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The Outlands

Locals and Lore

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Outlandish Monsters

Every plane has its native sons, and the Outlands is no exception.
Here then is a summary of the beasts you can find
on the Land that're unique to the plane...

Butterfly, Spire
Being an Innocent-looking insect which just Won't follow the Rules


Being an Outlandish creature with a Dangerous method of Keeping the Balance


Being a Mythical Hinterland beast that Doesn't even believe in Itself


Being a fiendish Shepherd of Souls, with Ends most Mysterious


Being a race of Unseen creatures loving Tricks and Traps and sometimes Good deeds
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Sites and Sounds

Automata Crossbows (by Planewalker)

Everyone on the planes gets used to seeing items and trinkets from all across the planes. It would be nothing to own half a dozen different items ranging from the 635 th layer of The Abyss to the sixth slope of Mount Celestia. However, there are always a few items that stick out in a body's mind as distinctive. Such an item would be the clockwork cross-bows of Automata.

These crossbows are produced at great cost by Geron the Mechanist (Petitioner / male human / 0-level / Fraternity of Order / LN), an inventor with a knack for creating complex geared machines. His workshop is filled with all sorts of mechanical birds and creatures, not the least of which is a clockwork golem he manufactured that answers the door and retrieves items for customers. Many fighters with some jink to toss away like to grab one of his clockwork crossbows to impress their employers and the common berk on the street. All clockwork crossbows are manufactured from steel, making them pretty heavy weapons to lug around, but many crossbowmen swear on them. The secret of their popularity lies not only in their exotic look, but in their accuracy and the gear mechanisms that cut loading times up to half of a normal crossbow. Every clockwork crossbow provides a gear mechanism that, when a loaded bolt is fired, helps reduce the pull needed to re-cock the crossbow, resulting in faster loading times. This causes the firing rates to move up an extra half-attack for all clockwork crossbows. [For instance, a normal heavy crossbow fires at a rate of 1/2. A heavy clockwork crossbow fires at a rate of 1/1.]

This fact alone makes the clockwork crossbows a popular item among planewalking bolt-throwers everywhere. That's not the only thing they're know for, though. Clockwork crossbows provide the user with non-magical pluses to their attack and damage. Any general clockwork crossbow provides a +1 to attack and damage scores, and Geron can make ones that are up to +4 due to special sights and balance mechanisms in the drawstring. In order to get the bonus, you also need to have a special steel bolt (made by Geron's Workshop, of course) loaded in order for the bonus to have full effect. Any other bolt gets half the bonus, rounded down. Reports from the battlefield say that the crossbow, though non-magical, can injure as a magical weapon for purposes of attacking high-up fiends and other highly magical creatures.

While bolt-throwers get excited at the possibilities of such a weapon, there are a few drawbacks that the weapon has. For one thing, the weapon is heavy. Being made completely of steel, they enjoy a large positive gravity factor when used. Another item of note is that they are clockwork, and while durable, they can and do get jammed when not maintained properly. Geron recommends cleaning the gears and retuning the aiming and balance mechanisms every day, more if you're in a high airborne particle area such as Pelion or extremely dirty areas like Minauros. And it needs to be thoroughly dried after being submersed, a process that takes at least a half-day under ideal conditions. He also recommends a "tuning-up" of the weapon every half-year, Automata, which is about six months. Every two months after the sixth that it isn't tuned up, the weapon loses a plus until it has no bonuses.

The final deterrent to those who would be top shelf marksmen is cost, and believe me, cutter, that's cost with a capital "jink." These weapons start at a few thousand gold pieces, and can easily soar into indentured servitude for a decade or so or a Merkhant's life savings, whichever is easier for the customer. For DM's looking to bleed off jinx that's lying around in barrels in the PC's kips, here's the time to do it. "Basic" clockwork crossbows go for 5,000 gold or it's equivalent in metal or metalworking materials (This is due to the fact that he goes through a lot of metal and tools, and this is an easy way for him to get them without the hassle of having to do it himself. Geron reserves the right to refuse payment this way, especially if the PC's try to peel him by giving him inferior quality metal or tools, or he just doesn't need the tools or metal now. It could be a good way to kick off an adventure, though. Imagine the PCs wanting a crossbow and having to trek to a Prime world to retrieve some rare ore from a Dwarven kingdom there. Of course, the dwarves don't just give it away to anyone, and they've had this small problem with an itty-bitty drow raiding party…. Undermountain, anyone?)

