparky: 1d20 + 6 ⇒ (13) + 6 = 19
Attack v Lysaer: 1d20 + 6 ⇒ (19) + 6 = 25
Attack v Lysaer: 1d20 + 8 ⇒ (9) + 8 = 17
Combat Round 1/2
Bold may act
Buffs: Haste + Good Hope (except Deaglan)
________________________________
Auric (6 damage), Lysaer (20 damage), Rogar (13 damage), Sparky (13 damage), Zinkyudo (13 damage)
Dread ghouls
Deaglan

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Time to use a new feat.
Sparky will take a 5ft step NE and then begin the fireworks.
Attacks include Good Hope (overrides Heroism), Haste, Point Blank Shot, Precise Shot. Selecting out all allies.
Bomb #1 (Explosive) targeting Red: 1d20 + 11 + 2 + 1 + 1 ⇒ (1) + 11 + 2 + 1 + 1 = 16
fire dmg: 5d6 + 7 + 2 + 1 ⇒ (5, 3, 3, 4, 5) + 7 + 2 + 1 = 30 Including blue in splash 14 fire DC 21 for half.
Bomb Haste (Explosive) targeting Blue: 1d20 + 11 + 2 + 1 + 1 ⇒ (5) + 11 + 2 + 1 + 1 = 20
fire dmg: 5d6 + 7 + 2 + 1 ⇒ (5, 1, 5, 6, 5) + 7 + 2 + 1 = 32 Including Red in splash 14 fire DC 21 for half.
Bomb #2 (Explosive) targeting Green: 1d20 + 6 + 2 + 1 + 1 ⇒ (8) + 6 + 2 + 1 + 1 = 18
fire dmg: 5d6 + 7 + 2 + 1 ⇒ (3, 1, 5, 1, 3) + 7 + 2 + 1 = 23 Includes Yellow in splash 14 fire DC 21 for half.
Since I can't select out allies when I miss I'm going to use my folio reroll against red.
reroll Bomb #1 (Explosive) targeting Red: 1d20 + 11 + 2 + 1 + 1 ⇒ (12) + 11 + 2 + 1 + 1 = 27
fire dmg: 5d6 + 7 + 2 + 1 ⇒ (5, 3, 3, 2, 3) + 7 + 2 + 1 = 26 Including blue in splash 14 fire DC 21 for half.
Red, Blue, and Green are on fire.
"Who needs light when you have burning corpses around?"

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Momentarily taken aback by the sudden appearance of more foes, Lysaer still manages to parry a single claw whilst his darkened armour turns another, with a horrific screech of claws on metal. Finding himself disadvantaged, the Hellknight takes a step to the South-west, allowing Rogar to step in for tactical advantage.
5' step to the left of green, on phone
"Well, things got interesting..." he growls through his helm as he calls upon the Godclaw's Judgement, filling his body with righteous fury.
Activate Judgement for +2 Sacred bonusDamage
attack 1 vs green, haste, good hope: 1d20 + 11 + 2 + 1 ⇒ (18) + 11 + 2 + 1 = 32 for damage: 2d6 + 12 + 2 + 2 ⇒ (2, 1) + 12 + 2 + 2 = 19
Haste attack, good hope etc: 1d20 + 11 + 2 + 1 ⇒ (2) + 11 + 2 + 1 = 16 for damage: 2d6 + 12 + 2 + 2 ⇒ (6, 4) + 12 + 2 + 2 = 26
iterative attack: 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 22 for damage: 2d6 + 12 + 2 + 1 ⇒ (6, 2) + 12 + 2 + 1 = 23

GM Skipper |

Reflex, red: 1d20 + 7 ⇒ (5) + 7 = 12
Scatter: 1d8 ⇒ 3
Reflex, yellow: 1d20 + 7 ⇒ (20) + 7 = 27 <-no damage
Reflex, green: 1d20 + 7 ⇒ (9) + 7 = 16
Reflex, Rogar: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex, Lysaer: 1d20 + 5 ⇒ (2) + 5 = 7
Sparky roasts two dread ghouls, but his third bomb misses its target, landing at Lysaer's feet instead. The blast envelops Rogar, Lysaer and both ghouls, but one of them evades the blast.
In the aftermath of the fireworks, Lysaer cuts down a ghoul with the single attack that manages to connect.
Combat Round 1/2
Bold may act
Buffs: Haste + Good Hope (except Deaglan)
________________________________
Auric (6 damage), Lysaer (34 damage), Rogar (27 damage), Sparky (13 damage), Zinkyudo (13 damage)
Dread ghouls
Deaglan

