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The Arena of Baphomet

Part 1: The Grand Arena

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

As you walk the path becomes smooth and worn Spikes and jagged large bone make perimeter there is a wide gate made of a ribcage of a creature as large as a dragon turtle. Signs in multiple languages say No Fighting and No Summoning. A grunting Minotaur with a wrought iron ax simply 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 come up, but there is an uneasy truce of some kind keeping them from attacking. As you enter the chaotic bazaar Black lighting strikes the highest spire and glows with red hot causing the weak to jump and be on edge.

A Quasit holding a bag and a small paper talisman asks, "You want to understand languages! Yes! 1 Gold!" if the players accepts he will slap the Talisman on your head and it disappears with a poof and immediately have comprehend languages for 2d4 hours.


The Chaotic bazaar

Outside the arena, a chaotic market bustles with activity. Stall vendors call out their wares, eager to separate newcomers from their gold:

  • The Magic Gate: On the north side, a glowing abyssal portal flickers with an eerie green light. It pulses rhythmically as orcs, minotaurs, and other demons arrive from far reaches of the Abyss to join the fray. Their silhouettes shimmer briefly in the gate’s energy before stepping into the busy streets. A Six Armed Demoness demands payment from those who wish to leave through the gate.

  • A short, Hunched Toad Demon sells old bones from a barrel for mere coppers, suggesting they you using them to show your disgust with a gladiators behavior.

  • Food Vendors: Two fire Mephit Food Vendors a offers sizzling skewers of unknown meat and a foul stew. Further down, a Gaunt Bone Devil roasts spiny, wriggling creatures on skewers over a smoky brazier, offering them to passersby with a wicked grin. "Fresh from the Plane of Spiders! Crunchy on the outside, oozy on the inside!"**

  • The Weapons Merchant: A hulking Minotaur demon with four arms stands behind a cluttered stall of jagged, rusted weapons. Swords, axes, and glaives of every size are stacked haphazardly, some still slick with ichor from previous battles. He sharpens a serrated blade while growling, "Pick your killing stick, mortals. Guaranteed to last until your first death!"

  • A Great Orc Armorer promises to fix any damage, though his work seems as crude as it is fast.

  • The Potion Merchant: At the far end of the row, a skeleton with glowing yellow eyes stands in a frayed black robe quietly presides over a table of vials and bottles filled with liquids in every imaginable color. His jaw clicks as he speaks in a dry, rasping voice: "Potions, elixirs, and brews. Heal your wounds, strengthen your swing, or… perhaps… something more interesting? You won’t find these remedies in the mortal realm, I assure you."

  • The Gambling Den to the south has as many as 12 counters with as many weird bookies taking bets. The atmosphere is both thrilling and terrifying, with gamblers, demons, and mortals shouting over each other as bets are placed on the upcoming carnage.

### Places of Interest in and Around the Arena Grounds

### The Gilded Flame Tavern & Beer Hall

Nestled on the western edge of the arena grounds, The Gilded Flame Tavern & Beer Hall stands out as a beacon of refined debauchery amidst the chaos of the bazaar. The two-story structure is crafted from dark, polished wood accented with golden inlays and intricate carvings depicting infernal motifs. Lanterns flicker with warm, golden light, enchanted to resemble miniature flames that never extinguish.

A red velvet awning frames the heavy, rune-inscribed oak doors, inviting patrons inside. Above the entrance, a wrought-iron sign in the shape of a devil’s grin bears the establishment's name, glowing faintly with infernal runes that shift and dance in the shadows.

#### Interior:

Inside, the tavern exudes an air of luxurious indulgence. The walls are lined with rich crimson drapes and tapestries depicting victorious battles and infernal feasts. The main hall features a sprawling bar made of black marble veined with gold, behind which shelves of exotic liquors and ales glow faintly, stored in glass decanters and obsidian bottles.

The Beer Hall boasts long, sturdy tables of dark wood, polished to a mirror finish, with seating upholstered in fine leather. The air is thick with the scent of roasted meats, spiced ales, and exotic incense. A raised dais in the corner hosts bards and performers—most often Tiefling musicians, seductive dancers, or infernal storytellers.

