The Arena of Baphomet

Part 1: The Grand Arena

The Arena looms like a titanic maw of chaos. Its outer walls made of stone and steel rise 100 feet with random ladders, holes, towers, and spikes poking toward the grey turbulent sky.

Spikes and jagged bone make the perimeter. A wide gate made of a ribcage of a creature as large as a dragon turtle — signs in multiple languages read No Fighting and No Summoning. A grunting Minotaur with a wrought iron ax yells at you in Abyssal language, and you hope he means for you to come through.

Lesser demons and unknown creatures look at your party as you come up, but there is an uneasy truce keeping them from attacking. As you enter the chaotic bazaar, black lightning strikes the highest spire.

A Quasit holding a bag and a small paper talisman asks: “You want to understand languages! Yes! 1 Gold!” — if the players accept, he slaps the Talisman on their head and they immediately receive Comprehend Languages for 2d4 hours.


The Chaotic Bazaar

The Gilded Flame Tavern & Beer Hall

The two-story structure is crafted from dark polished wood with golden inlays and infernal carvings. Run by Eramis the Gilded — an elder Incubus, tall and impeccably dressed in a flowing black and gold coat, with golden eyes and curved horns.

The Dirty Flophouse

A ramshackle two-story structure cobbled from salvaged wood. The innkeeper Slezzik — a greasy, one-eyed toad demon — charges 1 copper per night.

The Warriors’ Barracks

Near the arena’s southern edge. Houses gladiators, trainers, and Abyssal Minotaurs. Beneath lies the Minotaurs’ Den — chains hang from the walls, the floor littered with gnawed bones.

The Orc Camp

Roughly built tents and huts form a haphazard circle around a roaring bonfire. Leader: Gronk the Brutal — massive orc with a jagged greataxe.


Part 2: The Arena

Inside, steel walls rise 10 feet high surrounding the killing field. Above, seats tower 100 feet high, packed with over 9,000 demons, devils, and monstrosities howling for blood.

The killing field spans 100 × 200 feet, covered in black sand mixed with shards of bone, splintered weapons, and congealed ichor. At the center: the statue of Baphomet — glowing eyes that follow every gladiator. Atop its raised dais: ten Skull Vessels.

Above the arena floor: spiked black steel chains at 60 feet, with 60 quasits crawling on them waiting like vultures.


Part 3: The Preview

A nine-foot veiled blue dragon woman enters and casts a massive illusion spell filling the arena with 100 blood-thirsty creatures, showing highlights of a recent battle.


Part 4: The Succubus Warden & Team Seven

Succubus Warden Lysira the Songweaver approaches with crimson and gold ribbons trailing like a dancer’s props:

“I am Warden, Lysira the Songweaver. Ah, Welcome to the Lionhearts, the pride of Pit Seven. These ribbons mark you as the Humans chosen for this match. They also help identify the bodies, should you… underperform.”

“You’ve got one last chance for insurance. For a mere 66 gold, I can ensure you won’t die today. Or, if you prefer, you could impress me on the field.”

Silver Blade: A githyanki silver +4/+4 bastard sword dealing 1d8 slashing + 2d6 psychic damage.

Team Seven (The Lionhearts)


Part 5: Rules of the Arena

  1. Participation: Only those with souls may enter.
  2. The Fight: Each participant must kill at least one other combatant and claim a Skull Victors Chalice.
  3. Thrown Bones: Cowardly moves result in bones thrown at the offender.
  4. Insurance: Anyone who had insurance is teleported out with 1 HP if they would be knocked out.
  5. Coup de Grace: Common to deliver death blow to confirm skull cup filling.
  6. Victory: The fight ends when only ten remain and all ten cups are held.
  7. Reward: Survivors drink from filled cups, gaining demonic power based on their kills.

The Skull Cups

Killing an opponent while holding a cup causes it to fill with glowing, bitter purple liquid (Demon’s Victory Wine). If someone tries to grab a second Skull Cup, a bolt of black lightning strikes a warning shot — holding 2 results in 16d6 necrotic damage per round.