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Zinkyudo lets fly another deadly volley of arrows!
Flurry. I think there's only one left, but if not, I'll keep switching targets as they fall.
Flurry with Longbow, Deadly Aim, PBS, Good Hope, Haste: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (20) + 11 - 2 + 1 + 2 + 1 = 33
Longbow damage, Good Hope: 1d8 + 3 + 4 + 2 ⇒ (8) + 3 + 4 + 2 = 17
Flurry with Longbow, Deadly Aim, PBS, Good Hope, Haste: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (14) + 11 - 2 + 1 + 2 + 1 = 27
Longbow damage, Good Hope: 1d8 + 3 + 4 + 2 ⇒ (7) + 3 + 4 + 2 = 16
Flurry with Longbow, Deadly Aim, PBS, Good Hope, Haste: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (20) + 11 - 2 + 1 + 2 + 1 = 33
Longbow damage, Good Hope: 1d8 + 3 + 4 + 2 ⇒ (1) + 3 + 4 + 2 = 10
Flurry with Longbow, Deadly Aim, PBS, Good Hope, Haste: 1d20 + 6 - 2 + 1 + 2 + 1 ⇒ (11) + 6 - 2 + 1 + 2 + 1 = 19
Longbow damage, Good Hope: 1d8 + 3 + 4 + 2 ⇒ (5) + 3 + 4 + 2 = 14
Crit confirm: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (17) + 11 - 2 + 1 + 2 + 1 = 30
Crit damage: 2d8 + 18 ⇒ (5, 7) + 18 = 30
Crit confirm: 1d20 + 11 - 2 + 1 + 2 + 1 ⇒ (1) + 11 - 2 + 1 + 2 + 1 = 14
Crit damage: 2d8 + 18 ⇒ (1, 7) + 18 = 26

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Rogar curses loudly as the flames engulf him, yet he keeps his calm and slashes at remaining ghouls...
Power Attack Roll 01: 1d20 + 14 + 1 + 2 ⇒ (11) + 14 + 1 + 2 = 28 -> Damage Roll: 2d6 + 12 + 6 + 2 ⇒ (5, 6) + 12 + 6 + 2 = 31
Power Attack Roll 02: 1d20 + 7 + 1 + 2 ⇒ (19) + 7 + 1 + 2 = 29 -> Damage Roll: 2d6 + 12 + 6 + 2 ⇒ (1, 5) + 12 + 6 + 2 = 26
Power Attack Roll 03 (haste): 1d20 + 14 + 1 + 2 ⇒ (3) + 14 + 1 + 2 = 20 -> Damage Roll: 2d6 + 12 + 6 + 2 ⇒ (3, 5) + 12 + 6 + 2 = 28
Rogar steps forward so he can attack both ghouls then he concentrates his attack on the one north of Sparky. If it drops dead Rogar will use his remaining attacks against the other ghoul
edit: Second attack threatens critical...
Critical confirmation roll: 1d20 + 7 + 1 + 2 ⇒ (17) + 7 + 1 + 2 = 27 -> Damage Roll: 2d6 + 12 + 6 + 2 ⇒ (2, 3) + 12 + 6 + 2 = 25

GM Skipper |

Zinkyudo's first arrow flies so true, that it destroys the otherwise unscathed dread ghoul outright.
-----Combat Over-----
Loot:
4 Mwk Kamas
On the mutilated body:
A dagger and a light crossbow with 10 bolts.
After you take stock of the room (and administer any healing you want) a booming voice emenates from the lionlike statue.
“Welcome, mortals, to the Land of the Dead and Domain of the Divs. By the mighty Ahriman, I welcome you. Know that you have violated the tomb of the Immolated Mirza, the august lord genie Verdizaam Charad. You seek that which the grave robbers took and will meet the same fate as them unless you turn back now and depart forever these holy chambers.”

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Sparky will use 4 charges from his CLW want to heal 22.
He'll also burn a charge from his detect magic want to examine the scroll, wand, and pearl. Assuming the DC 32 is actually a 22 he auto succeeds on the spellcraft checks.
"Pearl of Power level 1, Scroll of Shield, and a wand of Resist Energy with 12 charges."
Any knowledge checks before Sparky tells the booming voice where to stick it?