#### The Incubus Elder:

The tavern is run by Eramis the Gilded, an elder Incubus who exudes charm and menace in equal measure. His presence is magnetic; tall and impeccably dressed in a flowing black and gold coat, he moves with a grace that seems almost hypnotic. His golden eyes glimmer with amusement, and his horns curve back elegantly like a crown. Eramis is a master manipulator, offering honeyed words and tempting deals to his patrons, though rarely at an obvious cost.

#### Features:

  • Menu: The tavern serves an array of high-quality food and drink, including infernally brewed ales, roasted wyvern wings, and spiced abyssal stews.
  • Private Rooms: Discreet alcoves and private rooms are available for high-stakes deals or clandestine meetings, each warded with soundproofing magic.
  • Gambling Den: A hidden backroom offers high-stakes games of dice and cards, overseen by Eramis himself, who always seems to come out ahead.
  • Special Brew: "Infernal Nectar," a house ale rumored to enhance stamina and courage, but with unpredictable side effects.

#### Reputation:

The Gilded Flame is a place where gladiators, merchants, and even minor demons go to celebrate victories, drown their sorrows, or strike deals. While the atmosphere is generally refined, the occasional outburst of violence is swiftly quelled by Eramis’ imposing enforcers—a pair of towering, silent barbed devils. Those who disrespect the establishment rarely make the mistake twice.

It's a place of temptation, luxury, and peril, where every drink or conversation may cost more than gold.

### The Dirty Flophouse

A ramshackle, two-story structure cobbled together from salvaged wood and mismatched stone, the Dirty Flophouse is a haven for the desperate, the destitute, and the foolish. Its walls lean precariously, and faint green light seeps from the cracks, giving it a sickly glow at night. The roof is patched with rotting tarps, and the air reeks of mildew and unwashed bodies.

The common room is little more than a collection of stained straw pallets laid directly on the uneven floor. Privacy is nonexistent, with only a few hanging curtains separating the beds. The innkeeper, Slezzik, a greasy, one-eyed toad demon, charges a mere 1 copper per night but offers no guarantees of safety.

  • Features:
    • Pickpockets and Thieves: The flophouse is a prime hunting ground for small-time thieves and desperate gamblers looking to reclaim their losses.
    • Rumors and Secrets: Amid the filth, a surprising amount of valuable information changes hands, often whispered under the guise of drunken ramblings.
    • Infested Basement: The cellar is rumored to be infested with abyssal rats that carry strange diseases.

### The Warriors' Barracks

Located near the arena's southern edge, the Warriors' Barracks is a fortress-like building with blackened stone walls reinforced by thick, spiked iron bands. It houses gladiators, trainers, and the arena’s elite enforcers, including the Abyssal Minotaurs and their master.

  • The Master's Quarters: On the top floor, the arena master’s private quarters are opulent, filled with trophies from past champions, enchanted weapons, and lavish furnishings. The room also features a scrying orb used to oversee the arena and its grounds.
  • The Minotaurs’ Den: Beneath the barracks lies a cavernous lair where the Abyssal Minotaurs reside. The air is thick with the stench of blood and brimstone. Chains hang from the walls, and the floor is littered with gnawed bones. These beasts are fiercely loyal to the arena master and serve as his personal enforcers.
  • Features:
    • Training Grounds: A dusty yard behind the barracks is equipped with makeshift dummies and bloodstained sparring pits where gladiators hone their skills.
    • Armory: The barracks houses a well-stocked armory with weapons and armor of varying quality, from mundane steel to infernally enchanted gear.

### The Orc Camp

To the north of the arena, the Orc Camp sprawls in chaotic disarray. Roughly built tents and huts made from hide and scavenged materials form a haphazard circle around a roaring bonfire. The smell of roasted meat and unwashed bodies hangs heavy in the air.

  • The Great Fire: At the center of the camp burns an ever-present bonfire, fed constantly with wood, bones, and the occasional carcass. It serves as a gathering point where orcs boast of their exploits, exchange war stories, and prepare for battle.
  • Leaders’ Tent: The largest tent belongs to the camp’s leader, a warchief known as Gronk the Brutal, a massive orc with battle scars covering his green skin. Gronk wields a jagged greataxe and commands the respect of the camp through sheer ferocity.
  • Features:
    • War Drummers: A group of orc drummers keeps the camp in rhythm, their booming beats fueling the orcs’ bloodlust.
    • Weapon Vendors: A few enterprising orcs sell crude but effective weapons, often made from scavenged metal and bone.
    • Arena Hopefuls: Young orcs and outcasts flock to the camp, hoping to prove their worth in the arena.

