| GM Valen |
Just confirming, but did all of my attacks last round miss?
Sorry, guess I missed that. 3 hit. Was able to correct tracker in prior post.
Tere di Montefeltro
|
Tere skirts around the edge of the melee, then closes and strikes at the red taer.
PA Sap attack, sickened, flanking (if applicable): 1d20 + 10 - 2 + 2 ⇒ (7) + 10 - 2 + 2 = 17
Nonlethal B damage, including sneak attack and sickened: 1d6 + 2 - 2 + 4 + 2d6 ⇒ (3) + 2 - 2 + 4 + (2, 1) = 10
Radagast the Brown
|
Radagast continues to rip into Yellow.
Talon: 1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17, for 1d8 + 10 - 2 ⇒ (6) + 10 - 2 = 14 damage.
Talon: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15, for 1d8 + 10 - 2 ⇒ (8) + 10 - 2 = 16 damage.
Bite: 1d20 + 9 + 1 - 2 ⇒ (3) + 9 + 1 - 2 = 11, for 1d6 + 10 - 2 ⇒ (5) + 10 - 2 = 13 damage.
Foreclaw: 1d20 + 4 + 1 - 2 ⇒ (15) + 4 + 1 - 2 = 18, for 1d4 + 5 - 2 ⇒ (3) + 5 - 2 = 6 damage.
Merisiel elf rogue
|
Merisiel tries to save.
Fort: 1d20 + 4 ⇒ (5) + 4 = 9
Fort: 1d20 + 4 ⇒ (12) + 4 = 16
She tries to knock out black with the basket hilt.
attack with nonlethal penalty: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Silgil
|
Silgil steps back and lowers his staff to deliver a rathr unimpressive DC 16 Burning hands at the icy creature.
fire damage: 5d4 ⇒ (1, 2, 3, 1, 2) = 9
Silgil's false life takes the hit.
Two Blades in the Shadows
|
Not liking at the way things were going, Two Blades stepped over to assist Kerisiel in dealing with the foe, smashing the pommels of his weapons into its head.
Rapier (subdual): 1d20 + 12 - 4 + 2 ⇒ (18) + 12 - 4 + 2 = 281d6 + 2 ⇒ (6) + 2 = 84d6 ⇒ (1, 5, 5, 6) = 17
Short sword (subdual): 1d20 + 12 - 4 + 2 ⇒ (19) + 12 - 4 + 2 = 291d6 + 2 ⇒ (4) + 2 = 64d6 ⇒ (1, 2, 3, 2) = 8
Crit?: 1d20 + 12 - 4 + 2 ⇒ (15) + 12 - 4 + 2 = 251d6 + 2 ⇒ (2) + 2 = 4
43 damage (18 from the weapons and 25 from the sneak attack)
| GM Valen |
Tere tears taps the taer terrifically.
Radagast rips the creature into ribbons.
Merisiel misses.
Sigil plays with fire.
Taer (black), Reflex v. burning hands: 1d20 + 5 ⇒ (6) + 5 = 11
Two Blades delivers two pummels to the taer, bruising the beast into subconsciousness.
Hearing the howls of its dying allies, one of the taers (blue) tries to escape the pit.
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
Then, it moves to box in the druid.
BATTLE IN THE MAW! - Round Two Cont'd!