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Zinkyudo nods his head once in satisfaction as his arrow ends the threat from the undead. "Whether it's sewers under Cassomir or the catacombs here, I've rarely found things improve when I go underground," he observes before the booming voice rings out.
He heals himself with his wand, then says quietly to his companions, "We're just here to help out some wayward pathfinders, right? I'm guessing those are the grave robbers referred to by our new statue friend."
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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The caster level is equal to the minimum level required to cast a spell of the level of spell being recalled. So CL 17 for Pearl of Power level 9 but CL 1 for a Pearl of Power level 1. So PoP lvl 1 is DC 16. Though technically you have to be 3rd level to craft a wondrous item.

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After doing more research and asking around the results are unclear. The listed CL is 17 but the cradting rules put the CL as 1. But as mentioned CL1 isn't possible anyway if you were actually crafting. So even people who go by RAW don't have a consensus opinion. I'll roll just in case.
Spellcraft possibly DC 32: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34

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There is no way I can make that earlier DC30 Know Planes ;-)
Deaglan walks up to the others when the booming voice announces itself
"I am afraid we can't do that old chap. We are here to find the missing pathfinders. Where are they?"

GM Skipper |

@Sparky: Yeah, in a home game I'd go with the variable CL, but alas, this is PFS and Ordnung muß sein.
The statue's immobile mouth bellows once more.
“You mortals be brave, and the Immolated Mirza acknowledges your courage, foolish though it may be. Therefore, I offer you not certain death but a chance to succeed in your quest. Two ages have passed since I last walked the earth and two puzzles shall you pass before you do so again. If you win through, the goal of your quest shall be your salvation as well. Should you fail, your bones shall adorn my tent.
So let us begin. I have ensured that you will be unable to leave until our little game is through. Remember this, my little mice, for it may serve you again in the end. ‘Half past the new moon and twice the tides break, the sphinx feeds at the noon, and reclines in its wake.’”

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Auto-succeed at that Perception DC.
"Of course," Zink says, his tone grim, "that sound of grinding stone, ending in a loud thud, from up the stairs, was the tomb sealing closed behind us."
He takes a calming breath and says, "Someone write down that little poem, and we'll see if we can figure out how it applies."

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"So you killed Agosa, right? He was a friend so rest assured we are going to play your little game and then you'll answer for his death" states Rogar in a determined tone, for once devoid of any mirth. Then he asks to one of his "spiritually enanched" companions to help him with his wand of cure light wounds.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

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"Sure Rogar, no problem"
Deaglan hefts his longhammer "Everybody ready? Let's continue!"
He moves to the other side of the room and waits for the others to fall in "I don't have a good eye for traps, so somebody else can take point"

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Rolling his eyes at the theatrics employed by the voice behind the statue, Lysaer draws forth a wand from his wrist and uses it's magic to restore the colour to his skin from the vitality draining unholy power of Agosa.
"Hmm, Divs and Ahriman? One of the so called 'deities' worshipped by such base creatures no doubt. Be careful for they are tricketers and fierce foes." Lysaer growls after the statue falls into silence.
Hefting his Greatsword, he tries to remember what he knows of Divs and their specific weaknesses. He then takes point with eyes focused and ears open.
Monster knowledge, Planes (Cold Iron or Silver, if either?: 1d20 + 11 ⇒ (9) + 11 = 20
clw: 1d8 + 2 ⇒ (3) + 2 = 5
clw: 1d8 + 2 ⇒ (6) + 2 = 8
clw: 1d8 + 2 ⇒ (8) + 2 = 10
clw: 1d8 + 2 ⇒ (5) + 2 = 7
clw: 1d8 + 2 ⇒ (6) + 2 = 8

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Remember that good hope lasts for 8 minutes.
"I'll take care of traps, Deaglan, but I suspect this one will require more brains than skill. In any case, onwards!" Auric leads the way, looking out for traps. Trapspotter

GM Skipper |

Deciding to humor the mysterious voice, you forge on and discover a chamber lined with a variety of statues and showcases of all shapes and sizes. The sculptures are constructed of various kinds of stone or rusting iron, and the cases are covered in dust. A marble walkway leads a meandering path through the room and ends at a stone table at the far end upon which rest two items: the severed head of your old companion Agosa Agion—mouth and eyes agape in a rictus of surprise or confusion—and a silver chalice bearing the symbol of his deity, Sarenrae.