The camp is a volatile place, constantly on the brink of erupting into violence. However, it also serves as a recruitment ground for the arena’s bloodiest spectacles.

Part 2: Entering the Stands and Watching the Replay

  • There are some strange horn sounds and many creatures say "The Highlight, the highlights". A small winged monkey with a tail asks if the Mortals would like the "good seats? Yes Yes?" He will explain were to go.

  • The Cheap Seats:, there is no cost to enter the outer ladders taking you to the 60 feet and above. the view is partial obstructed by woven spiked chains hanging across m making a ceiling to the arena. lesser creatures flitter and crawl all a bout.

  • The Good Seats: For a silver to gold the best seats can be had. Clean and uncrowded. Just pay the quasits and they will lead you past the minotaur guards.

  • Inside the Arena its steel walls rise 10 feet high and encircling the killing field within. The walls are battered, bearing the scars of countless battles, and their blackened surface seems to drink in the dim, flickering light of the Abyssal sky. Above, the seats tower in concentric rings, rising 100 feet high, packed with over 9,000 demons, devils, and other monstrosities howling for blood. The air is thick with sulfur and the fevered energy of impending carnage.

The killing field spans 100 by 200 feet, covered in black sand mixed with shards of bone, splintered weapons, and congealed ichor. Every step crunches underfoot, a grim reminder of the countless souls that have perished here. In the center of the arena stands the statue of Baphomet, a towering monstrosity of stone, carved with exquisite detail. Its glowing eyes seem to follow every gladiator, a silent warning of the punishment awaiting those who break the sacred rules. The statue stands atop a raised stone dais, where the ten Skull Vessels gleam ominously, their lids faintly pulsing as if eager for the bloodshed to begin.

Above the arena floor, spiked black steel chains crisscross in a deadly lattice at a height of 60 feet and as many as 60 quasits crawl on it waiting for anything to happen like vultures.

Part 3: The Preview

Before the games begin, A thin veiled blue dragon woman standing 9 feet tall enter the arena and casts a massive illusion spell. A magical illusion shimmers for a moment before becoming real as anything you have seen before filling the arena with 100 blood thirty creatures, showing highlights of a recent battle. The players see a brutal contest:

  • A great orc with 3 eyes smashing enemies with savage strikes and claiming a skull magic that seems to draw in life force from a killed foe.
  • A nimble Vrock demon slicing through foes with blinding speed making a killing blow to a armored human with a red and gold ribbon but the Human vanish in an instant and does not return.
  • The crowd chanting “Hail Baphomet!” as victors drink from the skull cups, dark energy flowing into them.
  • A wounded minotaur drinks his purple victor's wine and something fills him with abyssal energy. All eyes are drawn to the minotaur. He drops to his knees, howling in agony as the transformation begins. His muscles ripple and expand grotesquely, his form swelling with power. Jagged black horns elongate and curve wickedly. Massive demonic wings tear through his back, dripping ichor as they unfurl with a sickening crack. His hide darkens, turning a deep, ashen red, and his eyes ignite with a baleful yellow glow. The ground beneath him trembles as his newly empowered form becomes impossibly heavy.
  • Amidst the chaos, the three eyes great orc remains impassive, his gaze locked on the minotaur with an unsettling gaze.

Part 4: The Succubus and Entering the Pits

The Pits: Along the outer edge of the arena are ten large pits, each will take a team of 10 gladiator. The gates to these pits grind open just before the battle begins, releasing their participants into the blood-soaked sand.

As the players move toward their assigned area, they are intercepted by a Succubus , dressed in black leather, carrying a sheathed sword on her hip. She welcomes them with a seductive smile and a dark sense of humor. The succubus sashays over to you with ribbons of crimson and gold trailing in her hands like a dancer’s props. Her smile is wicked, her voice a sultry purr as she begins tying the ribbons onto each participant's arm with exaggerated care.

"I am Warden, Lysira the Songweaver. Ah, Welcome to the Lionhearts, the pride of Pit Seven. These ribbons”—she ties a red and gold ribbon onto each player— “mark you as of the Humans chosen for this match. They also help identify the bodies, should you... underperform.”

