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Sirettis Conc: 1d20 + 9 ⇒ (7) + 9 = 16
Likely to her frustration, Sirettis finds that her healing hex is absorbed into the commander's sacrilegious aura.
Stali and Gallix slash and pummel the commander, and watch as both sword and fist bounce off its armor. Then Uesugi's crown of swords activates, and slashes the undead guardian across the neck. Yurei rears up and knocks its head off of its torso with her hooves, ending the fight.
Out of combat and Minotaur success earned for our table!

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Sirettis exhales, glad the fight is over but frustrated.
Cure Light Wounds wand: 10d8 + 10 ⇒ (6, 3, 5, 3, 2, 3, 1, 4, 2, 6) + 10 = 45
"I apologize I was not able to help more. But at least it is over now."

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Mr Peppers relaxes the grip on his pad of butter, magically cleaning them before heading in closer to survey the final carnage "I believe Yurei deserves some fine treats at the end of today. Those hooves are deadly." He scans the fallen for the sweet, sweet aura of magical goodness before moving on with the others. Perception: 1d20 + 15 ⇒ (5) + 15 = 20

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All around the Siege Castle, battles rage on between other groups of Pathfinders and more minotaurs. It doesn't seem you have a good path through just yet...
We're waiting on the Overseer to announce a condition before we can proceed here. In the meantime, we can still do the sea encounter, and teleport back here once it's open.
_____
Back in Absalom proper...
“They’re coming! The armada of the dead is coming!” shouts a terrified member of the Harbor Guard while running past. Down in the Flotsam Graveyard, dozens of ships with tattered black sails are winding among and crashing through the hazardous wrecks that dot the bay, rapidly approaching the harbor. As the skeletal ships advance, more sunken ships start rising of their own accord through the foaming waves, joining the undead invasion.
As you reach the harbor, a soldier clad in mithral armor, wearing a blue cloak, and carrying a barbed spear nods a greeting, carrying a worried look on her face. “I’m captain Sevana Kinhan of the Wave Riders, and I’m glad to see you have come to help us—we’ve taken heavy casualties, our allies from Escadar haven’t arrived, and the undead armada doesn’t seem deterred by the Flotsam Graveyard’s wreckage.
“In order to stop their advance, we must destroy their five command ships. Your superior at the Pathfinder Society has informed me that your skills would be well suited for attacking the Oppara commanded by Commodore Maurus Korgen. We have more hippocampi than there are able-bodied Wave Riders left to command them, so you can borrow our steeds if that helps you reach and board their tattered ships.”
repeatedly keelhauled until his intestines hung out.
The captain hands you two potions of touch of the sea and a potion of water breathing.
Across the harbor, it seems all manner of aquatic beasts have become unusually aggressive, and it's obvious they will impede your trek to the ship. Unless...
You can mount the hippocampi and ride them into sea, or fly or swim across. If you choose to evade this first encounter with the sea creatures (it is optional), you have to attempt a DC 18 Ride check (if mounted) or DC 23 Swim check (if swimming). If you can fly, you auto-succeed. At least 4/6 must succeed.

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I have +15 to both K. History and Nobility. I'll take 10 here.
"Captain Maurus Korgen was quite infamous for killing prisoners of war. His execution was especially gruesome."
How long do we need to fly? Sirettis has 4 more minutes of Flight Hex remaining.

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So close! A PC who can fly automatically succeeds at this check, though a combination of the distance to the ships and the need to avoid
intervening threats means that it takes about 5 minutes to reach the armada

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I need to buy horseshoes of Zephyr!
Leaving Yurei at the docks he whispers something into her ear and watch as she gallops away to a position overlooking the harbour.
He takes the potions and then carefully mounts the hippocampi. "Let us hurry."
Ride: 1d20 + 7 ⇒ (13) + 7 = 20

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Looking out over the water, Gallix considers his options for a long while before finally unstoppering the vial of potion given to him by the grateful merchant before the siege had begun in proper. Across the vial, two beautiful silvery wings were stamped with alchemical silver. "I was hoping to save this in case we ran into some foes that could fly," he says, "But I think speed is more important here than holding out against some situation that might never actually come. Here we go!" He throws back his head and opens his mouth wide, then pours the vial's contents in.
Using my potion of Fly that I picked at the beginning of the scenario. That should last 5 minutes since it's a 3rd level spell, requiring at least CL5, with a duration of 1 min/level.