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Rogar gives the grisly display a dark look and advances towards it, weapon on the ready...
Perception check: 1d20 + 2 ⇒ (2) + 2 = 4

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As Rogar steps into the room ahead, Zinkyudo jokes, "Remember, Rogar, surprises in this place only pop up when Sparky and I go into the room first."
Taking a few steps into the room, Zink sees the head of Agosa and the smile slips from his face as he says, "I feared as much, it was just a matter of when we would find him." Studying the room a moment longer, he adds, "I wonder if this room is safer if one follows the path, or if one avoids it? Auric, do you have any insights into this?"

GM Skipper |

As you enter the room, the bellowing voice taunts you once more, this time from the vicinity of the macabre display.
"“Well met again, mortals. Your courage exceeds your wisdom. And the next riddle will address that deficit.
In a nation of godless folly, who is the greater fool? The follower of the empty god, unable even to protect its own, or the follower of an empty man, filled only with the knowledge of his own inadequacy?
Choose wisely, and we shall drink together to your choice: you the cup of your choosing, and I the other. For when we finally meet, one will make the drinker a lion and the other a craven jackal before him.
Is it the accomplishment of man that emboldens his steps through his mortal journey or his faith in the unseen? Choose, and choose well, or choose not at all and face the stinging venom of your own folly.”

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Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11
"Why don't you show yourself we get over with this here and now? Do us poor mortals scare you so much that you prefer to stay hidden and speak in riddles?" Rogar says, scanning the room for any signs of the voice's owner while getting near the chalice and Agosa's severed head...
Perception check: 1d20 + 2 ⇒ (20) + 2 = 22

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"You won't mind if we give ourselves a clue right?"
Sparky activates his wand of Heightened Awareness then moves into the room next to the cups pulling his wand of Detect Magic. He will then do a quick scan of the room with it before examining but not drinking from the cups.
Perception as he moves into the room: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22
Spellcraft: 1d20 + 21 ⇒ (14) + 21 = 35

GM Skipper |

The voice holds its tongue yet again.
Scanning the room, Sparky skims a few of the plaques describing the trophies in Ancient Osiriani.
“Hehmket II. As the rodents gnaw your still-living bones, I dance in the entrails of your houris. VC I”
“Sayit, Eater of Dung. Betrayal is a sharpened blade, coated in acid. Yet betraying the betrayer is sweeter than new honey. Roast in the Inferno, old friend. VC I”
“Larasesh the Languid, Star of My Sky and Delight of My Nights. I used to love her, but I had to kill her. VC I”
Agosa's head is dried and stiff with its brain cavity scooped out and the inside of its skull polished. The chalice is recognizable as one of Agosa’s liturgical items. Both are filled with a single draught of some thick, dark red liquid with a spicy, seared aroma. Sparky identifies it from a safe distance as some kind of blood spiced with thick wine and unknown substances.
No out of place auras.

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Sparky is an expert at identifying liquids. And since the voice hasn't complained he will do the obvious and dip a finger in each dor a taste.
craft Alchemy to identify cup #1: 1d20 + 24 ⇒ (1) + 24 = 25
craft Alchemy to identify cup #2: 1d20 + 24 ⇒ (10) + 24 = 34
Sparky is not rolling well.

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Deaglan walks up "Sparky! You are not seriously contemplating drinking that substance from either that holy chalice to Sarenrae or poor Agossa's skull are you?"
Deaglan takes his wayfinder and sees if there is any evil within sixty feet.

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Zinkyudo spends a moment thinking on the riddle they've heard, and shares his thoughts, "The voice clearly wants us to choose one cup and drink from it - and to guess which is the right cup based on its riddle. Do we drink from the god cup or the man cup? I would opt for the cup of the divine being - at least in part to avoid drinking from the skull of someone we knew. But the divine is despised here in Rahadoum, so that may not be what this voice considers the right choice. Anyone else have any thoughts on this riddle?"
Recollecting what else they've heard, he adds, "The voice also said 'Half past the new moon and twice the tides break, the sphinx feeds at the noon, and reclines in its wake.' But I don't see how that applies here, perhaps it's to be used on the next riddle."