She pauses, looking over the group. “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. Return as a victor, and I might just offer you my... personal congratulations.”

Succubus Warden Lysira the Songweaver Silver Blade: Her githyanki silver +4/+4 bastard sword deals **1d8 slashing damage and 2d6 psychic damage *

Quotes:

  • “Oh, sweet thing, if you come back alive, I’ll make sure your wounds are... thoroughly tended to.”
  • “Darling, for just 66 gold, you’ll have my guarantee you won’t die today. A bargain, don’t you think?”
  • “A little bloodshed is good for the complexion! Now, go out there and make me proud!”

In Pit Seven, the Characters are joined the rest of their team.

Team Seven (The Lionhearts)

The players are introduced to their teammates, a mix of seasoned warriors and desperate newcomers:

  • Kael "The Crimson Fang" Draven: A veteran gladiator from Set, Kael serves as an unofficial leader. His crimson armor and dual blades mark him as both skilled and dangerous. Has insurance
  • Elena Vasquez: A former battle mage knight from Iberia, wielding a fiery longsword. Her demeanor is disciplined, though she occasionally lets out sarcastic remarks. Has insurance.
  • Diego "The Iberian Bull" Morales: A massive barbarian brawler with a spiked maul. Loud and boastful, he promises to flatten anyone in their way.
  • Isabella "The Silent Blade" Torres: A rogue duelist with an air of mystery. Her twin daggers gleam ominously as she sharpens them. Glowing Sigils on face. Power Invisibility
  • Father Rodrigo Alaric: A bitter ex-cleric who still wields divine powers, though his faith is faltering. His heavy flail and shield make him a formidable presence. We still wear gleaming plate under is torn vestments. He wishes for the power Gate!

This sounds like an incredible concept for a chaotic and grim area in the Abyss! Here's an expanded and refined outline of The Arena, including the mechanics and the d100 chart you've asked for.


Part 5: The Arena of Carnage

Description: A sprawling coliseum carved from black basalt, its jagged edges lit by flickering green flames. The central focus is a colossal, foreboding statue of Baphomet, the Demon Lord of Beasts and Carnage, with glowing crimson eyes that pierce the dark haze. Around its base lie ten sinister Skull Cups, faintly glowing purple and humming with infernal energy.

The arena is surrounded by high, spiked walls, with a single entryway where combatants are funneled in. Spectators fill shadowy stands: greater demons, devils, and other twisted entities who revel in the spectacle but are forbidden to interfere or participate.

Above, a horned demon floats and blows the Horn of Reckoning to begin each fight. Only mortals and demons who possess soulstones may enter, gambling their very essence for a chance at power.

The Statue of Baphomet: This statue enforces the sacred rules of the Arena. Any being who breaks the rules (e.g., targeting spectators, refusing to fight) is struck down by an inescapable, soul-crushing blast of demonic energy that not only kills but obliterates their very essence.


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: If a combatant does a cowardly move, drops a skull cup, or has a chance to get a cup and doesn't take it, bones will be thrown at them causing minor damage or distractions
  4. Insurance: Anyone who had insurance is teleported out with 1 hit point if they were going to be knocked out.
  5. Coup de Grace: its common to give a death blow to a fallen to confirm if you have a skull cup filling.
  6. Victory: The fight ends when only ten remain, and all ten cups are held. - Horns are blown and the fighting is over. Anyone left alive can be saved.
  7. Reward: Survivors drink from their filled cups, gaining demonic power based on their kills.
  8. Quasits descend on the dead and take their soulstones viscously.

The Skull Cups

  • Mechanics: Killing an opponent while holding a cup causes it to fill with a glowing, bitter purple liquid (Demon’s Victory Wine).
  • Greed: If someone tries to grab a second Skull Cup a bolt of black lightning strikes a warning shot. If the character continues to hold 2 they will be hit by a bolt each round of necrotic damage for 16d6 each round
  • Rewards: After the battle, participants drink from the cup to gain power based on the number of kills (see rewards below).