PCs in bold may take act
Tere (sickened)
Merisiel (sickened)
Two Blades
Silgil -8 HP (sickened)
Radagast -19 HP (sickened)
Taer (blue) -8 HP|-5 NL (raging)
Desynthia (magic armor, summoning)
Taer (red) -10 NL (raging)
Taer (yellow) -67 HP
Taer (black) -6+ HP | -43 NL
Taer (green) (confused, babbling)
Desynthia Medzen
|
Summon: 1d3 ⇒ 3
Having finished her spell, Desinthia is pleased to see 3 splendid eagles coming out of nowhere, and send them toward the already wounded taer
Celestial Eagle stats Init +2 Ac 14/13/12 HP 5 (7) Fort+3 (+5) Ref+4 Will+2; +4 to STR / CON from Augment summoning feat; DR 2/ Evil from Celestial bloodline
Eagle 1
Talon: 1d20 + 3 ⇒ (8) + 3 = 11
dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Talon: 1d20 + 3 ⇒ (7) + 3 = 10
dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Beak: 1d20 + 3 ⇒ (12) + 3 = 15
dmg: 1d3 + 2 ⇒ (1) + 2 = 3
Eagle 2
Talon: 1d20 + 3 ⇒ (1) + 3 = 4
dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Talon: 1d20 + 3 ⇒ (9) + 3 = 12
dmg: 1d3 + 2 ⇒ (1) + 2 = 3
Beak: 1d20 + 3 ⇒ (14) + 3 = 17
dmg: 1d3 + 2 ⇒ (1) + 2 = 3
Eagle 3
Talon: 1d20 + 3 ⇒ (8) + 3 = 11
dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Talon: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Beak: 1d20 + 3 ⇒ (20) + 3 = 23
dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Beak Crit?: 1d20 + 3 ⇒ (11) + 3 = 14
dmg: 1d3 + 2 ⇒ (3) + 2 = 5
| GM Valen |
Having finished her spell, Desinthia is pleased to see 3 splendid eagles coming out of nowhere, and send them toward the already wounded taer
Celestial Eagle stats Init +2 Ac 14/13/12 HP 5 (7) Fort+3 (+5) Ref+4 Will+2; +4 to STR / CON from Augment summoning feat; DR 2/ Evil from Celestial bloodline
Two of the taers are wounded, so I will assume the closest, i.e. blue?
The eagles encounter the stench as they approach.
Eagle 1, Fort: 1d20 + 5 ⇒ (5) + 5 = 10
Eagle 2, Fort: 1d20 + 5 ⇒ (4) + 5 = 9
Eagle 3, Fort: 1d20 + 5 ⇒ (9) + 5 = 14
All are overcome by the smell.
One of the taers (red) attacks Radagast.
5 ft. step
Melee (slams) w/rage: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage (B): 1d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Melee (slams) w/rage: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Damage (B): 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Melee (bite) w/rage: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage (B): 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Taer (green), confusion: 1d100 ⇒ 11
Having a moment of relative lucidity, the creature rages and rushes to assault Tere.
Melee (slams) w/rage: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage (B): 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
The taers fails to land a solid hit.
BATTLE IN THE MAW! - Round Three Begins!
PCs in bold may take act
Tere (sickened)
Merisiel (sickened)
Two Blades
Silgil -8 HP (sickened)
Radagast -19 HP (sickened)
Taer (blue) -19 HP|-5 NL (raging)
Desynthia (magic armor, sickened summoned eagles)
Taer (red) -10 NL (raging)
Taer (green) (confused, raging)
Radagast the Brown
|
Radagast tears into Blue.
Talon: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25, for 1d8 + 10 - 2 ⇒ (8) + 10 - 2 = 16 damage.
Talon: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8, for 1d8 + 10 - 2 ⇒ (4) + 10 - 2 = 12 damage.
Bite: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20, for 1d6 + 10 - 2 ⇒ (3) + 10 - 2 = 11 damage.
Foreclaw: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10, for 1d4 + 5 - 2 ⇒ (4) + 5 - 2 = 7 damage.
Two Blades in the Shadows
|
Seeing that they had captured one of the foes, Two Blades stepped over to assist Mere with the one he was dealing with. this time with the points of his weapons.
Rapier: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 2 ⇒ (4) + 2 = 64d6 ⇒ (5, 2, 3, 1) = 11
Shortsword: 1d20 + 12 ⇒ (4) + 12 = 161d6 + 2 ⇒ (2) + 2 = 44d6 ⇒ (6, 1, 5, 5) = 17
Rapier Crit?: 1d20 + 12 ⇒ (9) + 12 = 211d6 + 2 ⇒ (3) + 2 = 5
Merisiel elf rogue
|
Merisiel moves over and attacks blue.
if it's still up
attack sickened flank: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 1d6 + 3 ⇒ (6) + 3 = 9
sneak: 4d6 ⇒ (6, 5, 3, 2) = 16
Silgil
|
Silgil weighs in on the battle against red (blue if down) and nails it with a magic missile spell.
force damage: 4d4 + 4 ⇒ (1, 1, 1, 2) + 4 = 9
| GM Valen |
Radagast the Brown downs a taer (blue)
Two Blades downs another (red)
Merisiel moves over and attacks blue.
if it's still up
Silgil weighs in on the battle against red (blue if down) and nails it with a magic missile spell.
Blue is down so moving Merisiel and Silgil attacks to remaining one, green. Attacks hit, but no sneak damage
BATTLE IN THE MAW! - Round Three Cont'd!