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"We do what we have to even if it is unpleasant. All of these tributes to Verdizaam Charad's inflated ego might be connected to the riddle."
Sparky will start wandering around the room reading the plaques out loud in a falsetto voice.

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"We can also refuse to play along with this charade, move on find the scumbag who did this to our friend and fellow pathfinder and make him pay for it" says Rogar sounding irate

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"That we could, Rogar," Zink acknowledges, "but I don't believe you're taking into account all the terms of this deal. While I am all in favor of collecting on debts, we need to solve the puzzles in order to get out of this place, and I suspect that will be true whether we make this fellow pay for his actions or not."

GM Skipper |

Deaglan's spell reveals a ghoulish creature with taut, decayed skin over bony limbs and an oversized lower jaw lined with rows of razor sharp teeth. Black claws tip his hands, and his legs end in donkey hooves rather than feet.
Lysaer: 1d20 + 4 ⇒ (11) + 4 = 15
Rogar: 1d20 + 6 ⇒ (7) + 6 = 13
Sparky: 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25
Zinkyudo: 1d20 + 4 ⇒ (8) + 4 = 12
Auric: 1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (7) + 6 = 13
Rogar=2: 1d2 ⇒ 1
Combat Round 1
Bold may act
________________________________________
Deaglan, Lysaer, Sparky
Mysterious voice
Rogar, Zinkyuod, Auric

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kn Religion?: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
defenses, special qualities, spell-like abilities
"Not a ghost then. Good."
Sparky will take a 5ft step, pull a tanglefoot bag, and throw it at the whatever.
including Good Hope, point blank, -4 for range.
ranged touch attack vs flatfooted: 1d20 + 11 + 2 + 1 - 4 ⇒ (16) + 11 + 2 + 1 - 4 = 26
lasts: 2d4 ⇒ (3, 4) = 7 rounds.
DC 15 Reflex or be stuck to the ground.

GM Skipper |

He's an efreeti great ghul (undead [shapechanger]). DR/cold iron and good, fire resistance
Reflex: 1d20 + 8 ⇒ (3) + 8 = 11
Sparky catches the ghul very much unaware and glues it to the wall and floor.
Combat Round 1
Bold may act
________________________________________
Deaglan, Lysaer, Sparky
Ghul (entangled + glued in place 7/7)
Rogar, Zinkyuod, Auric

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Sorry, between the terrible Board access i have had and Ofsted inspections, my post time has been non-existent.
Eyes narrowing as the shape in the dark is revealed to be a corrupt creature of the vilest kind, Lyaer moves deeper into the room, drawing his Dark Iron blade as he does so. Calling upon the Judgement of his Lawbringing Pantheon, the Hellknight prepares his body to heal any damage inflicted upon him.
With an utterance, White flame erupts around his drawn Sword, ready to sear the creatures flesh.
Healing Judgement and Align Weapon: Good

GM Skipper |

The ghul's body flashes with extreme heat, and it rips itself from the wall.
Damage: 2d6 + 6 + 1d6 ⇒ (1, 1) + 6 + (4) = 12
Damage: 1d6 + 6 + 1d6 ⇒ (6) + 6 + (3) = 15
Combat Round 1/2
Bold may act
________________________________________
Deaglan, Lysaer, Sparky
Ghul (entangled 6/7)
Rogar, Zinkyuod, Auric

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It looks like he burned them away so he no longer has the Entangled condition.
"You guys might want to come in here!"
Sticking with the delay the enemy plan Sparky tries to knock him down.
He moves over next to Deaglan while drawing his bow. Then tosses a force bomb.

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Coming! Deaglan steps in, swinging his hammer in a great arc. He immediately follows up with another swing.
Power attack, good hope, adamantine and holy
To hit: 1d20 + 13 - 2 + 2 ⇒ (10) + 13 - 2 + 2 = 23
Damage: 2d6 + 7 + 6 + 2d6 + 2 ⇒ (6, 3) + 7 + 6 + (1, 6) + 2 = 31
Iterative: 1d20 + 13 - 5 - 2 + 2 ⇒ (18) + 13 - 5 - 2 + 2 = 26
Damage: 2d6 + 7 + 6 + 2d6 + 2 ⇒ (5, 5) + 7 + 6 + (3, 4) + 2 = 32
AC 29 thanks to PfE
Damage: 2d6 + 7 + 6 + 2d6 + 2 ⇒ (2, 2) + 7 + 6 + (5, 1) + 2 = 25