
Kosz Trumpeter |

Good point. Kosz thinks about his days in the elven academy learning about the demonic hordes of the archfiend, Treerazer, to remember anything about balors and Khorramzadeh in particular.
Knowledge (planes): 1d20 + 4 ⇒ (19) + 4 = 23
Great! That's only about 8 or 9 shy of what I'd need to actually know anything.

Maximillian Akorius |

I'm still a civilian! thinks Max. But as a native of Kenabres, he had taken a few precautions against demonic incursion. He fumbles about his bag and grabs a crossbow and a quiver of cold-iron bolts. "Meadow, hide in my robes!"
Knowledge (planes) on whatever demons are near: 1d20 + 12 ⇒ (20) + 12 = 32

The Unruly GM |

The Dretch is capable of creating sickening clouds and summoning more of its kind. On the whole it relies on brute strength more than anything.
The Quasit is an accomplished spellcaster that can make itself invisible and change its own shape. Their claws are capable of delivering a mild poison that dulls the reflexes. Their winged form allows them the freedom of flight.
The Babau is the most dangerous of the three. It can see through magical invisibility, teleport, dispel any magic it pleases, create supernatural darkness, and summon more of its kind. Its body is covered in an acidic slime that causes extreme pain to any who touch it and destroys weapons that strike it. It is also resistant to magic being cast against it.
Khorramzadeh is a balor, though he doesn't fit the descriptions of others you've read about. Balors are massively powerful beings that serve as the generals and marshalls of the Abyssal forces. Only magical cold iron weapons can penetrate their hide, and they are nearly immune to many spells. They are some of the most potent spellcasters found in the Abyss. Their bodies are typically wreathed in flames that cause extreme harm to anyone who gets close, and which cause them to be a hazard even in death. When struck down, balors are known to self-immolate and explode as though they were a living powder keg.
Assume that you know everything listed in the Bestiary entries for the Babau, Dretch, and Quasit. You know the majority of what is listed for Balors, but not the part about Balor Lords.

Rex Kayn |

What the hells, the Storm King himself attacking, this is not good. Well I always wanted to be a hero, here is my chance, I just wish it wasn't against the Storm King.
Rex stands his ground in the crowd and draws his pistol from his belt.
I hope this device works against demons...

![]() |

Deia makes ready a Hex: Evil Eye (DC14) to cast in case something obviously demonic or evil shows up in the plaza.
"Well, Astra, it looks like we are soldiers now, " she says to the Owl. "Let's make sure we put up a good fight!"

Kel the Guardsman |

Kel's eyes go wide and his sword jerks into his hand from the scabbard strapped on the inside of his shield. He looks around for warriors to form up with and starts running.

Maximillian Akorius |

Max looks about for a cluster of soldiers mounting a defense. He wasn't much for fighting, but knowledge was its own sword. If he finds them, he will describe the demons.
"The flying quasits heal quickly and can turn invisible, so focus your strikes! The bloated dretches will overwhelm you with stench! And the skeletal babau are extremely dangerous!"

The Unruly GM |

Babau: 1d20 + 5 ⇒ (7) + 5 = 12
Dretches: 1d20 ⇒ 14
Quasits: 1d20 + 6 ⇒ (10) + 6 = 16
Guards: 1d20 - 1 ⇒ (8) - 1 = 7
Crowd: 1d20 ⇒ 17
Initiative Order:
Rex
Deia
Crowd
Quasits
Dretches
Babau
Max
Tina
Kosz
Guards
Kel
The demons charge into the square with an unholy fury. Two flying, impish creatures hover overhead while a group of small, fat ones charge in from the side streets. In the midst of the crowd another creature, slimy and skeletal in appearance, pops into existence and rends the first person it sees in half. Guards scramble to hold back the demons at the edge of the crowd, while crusaders in the crowd itself move to engage any that appear within.
The man following Kosz yells out, "Stranger, don't think this gets you out of our fight! If we live through this, you'd better be ready for more!" as he runs off to engage the skeletal demon.