PCs in bold may take act
Tere (sickened)
Merisiel (sickened)
Two Blades
Silgil -8 HP (sickened)
Radagast[/b] -19 HP (sickened)
Taer (blue) -46 HP|-5 NL
Desynthia (magic armor, sickened summoned eagles)
Taer (red) -33 HP | -10 NL
Taer (green) -18 HP (confused, raging)
Tere di Montefeltro
|
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Tere tumbles around the taer, acrobatically attempting to avoid its attacks before slugging it with his sap.
Acrobatics check: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Flanking sap power attack: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Nonlethal sap damage, if applicable, including sneak attack: 1d6 + 2 - 2 + 4 + 2d6 ⇒ (3) + 2 - 2 + 4 + (5, 1) = 13
| GM Valen |
Tere's alliterative attacks are appreciated, if not by the taer!
BATTLE IN THE MAW! - Round Three Cont'd!
PCs in bold may take act
Tere (sickened)
Merisiel (sickened)
Two Blades
Silgil -8 HP (sickened)
Radagast-19 HP (sickened)
Desynthia (magic armor, sickened summoned eagles)
Taer (green) -18 HP| -13 NL (confused, raging)
| GM Valen |
BOTTING Desynthia - No post in 48+ hours
With the eagles seemingly reluctant to bite into the stinky foe, Desynthia pauses.
Delay
Taer (green), confusion: 1d100 ⇒ 80
Taer attacks 1 Tere, 2 Merisiel: 1d2 ⇒ 2
Melee (slams) w/rage: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Damage (B): 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Melee (slams) w/rage: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Damage (B): 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Melee (bite) w/rage: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage (B): 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
BATTLE IN THE MAW! - Round Four Begins!
PCs in bold may take act
Tere (sickened)
Merisiel -18 HP (sickened)
Two Blades
Silgil -8 HP (sickened)
Radagast-19 HP (sickened)
Desynthia (magic armor, sickened summoned eagles)
Taer (green) -18 HP| -13 NL (confused, raging)
Tere di Montefeltro
|
Tere tries to tap the taer twice.
Sickened sap strike, PA, flanking: 1d20 + 10 - 2 + 2 ⇒ (3) + 10 - 2 + 2 = 13
Second sickened sap strike, PA, flanking: 1d20 + 5 - 2 + 2 ⇒ (2) + 5 - 2 + 2 = 7
Sad.
Radagast the Brown
|
Charging over Yellow's body, Radgast attempts to shred Green.
Talon: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28, for 1d8 + 10 - 2 ⇒ (1) + 10 - 2 = 9 damage.
Talon: 1d20 + 9 + 2 - 2 ⇒ (7) + 9 + 2 - 2 = 16, for 1d8 + 10 - 2 ⇒ (6) + 10 - 2 = 14 damage.
Bite: 1d20 + 9 + 2 - 2 ⇒ (8) + 9 + 2 - 2 = 17, for 1d6 + 10 - 2 ⇒ (1) + 10 - 2 = 9 damage.
Foreclaw: 1d20 + 4 + 2 - 2 ⇒ (16) + 4 + 2 - 2 = 20, for 1d4 + 5 - 2 ⇒ (1) + 5 - 2 = 4 damage.
| GM Valen |
Taer misses, but Radgast shreds the final taer.
COMBAT OVER
Each taer sported a shotspear on their person. One wears an impressive amulet. The amulet is a golden disk on a chain. It bears the image of a powerful, simian creature.
If you succeed at a DC 19 Knowledge (arcana) skill checks to determine the school of magic, you may open the spoiler below:
If you succeed at a DC 23 Spellcraft skill checks to determine the properties of the item, you may open the spoiler below:
The amulet grants the wearer an enhancement bonus to Constitution of +2.
When the party enters the cairn, they find at its base a small sepulture sealed beneath a 3-foot layer of blue ice. Beneath the ice seal rests a large flat stone engraved with a spiraling ring of primal looking pictographs.
The ice seal can be chipped away (attack/damage rolls) or broken (Strength check). I will also entertain creative, alternative solutions.
What do you wish to do, Pathfinders?
Silgil
|
Silgil does, indeed, cast detect magic to identify any magical items on the group. When he detects an aura on the amulet he tries to identify it.
spellcraft: 1d20 + 16 ⇒ (5) + 16 = 21
| GM Valen |
Radagast scratches at the ice with his talons tentatively, to see if that might be a suitable option.
The druid concludes that the ice is thick, but breakable.
