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
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The Magic Gate: On the north side, a glowing abyssal portal flickers with eerie green light. A Six-Armed Demoness demands payment from those who wish to leave through the gate.
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A short, Hunched Toad Demon sells old bones from a barrel for mere coppers — for showing your disgust with a gladiator’s behavior.
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Food Vendors: Two fire Mephit food vendors offer sizzling skewers of unknown meat. A Gaunt Bone Devil roasts spiny, wriggling creatures on skewers: “Fresh from the Plane of Spiders! Crunchy on the outside, oozy on the inside!”
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The Weapons Merchant: A four-armed Minotaur demon behind a cluttered stall of jagged, rusted weapons: “Pick your killing stick, mortals. Guaranteed to last until your first death!”
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The Potion Merchant: A skeleton with glowing yellow eyes: “Potions, elixirs, and brews. You won’t find these remedies in the mortal realm.”
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The Gambling Den to the south has as many as 12 counters with weird bookies taking bets.
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.
- Menu: Infernally brewed ales, roasted wyvern wings, and spiced abyssal stews
- Private Rooms: Soundproofed alcoves for high-stakes deals
- Gambling Den: Hidden backroom overseen by Eramis himself
- Special Brew: “Infernal Nectar” — enhances stamina and courage, but with unpredictable side effects
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.
- A great three-eyed orc smashing enemies with a skull magic that draws in life force
- A nimble Vrock demon making a killing blow to an armored human with a red and gold ribbon — the human vanishes in an instant
- The crowd chanting “Hail Baphomet!” as victors drink from skull cups
- A wounded minotaur drinks purple victor’s wine and transforms grotesquely — sprouting demonic wings, eyes igniting with baleful yellow glow
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)
- Kael “The Crimson Fang” Draven — veteran gladiator from Set, dual blades, unofficial leader. Has insurance.
- Elena Vasquez — former battle mage knight from Iberia, fiery longsword. Has insurance.
- Diego “The Iberian Bull” Morales — massive barbarian brawler with a spiked maul
- Isabella “The Silent Blade” Torres — rogue duelist with twin daggers, Glowing Sigils on face, Power: Invisibility
- Father Rodrigo Alaric — bitter ex-cleric with heavy flail and shield. Wishes for the power Gate!
Part 5: Rules of the Arena
- Participation: Only those with souls may enter.
- The Fight: Each participant must kill at least one other combatant and claim a Skull Victors Chalice.
- Thrown Bones: Cowardly moves result in bones thrown at the offender.
- Insurance: Anyone who had insurance is teleported out with 1 HP if they would be knocked out.
- Coup de Grace: Common to deliver death blow to confirm skull cup filling.
- Victory: The fight ends when only ten remain and all ten cups are held.
- 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
| Team | Colors | Composition |
|---|---|---|
| Iron Scorpions | Gray & Crimson | 7 Lemures, 2 Erinyes (longbows, poison, rope entanglement), 1 Barbed Devil |
| Obsidian Blades | Black & Violet | 9 Minor Minotaur-like demons, Minotaur Champion (magic war spear on chain, Death Aura) |
| Blood Serpents | Red & Green | 2 Yuan-ti, 6 Lizard Men, 1 Slaad, Hezrou Champion (Dimension Door) |
| Midnight Fangs | Black & Silver | 10 Orcs |
| Stormclaws | Blue & White | 7 Quasits, 2 weaker Vrocks, Vrock Champion (Polymorph Other, becomes Green Dragon) |
| Bone Wardens | Bone White & Black | 9 Hobgoblins, Necromancer half-Human/half-Hobgoblin 10th lvl (Black Tentacles, Raise Dead, Cold Aura, Harm) |
| Red Lions | Red & Gold | The players |
| Abyssal Ravens | Dark Purple & Midnight Blue | 9 Dretches, Albino Vrock Champion (Fire Aura) |
| Hellfire Horns | Orange & Red | 10 Minotaurs |
| Golden Maulers | Gold & Black | 7 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)
- Ice Wrath Bardiche: +2 magical; critical hit (natural 19) — target saves or is frozen solid taking 3d10 damage and encased in ice until a successful save
- Regeneration: 1 HP/round unless killed by fire or acid
- Spell-Like Abilities (3/day): Cone of Cold, Ice Storm, Heal, Polymorph, Invisibility, Charm Person
- Three-Eyed Vision: Sense Life, immune to blindness and illusions
- Iron Will: +4 on saves vs. mind-affecting spells
Krathor the Goreforged (Demon Minotaur — The Arena Master)
12 feet tall, muscle-bound limbs covered in ritualistic Abyssal scars that glow when channeling powers.