TinyTina |

Round 1
Tina draws a vial of holy water and flings it at the blobby creature two squares to the SW of her and confronting a guard.
Holy Water Touch: 1d20 + 4 ⇒ (5) + 4 = 92d4 + 4 ⇒ (2, 2) + 4 = 8
Oh gods, oh gods..
In her panic, the vial sails past the thing's head.
Where it land: 1d8 ⇒ 3 Onw square to the left to the thing, doing 1 pt of damage.

Kosz Trumpeter |

Kosz nods at the man, responding, "May all the doors you encounter be open and welcoming.
Awaiting my turn in the initiative order to see how the round shapes up before announcing my action.

Rex Kayn |

Round 1
Attack the second dretch from the top of the map.
Rex takes aim with his pistol at one of the foul dretchs attacking the guards near him.
Hope this thing can hurt more than wood blocks...
Range Point Blank/Precise Shot: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Just as Rex fires his pistol the woman next to him in the crowd grabs his arm screaming at him to help her. The now off course bullet sails harmlessly over the demons head.
The woman recoils at the sight and sound of the loud bang and black smoke discharge from the pistol. She begins to scream hysterically, "Demon weapon!"
"Damn you woman you ruined my shot! Run for cover and get out of here."
Rex then quickly slides his pistol back into his belt.
Ammunition 9/10

Kel the Guardsman |

Round 1
Looks like you might just get your wish today. Kel says to himself and the spirit inside him as he rushes forward to join the line, setting himself in front of a small woman who was holding some kind of vial.
Moving up to the square diagonally front of Tina, next to the guard
"Might want to back up some, miss." he says over his shoulder as he sets his shield against the oncoming demon and swings his sword.
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
If either the guard or Tina is targeted by an attack, I will use my Bodyguard feat to Aid Another, granting them a +2 AC bonus.

The Unruly GM |

Round 1 so far
Rex pulls his pistol and fires at one of the dretches, missing his intended target but further frightening members of the crowd who are unaccustomed to such a weapon!
Deia gives the Babau the sternest, most evil glare that she can. Will Save: 1d20 + 5 ⇒ (15) + 5 = 20 The Babau locks eyes and is momentarily distracted, but shrugs off most of the effect. AC -2 for the round
The woman frightened by Rex's shot runs towards the guards, while the rest of the crowd engages the demons as best they can. A lone bard breaks into a song, singing a battle hymn retelling of the First Crusade. +1 competence bonus to attack and damage rolls, +1 morale bonus to saves against fear.
The drunken stranger engages the Babau with his bare hands, grabbing him and screaming in agony as the demon's acidic slime burns his flesh. The rest of the nearby warriors take advantage of the situation and strike the Babau hard!Babau is grappled. Stranger's acid damage: 1d8 ⇒ 2Crowd Damage to Babau: 1d12 + 12 ⇒ (12) + 12 = 24
A mage near the guards casts a spell that causes one of them to double in size. Archers rain arrows on the quasit to the west, but none strike the tiny fiend.
The quasits swoop down and engage the guards, their tiny claws finding their marks.
The westernmost dretch begins summoning a cloud of foul-smelling gas, but is struck down by the reacting guards before it can finish. The remaining two ferociously attack the guards.
The Babau bites at the drunken stranger's arm and rips a chunk of flesh loose, causing the man to scream in further pain! Bite to stranger: 1d6 + 5 ⇒ (5) + 5 = 10
Max casts Enlarge Person on one of the crusaders. Max, need you to pick a target now that the map is set up
Tina tosses a vial of holy water at the dretch southwest of her, but misses and hits the ground beside it. A small splash of water hits the dretch, causing its flesh to blister.
Initiative Order
Rex
Deia
Crowd
Quasits
Dretches
Babau
Max
Tina
Kosz <---We Are Here.
Guards
Kel
Closely Tracked NPCs
Babau: -2 AC until Round 2, grappled, -24hp
Dretch 1:
Dretch 2: -1hp
Dretch 3: Dead.
Quasit 1:
Quasit 2:
Drunken Stranger: -12hp, grappled. He's not looking too good.
Bard: Inspire Courage. +1 to saves vs fear and charm, +1 to attack and damage rolls.