The Teams

Iron Scorpions: Colors: Gray and Crimson

  • 7 Lemures
  • 2 Eirines with long bows and poisoned arrows, whip that act as rope of entanglement
  • Barbed Devil

Obsidian Blades: Colors: Black and Violet

  • 9 Minor Minotaur like demons
  • Minotaur Champion - Uses a Magic war Spear on a chain, Death Aura

Blood Serpents Colors: Red and Green

  • 2 Yaunti, 6 Lizard men, 1 Slaad
  • Hezrou Champion with one glowing eye and the additional power of Dimension Door

Midnight Fangs: Colors: Black and Silver

  • 10 Orcs

**Stormclaws ** Colors: Blue and White

  • 7 Quasits, 2 weaker Vrocks
  • Vrock Champion - Glowing Runes on skin - Power polymorph Other (use on self to turn into Green Dragon)

**Bone Wardens ** Colors: Bone White and Black

  • 9 Hobgoblins with skull helmets
  • A necromancer 1/2 Human/hobgoblin - 10th level black tentacles round 1 will raise dead 3 times - power cold Aura, Harm
  • "Thats a summon!" "No they were here already!"

Red Lions Colors: Red and Gold. The players

Abyssal Ravens Colors: Dark Purple and Midnight Blue

  • 9 Dretches
  • Albino Vrock champion - Power Fire Aura (will attack the players instantly)

Hellfire Horns Colors: Orange and Red

  • 10 Minotaurs

Golden Maulers Colors: Gold and Black

  • 7 Orcs, 2 Great Orcs
  • 3 eyed Great orc Champion (ogre magi) - Bardiche- Powers Heal, Magic Resist, Wall of Ice, Cone of Cold, Polymorph (will revert to ogre magi after having to use full heal)

Part 6: The Melee begins

A thunderous roar of the crowd begins to Chant "Krathor, krathor!", as the hulking form of Krathor the Goreforged ascends the blackened steel staircase leading to the master’s balcony. His steps reverberate through the arena, the sound of his armored hooves commanding silence. The spiked chains above sway slightly, their menacing clinks adding to the charged atmosphere. he stands 12 feet tall as minotaur demon with a wide rack of horns and glowing purple runes on crimson skin.

Krathor, his glaive dripping with an otherworldly glow, bows deeply before his master, The great statue of the Demon Lord Baphomet. The crowd watches in awe, their anticipation palpable. Straightening, Krathor turns to face the masses.

With a voice like grinding stone, he bellows, “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!”

The crowd erupts in a frenzy, chanting the demon lord's name as Krathor raises his glaive high, dark energy crackling around him. With one final glare at the gladiators below, he descends, leaving only the promise of carnage in his wake.

2 horned demons blow horrible horns that blare causing fear to anyone under 4 HD. The iron gates creak open and the melee begins!

Zot the 3 Eyes - (aka Zotothakar the Ogre Magi) Three-Eyed Great Orc

The Three-Eyed Great Orc is a powerful gladiator with an imposing presence and devastating abilities, masking its true identity as an Ogre Magi.

Armor Class (AC): 3 Hit Dice (HD): 12+12 (600) No. of Attacks: 2 (or special) Damage/Attack: 2d6+12 (massive Bardiche) or special Movement Rate: 12" (ground), 15" (flying when revealed) Alignment: Lawful Evil Special Abilities:

  • Ice Wrath Bardiche :
  • +2 magical weapon; deals 2d6+2 (+10 from STR and specialized) damage on a successful hit.
  • On a critical hit (natural 19), the target must save vs. Spell or be frozen solid taking 3d10 additional damage and being encased in ice until a successful save that can be made on their next rounds
  • Regeneration:
  • Heals 1 HP per round unless killed by fire or acid.
  • Spell-Like Abilities (3/day):
  • **Cone of Cold, Ice Storm, Heal, Polymorph, Invisibility, Charm Person, and **
  • Three-Eyed Vision (Passive):
  • Sense Life
  • Immune to blindness and illusions.
  • Iron Will (Passive):
  • +4 on saving throws against mind-affecting spells or effects.

Description: This seemingly brutish orc towers over his competitors, his third eye burns with a reddish glow. His armor is spiked and stained with the blood of countless foes. His glaive, dripping with black ichor, hums with malevolent energy. When pressed, he reveals his true Ogre Magi form, complete with blue skin and infernal wings, striking terror into all who oppose him.