- Infernal Glaive: 2d10 slashing + 3d6 necrotic. Once per day: Crescent Wave (30-ft cone, 8d6 force damage)
- Terrifying Roar: Once per combat — all creatures slowed 2d4+2 rounds
- Aura of Annihilation: Within 15 ft — 2d6 necrotic damage at the start of each creature’s turn
d100 Reward Chart
| Roll | Reward |
|---|---|
| 01–05 | Darkvision, Direction Sense, or Sense Living (120’) — choose one |
| 06–10 | Darkness, 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 |
| 21–25 | Resistance to Lightning, Cold, or Fire — choose one |
| 26–30 | Immune to Non-Magical Weapons, or deal +2/+2 Magic Weapon damage — choose one |
| 31–35 | Polymorph Self 3/day, or Polymorph Other 1/day |
| 36–40 | Dimension Door (300 lbs) 3/day |
| 41–45 | Infernal Wings (fly 30 ft) or Hardened Skin (AC 4 base) — choose one |
| 46–50 | Size Increase: +1d3 feet, +2 STR, +2 CON, +2 HD (+20 HP) |
| 51–55 | Psionics — Mind Blast 1/day; pick defense type |
| 56–60 | Teleport No Error (600 lbs) 1/day |
| 61–65 | Heal/Harm 1/day or Regeneration 1 HP/round — choose one |
| 66–70 | Telekinesis 500 lbs 3/day or Hold Monster 3/day — choose one |
| 71–75 | Magic Resistance 25% |
| 76–80 | Fireball, Cone of Cold, or Lightning Bolt at 9th level 1/day — choose one |
| 81–85 | Wall of Fire, Ice, Stone, or Force at 9th level 1/day — choose one |
| 86–90 | Aura (on/off): Repelling, Fire (2d6/round), or Cold (1d6+slow) — choose one |
| 91–94 | Gate Minion (Vrock, Hezrou, or Succubus/Incubus) 1/week — choose one |
| 95–96 | Demon Promotion: Increase rank or gain Type 1 demon powers |
| 97–99 | Ring of 3 Wishes or Ring of Vampiric Regeneration fused to finger — choose one |
| 100 | Greater Demon Promotion: Type 3–5 powers, or Gate 1/week — choose one |
d20 Appearance Change Table
| Roll | Appearance Change |
|---|---|
| 1–5 | No visible change |
| 6–7 | Slightly longer nails or claws |
| 8–9 | Skin discoloration: faint purple, red, or ashen gray |
| 10–11 | Small, sharp horns begin to grow |
| 12–13 | Eyes glow faintly with otherworldly light |
| 14 | Thin, eerie mist follows you wherever you go |
| 15 | Slightly longer or broader proportions |
| 16 | Teeth elongate into sharp points |
| 17 | Faint black veins visible under skin near eyes and hands; visible when using magic. Detected as Magic and Evil. |
| 18 | Emits Miasma; prolonged contact kills creatures under ½ HD. Detected as Magic and Evil. |
| 19 | Strange runes or sigils appear etched into your skin, glowing faintly. Detected as Magic and Evil. |
| 20 | Eyes shine brightly with intense light. Detected as Magic and Evil. |