Kosz Trumpeter |

Kosz grimaces in distaste as the fiends teleport into the square. He takes in the demons appearing at a glance realizing that all are beyond his reach and most too far to quickly engage. He sees the drunkard grab the skeletal looking one before screaming out in agony. Not knowing what type of fiend it is, but recognizing that the man will not last much longer, he moves towards it, drawing his cold iron morningstar as he goes.
Knowledge (planes), Babau: 1d20 + 4 ⇒ (4) + 4 = 8
Only have a 20' move. Moving up right behind the drunkard, readying to strike in case the demon gets within reach before my next turn.

The Unruly GM |


The Unruly GM |

Kosz moves forward to assist those dealing with the babau, but is unable to get into range. He readies himself to clash with the fiend.
The guards move to deal with the dretches, and dretch #2 finds itself being quickly surrounded before the guards attack. Damage: 1d6 + 3 ⇒ (6) + 3 = 9 Dretch #1 fares better, but still takes hits. Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Kel makes his way towards the dretch to the northeast.
Round 1 complete!

The Unruly GM |

The battle rages in the streets and the sounds of death and destruction fill the air. Billowing pillars of smoke streak up into the sky as parts of the city burn. In the plaza, people fight for their lives as demons flood in. In the skies, Terendelev and Khorramzadeh are wracked in bloody conflict, their struggle serving as both a reflecting mirror and a predicting coin for the city below.
Round 2, FIGHT!
Initiative Order
Rex <---We Are Here.
Deia
Crowd
Quasits
Dretches
Babau
Max
Tina
Kosz
Guards
Kel
Tracked NPCs
Babau: -2 AC until Deia's action, grappled, -24hp
Dretch 1: -2hp
Dretch 2: -10hp. It looks severely mangled and bloody.
Quasit 1:
Quasit 2:
Drunken Stranger: -12hp, grappled. He's not looking too good.
Bard: Inspire Courage. +1 to saves vs fear and charm, +1 to attack and damage rolls.

![]() |

Round 2
Well, that didn't go as expected. Maybe I can try again.
Deia moves to the south. 5' move south, to right below the man with the short hair.
Deia points at the Babau. Stars of the sky, cast doubt into the mind of that thing! Evil Eye (DC 14, will) back on the Babau. I will target AC again.
As her last action, Deia draws her Cold Iron Light Mace.

Maximillian Akorius |

Round 2
Max feels his arms weighed down as he lifts up the crossbow and takes aim. "I don't know why they call this a light crossbow." He fires a cold-iron bolt at the demonic beast!
Attack: 1d20 + 2 - 4 + 1 ⇒ (12) + 2 - 4 + 1 = 11; Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Muttering as the projectile sails wide, Max contemplates finding cover for himself. But he finds himself inspired by the crowd bravely fighting the deadly Babau.
5-foot step to find a clear path. Fire a bolt at the quasit. Reload.

Rex Kayn |

Good that lady took off, now lets see if my axe can hit one of those flying creatures.
Rex slides his throwing axe out of his belt and throws it at one of the small flying demons.
Attacking Quasit with the 5.
Precise,Point Blank Shot Attack: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
If I hit.
Damage Throwing Axe: 1d6 ⇒ 1
Rex then draws his club and prepares for melee where needed.