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I have a potion of flying as well if anyone else needs it

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Stali looks at the creature, curious about it, He asks how the equipment works, and then decides to try to ride it.
Ride: 1d20 + 5 ⇒ (11) + 5 = 16
He isn’t nearly as good as Uesugi, but he thinks he is doing alright until they get closer to the enemy.

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Sirettis seems uneasy as she looks at the armada.
"I will swim. I do not know how to manipulate animals like so."
Sirettis wanders into the water and tries to swim across.
Swim: 1d20 + 3 ⇒ (5) + 3 = 8
Nnnnope

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Mr Peppers glares at the fallen minotaurs and their lack of magical goodness then quickly heads to the harbor with the others "We should all fly. Gallix can you carry Sirettis? I don't think I could help much. If absolutely necessary I could recall the fly spell at the cost of haste later." He then urges Uesugi to aid Stali in riding the foul smelling beasts.
Also using my fly potion from the start.

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"Sure thing! C'mon sis! Let's go!"
Do I need to do anything to help carry Sirettis? I'll make a fly check just in case.
Fly check with spell, armor penalty: 1d20 + 2 + 2 - 1 ⇒ (5) + 2 + 2 - 1 = 8

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Going to see what D does here before I resolve, but it's looking like we'll succeed at skipping the first encounter for this. Huzzah!

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Most of you manage to fly across to the ships in the distance, avoiding the hungry-looking, shark-eating crabs who snap through the water wildly. As you approach the edge of the Black Echelon's ship, those of you that are flying noticing that undead mill around the top deck.
Stali and Uesugi: Grappling hooks and ropes are supplied in the hippocampis' saddlebags. You need a ranged attack roll vs AC 5 and a climb check DC 0 (for real?) to hook and climb up. Quickly even, since those of you that are flying are pretty obvious and will be noticed.

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"Mister Gallix, thank you for the assistance." Sirettis keeps her hair braided and out of the brawler's way. "Once you are above the ship, you may drop me freely. I can fall down like a feather without trouble."

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D: 1d20 + 15 ⇒ (20) + 15 = 35
Gallix: 1d20 + 2 ⇒ (18) + 2 = 20
Mr P: 1d20 + 5 ⇒ (15) + 5 = 20
Uesugi: 1d20 + 3 ⇒ (13) + 3 = 16
Sirettis: 1d20 + 3 ⇒ (4) + 3 = 7
Stali: 1d20 + 5 ⇒ (3) + 5 = 8
Yellow: 1d20 + 3 ⇒ (9) + 3 = 12
red: 1d20 + 3 ⇒ (2) + 3 = 5
Pink: 1d20 + 9 ⇒ (3) + 9 = 12
Undead Taldan marines mill about the bow deck, waiting to invade Absalom and contemplating the cruelties they’ll inflict upon the city. Uesugi and Stali end up face to face with the undead as they enter in through the ballistae ports and clamber up onto the top deck. Gallix, Sirettis, Mr. Peppers, and D. float down from above, landing across from the undead marines.
-- Bold is up --
D., Gallix, Mr. Peppers, Uesugi
Yellow, Pink
Stali, Sirettis
Red
Kn (Religion) DC 18 vs Pink, Kn (Religion) DC 14 vs Yellow and Red

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Also, everyone, give me a DC 14 Fort save vs Stench or become sickened for .. 10 rounds. Smelly undead.

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Fort Save: 1d20 + 7 ⇒ (18) + 7 = 25 Sirettis composes herself as they fly over the ship.