Hardness 1; hp 100; Break DC 20.How do you wish to proceed, Pathfinders?
Two Blades in the Shadows
|
With the rapier in one hand and the light mace in the other, he focused his mind, Taking a deep breath he grew to the size of a hill giant and started to poke the ice with the rapier as an ice pick and the mace as a hammer to quickly break it apart.
Rapier/mace(Crit): 1d20 + 12 ⇒ (14) + 12 = 261d8 + 3 - 1 ⇒ (6) + 3 - 1 = 81d20 + 12 ⇒ (20) + 12 = 321d8 + 2 ⇒ (8) + 2 = 101d20 + 12 ⇒ (4) + 12 = 161d8 + 2 ⇒ (2) + 2 = 4
Rapier/mace: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 3 - 1 ⇒ (7) + 3 - 1 = 91d20 + 12 ⇒ (15) + 12 = 271d8 + 2 ⇒ (1) + 2 = 3
Rapier/mace: 1d20 + 12 ⇒ (8) + 12 = 201d8 + 3 - 1 ⇒ (2) + 3 - 1 = 41d20 + 12 ⇒ (16) + 12 = 281d8 + 2 ⇒ (2) + 2 = 4
Rapier/mace: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 3 - 1 ⇒ (6) + 3 - 1 = 81d20 + 12 ⇒ (15) + 12 = 271d8 + 2 ⇒ (6) + 2 = 8
Rapier/mace: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 3 - 1 ⇒ (8) + 3 - 1 = 101d20 + 12 ⇒ (3) + 12 = 151d8 + 2 ⇒ (6) + 2 = 8
Rapier/mace: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 3 - 1 ⇒ (5) + 3 - 1 = 71d20 + 12 ⇒ (13) + 12 = 251d8 + 2 ⇒ (6) + 2 = 8
Rapier/mace: 1d20 + 12 ⇒ (6) + 12 = 181d8 + 3 - 1 ⇒ (6) + 3 - 1 = 81d20 + 12 ⇒ (3) + 12 = 151d8 + 2 ⇒ (8) + 2 = 10
Rapier/mace(crit): 1d20 + 12 ⇒ (7) + 12 = 191d8 + 3 - 1 ⇒ (2) + 3 - 1 = 41d20 + 12 ⇒ (20) + 12 = 321d8 + 2 ⇒ (3) + 2 = 51d20 + 12 ⇒ (12) + 12 = 241d8 + 2 ⇒ (4) + 2 = 6
I think that will do it. If not, I can do it for two more rounds.
Silgil
|
Silgil uses his pearl of power to regain the magic missile spell and then uses prestidigitation to move the ice out of the way as it is broken up.
| GM Valen |
With the rapier in one hand and the light mace in the other, he focused his mind, Taking a deep breath he grew to the size of a hill giant and started to poke the ice with the rapier as an ice pick and the mace as a hammer to quickly break it apart.
Anyone aware of the tremors may attempt one of the following knowledge skill checks: Knowledge (arcana, dungeoneering, or nature).
If you meet of exceed a DC 24 on the Knowledge check, you may open the spoiler below:
Silgil uses his pearl of power to regain the magic missile spell and then uses prestidigitation to move the ice out of the way as it is broken up.
With the chunks of ice magically removed by Silgil, the party finds a large, flat stone engraved at rest within the ground beneath the cairn. It bears a spiraling ring of primal looking pictographs.
What do you wish to do, Pathfinders?
Desynthia Medzen
|
What's that? Some kind of langage?
The sorceress casts a minor spell to sense magic
Detect Magic
Perception: 1d20 ⇒ 19
Have you felt these tremors? There is something under that rock, beware!It's coming out, and its BIG!
Know Arcana: 1d20 + 9 ⇒ (20) + 9 = 29
Silgil
|
knowledge(Arcana): 1d20 + 15 ⇒ (11) + 15 = 26
for fun since I rarely get to use this skill...
knowledge(Geography): 1d20 + 16 ⇒ (14) + 16 = 30
"It does sound like such a creature, something w dwarfs are all too familiar with."
Naturally, Silgil moves away from the stone.
| GM Valen |
Given pause on their efforts to search for the bones beneath the cairn due to the tremors, the party members back away from the stone slab.
Within minutes, an immense centipede-like beast erupts from the snow, rows of chitinous plates on its back glowing red-hot. It unleashes a bellow with hostile tones as it approaches from the north!
Location of creature now revealed on Map on Slides.