The Unruly GM |

Round 2
Rex throws an axe at the quasit closest to him. The axe barely scratches the surface of the demon's skin and the fiend doesn't even pay it any notice.
Deia continues to glare at the babau, wishing it nothing but ill will. Will save: 1d20 + 5 ⇒ (4) + 5 = 9 Again the babau locks eyes with her momentarily, though this time he winces as he feels the hatred being poured into her gaze. AC -2 for 7 rounds
The woman previously frightened by Rex's shot pushes her way between the guards and tries to run from the plaza, but is cut down by the dretch#1
The drunken stranger continues his hold on the babau and tries to suplex it onto its back, but fails. The babau's acid continues to burn his flesh, though he grits his teeth through the pain. Babau acid: 1d8 ⇒ 2 The crusaders nearby continue to capitalize on the situation. Crusaders damage: 1d12 + 6 ⇒ (6) + 6 = 12
The few crusaders near the dretches flail wildly, but make no contact. A small number of archers rain fire on the westernmost quasit, making contact. quasit damage: 1d8 ⇒ 2
The westernmost quasit swipes at the overgrown guard's face, but the guard turns his head and the beast hits only helmet. The other quasit takes a swipe at the half-orc nearest to it and misses entirely.
The dretch furthest east swings at the guard below him. Bodyguard: 1d20 + 4 ⇒ (12) + 4 = 16 However, Kel uses his shield to interpose and saves the man's life!
The other dretch swings at a guard, ripping into his throat and leaving him bleeding on the ground. The dretch roars in approval of its own actions.
The babau bites down hard on the stranger's arm again. Bite: 1d6 + 5 ⇒ (1) + 5 = 6 This time it nearly severing the man's arm. The man falls to the ground screaming before passing out.
Babau no longer grappled
Max fires at the westernmost quasit, but the shot whizzes past harmlessly.
Initiative Order:
Rex
Deia
Crowd
Quasits
Dretches
Babau
Max
Tina <---We Are Here.
Kosz
Guards
Kel
Tracked NPCs
Babau: -2 AC for 7 turns, -36hp
Dretch 1: -2hp
Dretch 2: -10hp. It looks severely mangled and bloody.
Quasit 1:
Quasit 2: -2hp
Drunken Stranger: -20hp, unconscious and bleeding.
Bard: Inspire Courage. +1 to saves vs fear and charm, +1 to attack and damage rolls.

Kel the Guardsman |

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Kel swings again at the demon in front of him, maintaining his defensive posture and trying to protect the guards near him. Again with the Bodyguarding
You know anything about these demons that might be important?
Knowledge Planes: 1d20 + 2 ⇒ (20) + 2 = 22

Fallen Asara |

That one is called a Dretch. Your steel won't be worth much against it. They smell bad, have a habit of summoning more of their kind, and hate pretty much everything except eating.
That one was born of a fragment of the soul of a fat, cruel dwarf named Olaf. So was the one over there. Most of the people on this street are going to die because ninety years ago Olaf was a lazy jerk before he died choking on a chicken bone.

Kosz Trumpeter |

Stepping up to stand over the unconscious form of the drunkard, Kosz summons forth the blessed wrath of his ancient ancestor, calling out to the skeletal demon, "By the Smiling Lady I will send you back to the Abyss!" He swings the heavy spiked ball overhead, bringing it crashing down on the creature's head.
Inspired smiting cold iron morningstar melee attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9

The Unruly GM |

Round 2 Update
Tina stabs at the dretch to her northeast, but times her thrust poorly and the beast sidesteps it.
Kosz steps over the unconscious form of the man who had so recently accosted him, swings his mace overhead, and brings it crashing down atop the babau! Reflex save: 1d20 ⇒ 11 acid: 1d8 ⇒ 5 The head of his mace is coated in acid, but it sizzles away harmlessly on the cold iron. Babau -9hp
The guards continue their assault on the dretches. Dretch #2 takes a hearty beating at the hands of the guards that surround it and falls to the ground as a lifeless husk. While one of the remaining guards takes time to aid their dying comrade, the others move to engage new targets.
The enlarged guard near the westernmost quasit takes a swing at it and connects. The impish creature squeals in pain. damage: 1d6 ⇒ 2 Quasit -2hp
The guards by dretch #1 continue to hack away, but barely make a scratch in the beast's hide. Damage: 1d4 ⇒ 3
Kel swings his blade at the dretch and connects with the beast's shoulder, giving it a deep wound! -5hp. You forgot to factor in the inspire courage for attack/damage.[ooc]
[ooc]Round 2 Complete!