The Teams

TeamColorsComposition
Iron ScorpionsGray & Crimson7 Lemures, 2 Erinyes (longbows, poison, rope entanglement), 1 Barbed Devil
Obsidian BladesBlack & Violet9 Minor Minotaur-like demons, Minotaur Champion (magic war spear on chain, Death Aura)
Blood SerpentsRed & Green2 Yuan-ti, 6 Lizard Men, 1 Slaad, Hezrou Champion (Dimension Door)
Midnight FangsBlack & Silver10 Orcs
StormclawsBlue & White7 Quasits, 2 weaker Vrocks, Vrock Champion (Polymorph Other, becomes Green Dragon)
Bone WardensBone White & Black9 Hobgoblins, Necromancer half-Human/half-Hobgoblin 10th lvl (Black Tentacles, Raise Dead, Cold Aura, Harm)
Red LionsRed & GoldThe players
Abyssal RavensDark Purple & Midnight Blue9 Dretches, Albino Vrock Champion (Fire Aura)
Hellfire HornsOrange & Red10 Minotaurs
Golden MaulersGold & Black7 Orcs, 2 Great Orcs, 3-Eyed Great Orc Champion (ogre magi — Bardiche, Heal, Magic Resist, Wall of Ice, Cone of Cold, Polymorph)

Part 6: The Melee Begins

Krathor the Goreforged ascends to the master’s balcony — 12 feet tall, crimson skin with glowing purple runes, a dripping glaive.

“Hear me, denizens of the Abyss! By the will of our master, the games begin anew! Blood will stain the black sands, bones will break, and glory will rise only for the strongest! Give praise to Baphomet, for his gaze is upon you!”


Zot the 3 Eyes (Zotothakar the Ogre Magi)

AC: 3 | HD: 12+12 (600 HP) | Attacks: 2 (or special) | Damage: 2d6+12 (Bardiche)


Krathor the Goreforged (Demon Minotaur — The Arena Master)

12 feet tall, muscle-bound limbs covered in ritualistic Abyssal scars that glow when channeling powers.


d100 Reward Chart

RollReward
01–05Darkvision, Direction Sense, or Sense Living (120’) — choose one
06–10Darkness, Dispel, Charm, Fear, or Invisibility 3/day — choose one
11–15+1 to STR, CON, or DEX — choose one
16–20+1 to INT, WIS, CHA, Perception, or Appearance — choose one
21–25Resistance to Lightning, Cold, or Fire — choose one
26–30Immune to Non-Magical Weapons, or deal +2/+2 Magic Weapon damage — choose one
31–35Polymorph Self 3/day, or Polymorph Other 1/day
36–40Dimension Door (300 lbs) 3/day
41–45Infernal Wings (fly 30 ft) or Hardened Skin (AC 4 base) — choose one
46–50Size Increase: +1d3 feet, +2 STR, +2 CON, +2 HD (+20 HP)
51–55Psionics — Mind Blast 1/day; pick defense type
56–60Teleport No Error (600 lbs) 1/day
61–65Heal/Harm 1/day or Regeneration 1 HP/round — choose one
66–70Telekinesis 500 lbs 3/day or Hold Monster 3/day — choose one
71–75Magic Resistance 25%
76–80Fireball, Cone of Cold, or Lightning Bolt at 9th level 1/day — choose one
81–85Wall of Fire, Ice, Stone, or Force at 9th level 1/day — choose one
86–90Aura (on/off): Repelling, Fire (2d6/round), or Cold (1d6+slow) — choose one
91–94Gate Minion (Vrock, Hezrou, or Succubus/Incubus) 1/week — choose one
95–96Demon Promotion: Increase rank or gain Type 1 demon powers
97–99Ring of 3 Wishes or Ring of Vampiric Regeneration fused to finger — choose one
100Greater Demon Promotion: Type 3–5 powers, or Gate 1/week — choose one

d20 Appearance Change Table

RollAppearance Change
1–5No visible change
6–7Slightly longer nails or claws
8–9Skin discoloration: faint purple, red, or ashen gray
10–11Small, sharp horns begin to grow
12–13Eyes glow faintly with otherworldly light
14Thin, eerie mist follows you wherever you go
15Slightly longer or broader proportions
16Teeth elongate into sharp points
17Faint black veins visible under skin near eyes and hands; visible when using magic. Detected as Magic and Evil.
18Emits Miasma; prolonged contact kills creatures under ½ HD. Detected as Magic and Evil.
19Strange runes or sigils appear etched into your skin, glowing faintly. Detected as Magic and Evil.
20Eyes shine brightly with intense light. Detected as Magic and Evil.