Krathor the Goreforged Demon Minotaur - The Arena Master

Role: Overseer of the Arena Description: Krathor is a towering figure of raw brutality and authority, standing 12 feet tall with muscle-bound limbs covered in ritualistic Abyssal scars that glow faintly when he channels his powers. His hulking form is adorned with chains and blackened plate armor fused into his flesh. His eyes burn with crimson flames, and his deep, guttural voice reverberates throughout the Arena.

Key Features:

  • Powers:

  • Has all the abilities of a Type 4 demon, enhanced with additional physical strength and durability.

  • Infernal Glaive:

    A massive, enchanted weapon that drips with viscous magical ichor. The glaive:

    • Deals 2d10 slashing damage + 3d6 necrotic damage.
    • Can unleash a Crescent Wave (a 30-ft cone of dark energy) once per day, dealing 8d6 force damage to all in its path.
  • Terrifying Roar: Once per combat, Krathor can unleash a deafening roar, forcing all creatures to be slowed to 2d4+2 rounds

  • Aura of Annihilation: Within 15 ft of Krathor, creatures take 2d6 necrotic damage at the start of their turn.

d100 Reward Chart

Roll Reward
01-05 Gain Darkvision, Direction Sense, Sense Living (choose one)(120').
06-10 Ability to cast Darkness, Dispel, Charm, Fear, Invisibility (choose one) (3/day).
11-15 Gain +1 to Strength, Constitution, or Dexterity (choose one).
16-20 Gain +1 to Intelligence, Wisdom, Charisma, Perception, or Appearance (choose one).
21-25 Gain Resistance to Lightning, Cold, or Fire (choose one).
26-30 Become Immune to Non-Magical Weapons (must be wrought iron or +1 or 5 HD Monsters to be hit) or Gain the ability to deal Magic Weapon Damage as +2 with all physical attacks and gains +2/+2 hit and damage. (Choose one)
31-35 Ability to cast Polymorph Self (3/day) or Ability to cast Polymorph Other (1/day)
36-40 Ability to cast Dimension Door carrying 300 lbs (3/day).
41-45 GainInfernal Wings: Gain a fly speed of 30 ft or Gain Hardened Skin AC 4 base without armor (Choose one)
46-50 Size Increase: Grow larger by 1d3 feet gaining +2 STR and +2 CON and +2 HD (or +20 hp)
51-55 Ability to use Psionics (Mind Blast, 1/day) pick the defense type.
56-60 Ability to cast Teleport No Error carrying 600 lbs(1/day).
61-65 Ability to cast Heal /Harm (1/day) or Gain Regeneration 1 HP/round (choose 1)
66-70 Ability to cast Telekinesis 500 lbs (3/day) or Ability to cast Hold Monster (3/day) (choose 1)
71-75 Gain Magic Resistance: Advantage on saving throws against spells and magical effects (25% resistance).
76-80 Ability to cast as 9th level Fireball, Cone of Cold, or Lightning Bolt (choose one, 1/day).
81-85 Ability to cast 9th level Wall of Fire, Ice, Stone, Force (choose one, 1/day).
86-90 Gain Aura that can be turned on and off: Repelling Aura Living Enemies must make a save vs Death magic to approach within 10 ft and the user gains +2 AC. Fire Aura cause 2d6 damage to anyone within 10 ft, Cold Aura 1d6 per round and save or slow for 2d4 rounds within 10ft. (chose 1)
91-94 Gain ability to Gate Minion (Vrock, Hezrou, or Succubus/Incubus) 1/week for 24 hours. (choose one)
95-96 Demon Promotion: Increase rank by one level. Non-demons gain powers of a Type 1 demon (retain base form).
97-99 A magic ring of 3 wishes fused to your finger or a Magic Ring of Vampiric Regeneration fused to your finger (chose one)
100 Greater Demon Promotion: Choose powers of a Type 3, 4, or 5 demon while retaining your base form, or Ability to cast Gate (usable 1/week) (chose 1)