The Unruly GM |

As the battle continues, the burning pillar that was once the Kite continues to flare upwards into the sky. Thick smoke from the burning city blows into the plaza and begins to choke the air, making it harder to breathe and causing eyes to water. Above, Terendelev screeches as she breaks free from the balor's whip and breathes paralyzing gasses into his face. Khorramzadeh begins to fall from the sky, stunned and helpless.
Round 3!
Initiative Order:
Rex <---We Are Here.
Deia
Crowd
Quasits
Dretches
Babau
Max
Tina
Kosz
Guards
Kel
Tracked NPCs
Babau: -2 AC for 7 turns, -45hp
Dretch 1: -10hp. Bleeding profusely.
Dretch 2: Dead
Quasit 1:
Quasit 2: -4hp
Drunken Stranger: -20hp, unconscious and bleeding.
Bard: Inspire Courage. +1 to saves vs fear and charm, +1 to attack and damage rolls.

![]() |

Round 3
That man was very brave for jumping on the Demon. I should do what I can to help him.
Deia moves closer to the stranger who tackled the Babau. My goal is to get in touch range of the Drunken Stranger. 1 square south then 1 square southeast for a total of 15' should do it, I think.
Stars of the sky, mend the wounds of that brave man! Hex: Healing on the Drunken Stranger. He is friendly or at least fighting the same enemy as we are, so I don't think I need to make an attack roll. Let me know if you want to handle if differently.
Healing: 1d8 + 1 ⇒ (3) + 1 = 4

Maximillian Akorius |

Round 3
Seeing a man hurling axes with great dexterity but little effect, Max steps next to him and waves at him. That would be Rex. "Sir, sir!" he says to the man. "Those axes won't make a scratch, but if you can hit them with cold iron, these demons will feel the bite!" As he says this, he quickly offers the crossbow and bolts to the man.
I have no idea what kind of action that's supposed to be, but I'm hoping I can use a standard and a move to accomplish it? Think of it as a creative buff spell.
@Rex, don't feel obligated to accept. But Max would certainly be happy if you did!
@Tina - ouch! Force bomb is a long time away!

Rex Kayn |

Round 3
Rex tightens his grip on his club and moves up to attack the demon he just threw his axe at.
Swinging his oaken club furiously at the impish little demon...
Melee: 1d20 + 1 ⇒ (18) + 1 = 19
Forgot the inspire courage should be a total of 20.
In case I hit.
Club: 1d6 + 1 ⇒ (4) + 1 = 5
Move Action
Standard Action: Attack.
Rex yells back over his shoulder, At the professor! Max as he engages the imp,"What? Cold iron, hells! Hold on I'll make my way back to you."

The Unruly GM |

Round 3
Rex moves up, swinging his club at the quasit. He connects solidly, sending the creature tumbling to the ground momentarily, however it appears no worse for wear. Hit, but no damage.
Deia moves towards the unconscious man, laying her hands upon him and closing some of his wounds. The man groggily awakens, saying "I can't feel my arm... My arm... I can't feel my arm!"
The crowd of crusaders around the babau continues their assault, but cannot score as many hits now that the beast is no longer held. Damage: 1d12 + 2 ⇒ (10) + 2 = 12
A half-orc woman comes up beside Deia and pulls the drunken stranger out from beneath Kosz, dragging him to relative safety.
The quasit to the west flies upwards, trying to get away from the two giant guards on either side of him. As it runs, the guards swing at it futilely. Once out of reach it casts a spell and fades from sight.
The quasit to the northeast tries to cast a spell, provoking attacks from all around it. Rex AoO: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15 Guard damage: 1d4 ⇒ 4 Concentration check: 1d20 ⇒ 10 Being struck causes the quasit to break its concentration and the spell fizzles.
The sole remaining dretch steps back and begins casting a spell.
The babau, free from restraint, tears into the crowd of crusaders around it, killing one of the men with a lightning-quick display of teeth and claws.
Max runs up to Rex, offering him his crossbow and informing him of the demon-slaying qualities of cold iron.
Tina stabs futilely at the remaining visible quasit.
Initiative Order:
Rex
Deia
Crowd
Quasits
Dretches
Babau
Max
Tina
Kosz <---We Are Here.
Guards
Kel
Tracked NPCs
Babau: -2 AC for 6 turns, -57hp
Dretch 1: -10hp. Bleeding profusely.
Quasit 1:
Quasit 2: -2hp, invisible
Drunken Stranger: -16hp, prone
Bard: Inspire Courage. +1 to saves vs fear and charm, +1 to attack and damage rolls.