Initiative, Silgil: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative, Tere: 1d20 + 6 ⇒ (11) + 6 = 17
Initiative, Two Blades: 1d20 + 8 ⇒ (2) + 8 = 10
Initiative, Radagast: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative, Desynthia: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative, Merisiel: 1d20 + 9 ⇒ (9) + 9 = 18
Initiative, Creature (blue): 1d20 + 1 ⇒ (12) + 1 = 13
The creature is advance remorhaz. Although remorhazes have much in common superficially with lesser vermin, the beasts are surprisingly intelligent. The beasts use their heat to melt tunnels through ice, tunnels whose smooth glassy sides swiftly refreeze in their wake to create uncommonly stable and numerous mazes.
In a world of ice and snow, the remorhaz is particularly feared for the terrible fires that burn within its body. These internal fires cause the armor plates along its back to glow red-hot when the creature is particularly angry, excited, or in pain. Creatures adapted to arctic regions are often particularly vulnerable to fire, making the remorhaz’s primary defense an incredibly potent one and securing its role as a dangerous predator in such frozen reaches.
Heat (Su): An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid taking damage. The save DC is Constitution-based.
THE SNOW SERPENT STRIKES! - Round One Begins!
PCs in bold may act
Merisiel
Tere
Radagast
Creature (blue)
Silgil
Two Blades
Desynthia
| GM Valen |
Are there any shadowed areas on the perimeter of the ice?
Looking at the map, there appear to be some areas shaded by snow drifts. Not sure what criteria you need.
The fog from earlier is still present.
Clear visibility is 60 feet, with an additional 30 feet counting as 50% concealment and anything after that as 100% concealment.
| GM Valen |
Tere can use Stealth even when observed if he's within ten feet of an area of dim light.
I am fine with treating the "shaded" areas on the map as dimlight.
Also, the fog from earlier remains present.
Clear visibility is 60 feet, with an additional 30 feet counting as 50% concealment and anything after that as 100% concealment.
To keep us moving and as no actions taken in 48+ hours (and as I don't think it will really impact that battle), I will have Merisiel and Tere delay during Round One.
The massive, serpentine creature skitters over the snow.
Double move
Location of creature updated on Map on Slides.
THE SNOW SERPENT STRIKES! - Round One Cont'd/Round Two Begins!
PCs in bold may act
Creature (blue)
Silgil
Two Blades
Desynthia
Round Two
Merisiel
Tere
Radagast (barkskin)
Silgil
|
Silgil slips back again and shout out from his 'safe' place on an ice jut, "These things, though they live in ice, are very, very hot. Avoid contact and make sure your weapons do not become too damaged to function."
Not knowing if it will work or not, but knowing for dang sur a pit spell is not going to do any good, he sends acid arrows at the thing. Nice thing about acid arrows and large creatures is that they are easy to hit. (and no ST or spell resistance).
to hit, ranged touch: 1d20 + 4 ⇒ (15) + 4 = 19
damage, acid: 2d4 ⇒ (4, 2) = 6; will persist and do 2d4 for 2 more rounds.
| GM Valen |
Struck by the acidic arrow, the creature bellows furiously. In response, shapes can be seen moving along some of the fog-enshrouded cliffs nearby.
When the creature cries out again, now pierced with a dagger, more shapes gather.
The creature approaches the Pathfinders surrounding the cairn.
Move
I assume that triggers Tere's longbow.
It reaches out for a target!
1 Tere, 2 Merisiel, 3 Two Blades: 1d3 ⇒ 3
Melee (bite): 1d20 + 19 ⇒ (5) + 19 = 24
Damage (P) plus grab: 2d8 + 13 ⇒ (7, 7) + 13 = 27
Grab (grapple) CMB: 1d20 + 26 ⇒ (8) + 26 = 34
The creature's mandibles barely miss Two Blades!
THE SNOW SERPENT STRIKES! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Creature (blue) -11 HP
Tere (readied)
Silgil
Two Blades
Desynthia
Round Three
Merisiel
Radagast (barkskin; resist elements)
Merisiel elf rogue
|
Meriseil tries to dodge the creatures attack to get in position.
move and ready an attack when I get flank maybe from the druid Eagle etc
with flank: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 1d6 + 3 ⇒ (4) + 3 = 7
sneak: 4d6 ⇒ (2, 1, 5, 3) = 11
Acrobatics: 1d20 + 20 ⇒ (13) + 20 = 33