d20 Side effects and Appearance Roll Table

Roll Appearance Change
1-5 No visible change: Your physical appearance remains the same.
6-7 Slightly longer nails or claws: Fingernails grow longer and appear sharper.
8-9 Skin discoloration: Patches of skin turn a faint purple, red, or ashen gray.
10-11 Horns sprout: Small, sharp 1 or more horns begin to grow from your head.
12-13 Eyes glow faintly: Your irises shimmer with an otherworldly light (choose a subtle color).
14 Faint mist aura: A thin, eerie mist follows you wherever you go.
15 Slight Proportion change: Slightly thinner and longer limbs or broader shoulder are examples.
16 Fanged smile: Your teeth elongate into sharp points, making your smile unsettling.
17 Dark veins: Feint black veins become visible under your skin, particularly near your eyes and hands. When ever you use magic or high exertion the veins become very visible. Player is detected as Magic and Evil.
18 Emits Miasma: Your body casts an unnatural, near invisible shadow, prolonged contact will cause creatures under 1/2 HD to die. Player is detected as Magic and Evil.
19 Infernal markings: Strange runes or sigils appear etched into your skin, glowing faintly. Player is detected as Magic and Evil.
20 Glowing eyes: Your eyes shine brightly with an intense light (choose the color: red, purple, green, etc.). Player is detected as Magic and Evil.

d100 Random encounter Table: Arena Seats and Bazaar

Roll Creature
01-02 9 ft tall talking Raven offering transportation anywhere for coin.
03-04 Hobgoblin and orc begin to fight with blades and black lightning blasts from the sky and obliterates them both.
05-06 Shadow Mastiff chained to a lamppost, growling at passersby.
07-08 Skeleton picking up trash wearing a bronze medallion.
09-10 Tiefling child with glowing eyes running a dice game.
11-12 Winged Quasit pickpocket lurking in the shadows.
13-14 Ogre butcher chopping unknown meats.
15-16 Succubus lounging on a silk pillow, enticing customers.
17-18 four-eyed goblin selling magic trinkets.
19-20 Halfling chef frying suspiciously wiggling sausages.
21-22 Beholderkin (Spectator) offering "protection services."
23-24 Giant Rat dragging a cart of goods.
25-26 Redcap sharpening a bloody scythe.
27-28 Bulezau leaning on a spear, barking at unruly patrons.
29-30 Sly Incubus playing both parts of a classic play.
31-32 Orc warrior looking for challengers to add to their team in the arena.
33-34 Half-demon bard playing a dissonant lute.
35-36 Woman wearing a bag over her head with "stoned relics" for sale. (a Medusa)
37-38 Horned Devil auctioning gladiator slaves. 2 Humans, 1 high elf, and a gnoll.
39-40 Animated Armor acting as a bodyguard for hire.
41-42 Gnoll baker selling bone-dusted pastries.
43-44 Kobold tinkerer peddling crude magical devices.
45-46 Aarakocra courier delivering messages between vendors.
47-48 Cambion tattoo artist etching infernal symbols.
49-50 Bugbear bouncer guarding a high-stakes gambling tent.
51-52 Drider spinning enchanted silk garments.
53-54 Tiefling alchemist brewing explosive potions.
55-56 Half-ogre peddler selling scrap weapons.
57-58 Arachne fortune-teller weaving tales of doom.
59-60 Flesh Golem serving as a bartender in a makeshift tavern.
61-62 Rakshasa nobleman collecting bets.
63-64 Abyssal Wretch scavenging for scraps.
65-66 Barbed Devil challenging attendees to play mumblety-peg.
67-68 A 9 foot tall Draconian Healer offering healing magic.
69-70 Manticore roaring for attention, chained to a post.
71-72 A human follower of Crom Crucah extoling the return of the greatest warrior.
73-74 Lizardfolk grilling mystery meats on skewers.
75-76 Gargoyle selling enchanted stones.
77-78 Fiendish Minotaur sharpening his axe near a forge.
79-80 A mortally wounded ogre laying collapsed.
81-82 Harpy singing an alluring song for tips.
83-84 Chain Devil crafting spiked jewelry.
85-86 A Githyanki looking for a missing silver sword.
87-88 Half-elf gladiator boasting about upcoming matches.
89-90 Red skinned goblin selling Abyssal Chickens squawking wildly in a cage.
91-92 Lesser Demon juggling skulls and flaming daggers.
93-94 Revenant watching the games silently from the stands.
95-96 Nightmare steed waiting for its rider.
97-98 Bone Devil selling maps to secret Abyssal locations.
99 Abyssal Dragon's severed head mounted as a trophy, being auctioned.
100 Pit Fiend arguing with a Nelfeshne over rules of the games.