Kel the Guardsman |

Kel moves in between the two guards to close the gap, slamming his sword back into it's sheath on the back of his shield. Yanking his flail from his belt, he tries to whip it around the demon's legs.
Sheath weapon (move action), draw weapon (as part of move action) 5' adjust toward demon, Trip attempt (standard action, provokes AoO)
Trip, Inspired: 1d20 + 5 ⇒ (7) + 5 = 12

Kosz Trumpeter |

Kosz steps over the crusader that the demon just mauled to protect it. Giving an inarticulate growl, he swings again at the abyssal creature.
1d20 + 10 ⇒ (7) + 10 = 17
1d8 + 4 + 2 + 1 + 1 ⇒ (7) + 4 + 2 + 1 + 1 = 15

The Unruly GM |

Round 3 Update
Kosz steps to defend a man that could very well be beyond saving. He swings his morningstar at the babau, but fails to connect.
The two enlarged guards scan the area for the missing quasit, but being unable to see it they move on to a threat that they can do something about.
The guards near the northern quasit continue along the same course of action and attack. One connects while the other misses his mark entirely. Damage: 1d4 ⇒ 2
To the northeast the guards engage the final dretch. Both just barely miss their target, and the dretch snorts his approval at their misfortune.
Kel sheathes his sword and draws a flail in its place. Stepping forward, he wraps the weapon's chain around the dretch's legs and pulls them out from under it. Concentration check v. violent motion: 1d20 ⇒ 19 The dretch falls to the ground, but through some miracle is able to maintain his spell!
End Round 3

The Unruly GM |

More demons spill through the streets and into the plaza, threatening to overwhelm you. In the sky, Terendelev charges towards the falling Khorramzadeh, but when she nears him the demon springs back to life. In a swift motion he plunges his sword into the dragon's shoulder and spins her around. The Storm King rides the falling dragon out of the sky as she plummets into the facade of the Cathedral of St. Clydwell. At the end of the plaza, a giant, four-armed demon with bony wings bursts into being, leveling buildings as it emerges from the Abyss. With a thunderous crash the demon slams all four fists into the ground. The entire plaza buckles under the attack and the stone beneath your feet gives way to a gaping chasm. Dozens of people, including yourself, plummet downward.
Your fall is suddenly arrested, and along with a handful of others you find yourself drifting slowly downward. Terendelev's claw points in your direction, the only clue as to why you've slowed. In her last moments, she has saved your life. As your slowly drift below the lip of the earth you see Khorramzadeh raise the dragon's head up high. His roar of triumph echoes off the pit walls, seeming to follow you as you drift ever downward.
After a few seconds of falling, you reach the bottom. The loose rubble gives way underneath everyone's combined weight and you tumble violently until you spill out on solid ground. The sound of rocks falling echoes down the chasm, and what little light there was is suddenly blocked out. You think you hear a muffled scream, but it could have just as easily been someone getting the wind knocked out of them as they hit the solid ground.
Light: Total Darkness
Time: Approx 12:15

Kel the Guardsman |

Kel rolled to his feet and took a defensive crouch, looking around for any others amid the rubble and inching forward toward the thing he saw in the distance.
The moment of instinct and panic passed and his mind caught up.
The dragon. She saved us.

Kel the Guardsman |

"Sound off if you can hear my voice." Kel said in a low voice, just above a whisper.
"But do not move quickly or make a lot of noise. W are near a giant spider."

Kosz Trumpeter |

Kosz sees the overweight man next to him stand and stretch. He also notices the woman checking herself for wounds. He reaches out a hand to each of those closest to himself. "Peace be upon you. Fear not for you are not alone. For your own safety, remain still. Stay low and quiet. There are others very near to the other side of you who may need assistance. I am going to check on another who may be injured. I will not leave you.
Reaching out to the young human woman (Deia), Kosz places a hand on her shoulder. "Peace be upon you. Are you injured?"