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Fort vs Sickened, DC14: 1d20 + 5 ⇒ (17) + 5 = 22 Mr Peppers drifts down on to the deck, hand holding his cloak over his face as he descends. "Gross. Be careful, the decks are likely slippery." He says in a muffled tone, at least until he adjusts to the air and begins to cast.
K Religion, DC18: 1d20 + 10 ⇒ (9) + 10 = 19 Intelligent? Resists, Defenses.
K Religion, DC14: 1d20 + 10 ⇒ (2) + 10 = 12 Intelligent? Resists, Defenses.
He readies to cast haste once D or Uesugi get a bit closer together. "D, or Uesugi, take a step closer together please." His arcane fingers waving around that damned root again. Readied haste for that to occur.

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Grappling hooks...pshaw!
As the hippocampi closes in with the undead vessels Uesugi climbs off his water mount and begins to walk up the side of the boat using his slippers.
Fort save: 1d20 + 8 ⇒ (12) + 8 = 20
The smell of the dead hangs heavy in the air but Uesugi breaths carefully through his mouth mindful not to alert any guards.

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Fort save vs stank: 1d20 + 12 ⇒ (16) + 12 = 28
Knowledge (religion) pink, BK: 1d20 + 2 ⇒ (14) + 2 = 16 Defenses, resistances
Knowledge (religion) yellow/red, BK: 1d20 + 2 ⇒ (4) + 2 = 6 Defenses, resistances
Is my mutagen still active? It lasts for 80 minutes, and I activated it when we started the mission on the wall at the beginning of this part of the special.
Delay for Sugi or D to get closer and Peppers to cast his spell.

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Grappling hook: 1d20 + 11 ⇒ (5) + 11 = 16
Climb, Double speed: 1d20 + 5 - 5 ⇒ (18) + 5 - 5 = 18
Fort: 1d20 + 7 ⇒ (4) + 7 = 11 +2 if disease or poison, although it doesn’t sound like it is.
Sickened, great.
Stali has no problems with the grappling hook or the Climb. The horrendous stench from the creatures does set him back.

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Fort, overflow active: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Similar to Uesgi's tactics, D. stops breathing through his nose once the smell makes itself known.
As D. is about to start flinging sand bullets, he hears Mr. Peppers' comment about the distance between himself and Uesugi.
He silently nods and steps 5ft closer.
Aiming for yellow.
Sand bullet, PBS, overflow, burn bonus, haste: 1d20 + 12 + 1 + 3 + 1 ⇒ (8) + 12 + 1 + 3 + 1 = 25 Dmg, overflow, burn bonus, PBS: 5d6 + 5 + 5 + 6 + 1 ⇒ (4, 1, 2, 3, 3) + 5 + 5 + 6 + 1 = 30
Sand bullet, PBS, overflow, burn bonus, haste: 1d20 + 7 + 1 + 3 + 1 ⇒ (7) + 7 + 1 + 3 + 1 = 19 Dmg, overflow, burn bonus, PBS: 5d6 + 5 + 5 + 6 + 1 ⇒ (6, 5, 2, 1, 4) + 5 + 5 + 6 + 1 = 35
Hasted shot.
Sand bullet, PBS, overflow, burn bonus, haste: 1d20 + 12 + 1 + 3 + 1 ⇒ (20) + 12 + 1 + 3 + 1 = 37 Dmg, overflow, burn bonus, PBS: 5d6 + 5 + 5 + 6 + 1 ⇒ (4, 5, 2, 1, 5) + 5 + 5 + 6 + 1 = 34
Trip if hits: 1d20 + 11 ⇒ (1) + 11 = 12
Does haste contribute to CMB?
Crit?: 1d20 + 12 + 1 + 3 + 1 ⇒ (17) + 12 + 1 + 3 + 1 = 34 Brutality if it hits: 5d6 + 5 + 5 + 6 + 1 ⇒ (4, 1, 4, 3, 5) + 5 + 5 + 6 + 1 = 34
If yellow dies (again) before all shots are fired, remaining shots are aimed at undead red.

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Someone moved closer, not sure who, but the spell is triggered! Haste on everyone but Sirettis and Mr Peppers. Gallix you may resume your destruction.

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Sorry I should have made my attack on red
katana 1st strike '2hand'+p.a: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
If hit=True Cornugan Strike (demoralize): 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d8 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Crit? katana 1st strike '2hand'+p.a: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
damage: 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12

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Gallix takes a quick step forward as Mr. Peppers's spell carries him into the Speed Force and unleashes supersonic punishment on the red undead sailor.
5ft step; Brawler's Flurry, Mutagen, Outslug Style, Lunge, Haste all in effect.
AC28 from Natural Armor/Outslug/Haste this turn.
Flurry AdCestus, Mutagen, Haste: 1d20 + 12 + 2 + 1 ⇒ (2) + 12 + 2 + 1 = 17 Damage, Mutagen, Outslug; Shock: 1d8 + 6 + 2 + 2 + 2 ⇒ (3) + 6 + 2 + 2 + 2 = 151d6 ⇒ 3
Flurry MCestus, Mutagen, Haste: 1d20 + 12 + 2 + 1 ⇒ (12) + 12 + 2 + 1 = 27 Damage, Mutagen, Outslug: 1d8 + 6 + 2 + 2 + 2 ⇒ (3) + 6 + 2 + 2 + 2 = 15
AdCestus, Mutagen, Haste: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21 Damage, Mutagen, Outslug; Shock: 1d8 + 6 + 2 + 2 + 2 ⇒ (2) + 6 + 2 + 2 + 2 = 141d6 ⇒ 2
MCestus, Mutagen, Haste: 1d20 + 7 + 2 + 1 ⇒ (18) + 7 + 2 + 1 = 28 Damage, Mutagen, Outslug: 1d8 + 6 + 2 + 2 + 2 ⇒ (3) + 6 + 2 + 2 + 2 = 15
Haste attack AdCestus, Mutagen, Haste: 1d20 + 14 + 2 + 1 ⇒ (20) + 14 + 2 + 1 = 37 Damage, Mutagen, Outslug; Shock: 1d8 + 6 + 2 + 2 + 2 ⇒ (4) + 6 + 2 + 2 + 2 = 161d6 ⇒ 5
Crit?: 1d20 + 14 + 2 + 1 ⇒ (8) + 14 + 2 + 1 = 25 Crit Damage: 1d8 + 6 + 2 + 2 + 2 ⇒ (3) + 6 + 2 + 2 + 2 = 15

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Mr. Peppers recognizes the festering spirit Pink, but doesn't know much else about it, other than it's definitely the source of the smell! It doesn't seem intelligent. No one else has any idea what their foes might be...
D. doesn't waste time thinking about what his foes are, he just smashes them: he folds his palms together and, with one hand, creates a large ball of sand that catches the yellow undead and hurls it out to sea. With the other hand, he summons some more of that Qadiran desert goodness from seemingly nowhere and reduces the skeleton to a plaque of seething ash.
Uesugi and Gallix double team the remaining foe, punching and slashing the translucent spirit until it lets out a horrid scream and spins out and away into some far-off plane.
Out of combat
The top deck of the ship is now void of threats. And then you hear footsteps below you...

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"That pink one may not be intelligent and would make a great thrall... but the smell! I can't justify it." Mr Peppers moves away from the stairs that go below deck and lets those fast n furious teammates do their work.
"Your speed will only last another half a minute or so." He nods towards the noise.

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Sirettis uses the opportunity to extend her hair. Using my Prehensile Hair hex.
Would the Gentle Breeze spell clear the stench away?

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I would adjust Mr Peppers' pog but I am not sure where the stairs down are.. the fore or aft of the ship.
Whoever the first is to head below deck Mr Peppers pulls out a wand and taps it to their shoulder as they go. "This should help protect you from them." Protection from evil, 1 min. If we have more time then he'll use it on as many as possible, starting with front liners.

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Thanks for the clearance on the mutagen, Red!
It looks like the stairs leading down are in the aft of the ship, so Gallix will head that way.
Gallix heads straight for the stairway leading below deck. He is in a special hurry when Peppers lets him know how little time he has left with his favorite spell on him. He turns to his companions and motions toward the stairs, "Shall we, my friends?"

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Still looking a little ill, Stali says “The longer we wait, the better prepared they will be for us.”
With that, he starts moving towards the hatchway down.

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Uesugi heads down the hatch as he feels the haste spell ebb away.

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@Sirettis, yes, I think it would.
Down the stairs to the main deck, you're greeted with more of the same stench of salt and decay. The deck looks ominously empty, as if the ship was steering itself.
You're not alone, of course! An undead fiend that matches the Commander's description given to you earlier bursts forth with two undead guards, gasping "For Taldor!"
D: 1d20 + 15 ⇒ (18) + 15 = 33
Gallix: 1d20 + 2 ⇒ (6) + 2 = 8
Mr P: 1d20 + 5 ⇒ (20) + 5 = 25
Uesugi: 1d20 + 3 ⇒ (20) + 3 = 23
Sirettis: 1d20 + 3 ⇒ (5) + 3 = 8
Stali: 1d20 + 5 ⇒ (7) + 5 = 12
Pink: 1d20 + 8 ⇒ (13) + 8 = 21
Blue: 1d20 + 3 ⇒ (19) + 3 = 22
Green: 1d20 + 3 ⇒ (1) + 3 = 4
DC 14 Religion vs the guards (blue/green), DC 18 Religion vs the commander
-- Bold is up --
D., Mr. Peppers, Uesugi
Pink, Blue
Stali, Gallix, Sirettis
Green

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K Religion DC14: 1d20 + 10 ⇒ (8) + 10 = 18 Intelligent?, Resists, Defenses
K Religion DC18: 1d20 + 10 ⇒ (8) + 10 = 18 Resists, Defenses, Special Attacks
Mr Peppers quickly steps forward, hopping up on the dingy and breathes an appropriate cone of fire over the three deadies. "Ok, that should soften them up, or maybe stiffen them up a bit even."
Casting Dragon's Breath with +2 CL, Reflex DC20: Caster Check/Damage: 1d20 + 14 ⇒ (3) + 14 = 1710d6 ⇒ (6, 4, 2, 5, 5, 1, 6, 4, 5, 1) = 39
Damn crappy knowledge roll, guess I'll have to guess. 30' cone should get them all.

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"We've found the undead commander it seems."
"Well then..."
D. steps 5ft closer.
Sand bullet vs Commodore stinky zombie, PBS, overflow, burn bonus: 1d20 + 12 + 1 + 3 ⇒ (3) + 12 + 1 + 3 = 19 Dmg, overflow, PBS, burn bonus: 5d6 + 5 + 5 + 1 + 6 ⇒ (4, 2, 6, 6, 1) + 5 + 5 + 1 + 6 = 36
Sand bullet vs Commodore stinky zombie, PBS, overflow, burn bonus: 1d20 + 7 + 1 + 3 ⇒ (20) + 7 + 1 + 3 = 31 Dmg, overflow, PBS, burn bonus: 5d6 + 5 + 5 + 1 + 6 ⇒ (2, 6, 2, 6, 2) + 5 + 5 + 1 + 6 = 35
Crit?: 1d20 + 12 + 1 + 3 ⇒ (10) + 12 + 1 + 3 = 26 Brutal overkill?: 5d6 + 5 + 5 + 1 + 6 ⇒ (1, 3, 1, 2, 6) + 5 + 5 + 1 + 6 = 30
Trip if hits: 1d20 + 11 ⇒ (4) + 11 = 15

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Uesugi makes straight for the Commander once again summoning his inner qi!
"Kiiiiiiii-YA!"
Challenge Commander (+3 AC /+3 to Hit (Morale) vs Target)
AC 29 (+1 Haste +3 Challenge vs Commander)
AC 24 (+1 Haste -2 Challenge vs Others)
katana 1st strike '2hand'+p.a+challenge+haste: 1d20 + 13 - 2 + 3 + 1 ⇒ (15) + 13 - 2 + 3 + 1 = 30
damage: 1d8 + 5 + 6 + 9 ⇒ (7) + 5 + 6 + 9 = 27

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Mr. Peppers realizes the two matching undead are indeed intelligent wights, but doesn't know much more than that about them. The Commander is a creature known as a Mohrg, also intelligent.
Reflex, Pink Commander: 1d20 + 10 ⇒ (16) + 10 = 26
Reflex, Blue Guard: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex, Green Guard: 1d20 + 4 ⇒ (14) + 4 = 18
The Commander shields raises his exposed intestines to his skull to shield himself from the cold blasts, but the guards aren't so lucky, and are covered in a layer of thick ice. They crumble to bits of ash.
D. nukes the commander from high orbit, ending the fight.
Nicely done, another success earned!

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***OVERSEER ANNOUNCEMENT***
Pathfinders and Wave Riders board the last of the Silent Tide’s command ships. Only a moment later, the ship veers, crashes, and begins to sink, joining the Flotsam Graveyard’s wreckage. Table GMs, the Sunken Ships condition on page 29 is now in effect.

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***OVERSEER ANNOUNCEMENT***
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
As if sensing a worthy rival, the statuesque Gulgamodh flares with angry light and roars “Gulgamodh stands ready,” before leaping Absalom’s walls and lumbering to stand beside the ones who hold its key: the Pathfinders. Who among you is prepared to guide Gulgamodh’s hand?
Table GMs, the Broken Horns condition on page 29 is now in effect.

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With Guglamodh fully active and trouncing out to take over the siege castle, you head back to the Cairnlands, where you find the giant construct locked in melee with a huge, mechanical dragon.
WHIRRR... CLANG! The mechanical dragon digs its maw into Gulgamodh's armor and tears off a sheet of metal, tossing it 100 feet across the plains. Gulgamodh retaliates with a fist to its face, denting its jaw and destroying some of the metal gears in its face.
D: 1d20 + 15 ⇒ (13) + 15 = 28
Gallix: 1d20 + 2 ⇒ (3) + 2 = 5
Mr P: 1d20 + 5 ⇒ (7) + 5 = 12
Uesugi: 1d20 + 3 ⇒ (16) + 3 = 19
Sirettis: 1d20 + 3 ⇒ (6) + 3 = 9
Stali: 1d20 + 5 ⇒ (8) + 5 = 13
Atalazorn: 1d20 + 8 ⇒ (10) + 8 = 18
Gulgamodh: 1d20 ⇒ 17
DC 23 Arcana on Atalazorn!
-- Bold is up (Round 1) --
D., Uesugi
Atalazorn
Guglamodh
Mr. Peppers, Sirettis, Stali, Gallix

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K Arcana, DC23: 1d20 + 17 ⇒ (12) + 17 = 29 Resists, defenses, special attacks
"Oh. Those are large. Don't expect me to get very close to that." Mr Peppers recalls what he knows before making plans on his next cast.

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K Arcana: 1d20 + 12 ⇒ (3) + 12 = 15
"What weaknesses does it posses...? I cannot recall."

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Mr. Peppers knows the giant construct resists both acid and cold, mildly.
Just a resist 10 on those two. D and Uesugi are up!

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"Sorry Sirettis, it is a construct so most of your mind meddling won't be effective. Acid and cold has a reduced effect somewhat as well." He switches his attention to the one fighting for their side... Maybe we can help that succeed if we know what it can do...
K Arcana vs Golg: 1d20 + 17 ⇒ (17) + 17 = 34

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A clockwork dragon, awesome.
D. heads south, then hurls a sand bullet at the clockwork dragon.
Sand bullet, overflow active, burn bonus: 1d20 + 11 + 1 + 3 ⇒ (5) + 11 + 1 + 3 = 20 Dmg, overflow active, burn bonus: 5d6 + 5 + 5 + 6 ⇒ (4, 6, 2, 6, 2) + 5 + 5 + 6 = 36
Trip if hits, prob nat 20 only: 1d20 + 11 ⇒ (3) + 11 = 14