Geron's Workshop: Geron's workshop is located in Automata, 3 blocks Spireward of The Council of Order Main Building, just along Modron Way. It's a large two story building, with all sorts of things hopping about and chirping and whirring and lots of things you would associate with wind-up toys. Most of them are wind-up toys, but there are quite a few that aren't. Geron is the owner and proprietor, but maintains a staff of three mechanists and a half-dozen apprentices who are responsible for general maintenance and upkeep of the models on display, as well as basic repair work. The shop and workrooms are located on the first floor, and Geron's quarters are on the second (which, incidentally, are pretty good and well decorated. Think of a Humanities professor's house, filled with books and nice, old, furniture and things like that.)

Geron is a clean cutter. He believes in hard work and an honest wage for that work. He knows he's one of the best in the planes, and he'll charge people for that level of expertise and knowledge. Sure, you can get clockwork crossbows at other places in Automata and Sigil, but they aren't as finely crafted as his, and there's nothing illegal about charging people for that. His apprentices, however, are another matter. He's not sure who, but there have been rumours that one of his apprentices is working for the Council of Anarchy and looking for a way to arm their soldiers with his weaponry with having to pay the huge amounts of money for them. Geron's not one to mess with politics, but anarchy is a bad thing in his mind, and if anyone could help him find out who was the mole, he would be grateful -- perhaps even grateful to give a discount on one of his items….

The statistics listed below are for Geron's clockwork crossbows and his specially made bolts. These statistics apply only when both the crossbow and bolt are used together. If a clockwork crossbow uses normal bolts, or special bolts are used in a normal crossbow, apply the normal statistics found in the Player's Handbook.


S-M / L

Light crossbow

5,000 gp +

Heavy crossbow

8,000 gp +

Hand crossbow

15,000 gp +

Light quarrel

1 gp
5 = 1 lb
1d6 / 1d4

Heavy quarrel

2 gp
5 = 1 lb
1d8+1 / 1d6+1

Hand quarrel

10 gp
10 = 1 lb
1d4 / 1d3
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The Brothers of the Dark Hood (aka "the Outlands Dark Eight") (by Brian)Outlands Symbol

Nilis Blackwing, an Outlands planewalker, lanned me this chant about a bunch of bandits who've been preying on caravans crossing the Lands...

The merchants of Sigil make a good deal of their jink by arranging goods and supplies transport into Sigil. Usually the goods come from the primes, the Great Ring, and else where by way of caravan. Of course there are a lot of bashers out there who like to pray of these caravans. Why just a short while ago I came across the remains of one such caravan after it had been robed. There wasn't one survivor. Now berk with more than portal to the quasi-plane of vacuum in his brain box knows that if you are going to move a single wagon goods through the outlands, you need to have some cutters for protection. This group was smart and had five bashers with them, yet it did them no good. Every one of them was brought down, but I couldn't find any bodies of the raiders. I couldn't find any spots of blood on the ground so it wasn't like they carried the corpses off. I'm betting they were able to take down every one of the guards and the caravan drivers and merchants with out taking a single casualty. That's impressive to say the least.

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The decimated caravan was right next to a portal, so I took a step through. I landed in some burg in the Grey Waste. The caravan had apparently left from there with a shipment of baatezu and tanar'ri ichor, flesh, teeth, claws, and other assorted good stuff harvested from a near by Blood War battlefield. Apparently this caravan travelled this course on a set schedule. And a few days earlier some other cutters had come through asking about the very same caravan. With a bit of garnish, I was able to convince the inn keeper to give be the dark of these berks.

There were seven of them, but they kept mentioning, to each other, about what "Klyster" had told them to do. As in: "Don't forget, we are suppose to get some beef for Klyster, or he'll have all our heads on a pike!" A talked to the butcher of the town. The seven of them bought the three largest chunks of beef he had! This Klyster cutter must have one big appetite. According to the townsfolk, the other seven cutters were a group of mixed characters. Four were human, but there were two tieflings, and one was either half ogre of half orc.

I've got a basher-by-basher description below:

Jonis Crosh Human, 1st-level fighter (Str: 17, Int: 6, Align: N)
A large fellow who seemed a bit slow The leather headed sod just kind of followed the rest of the guys around asking stupid questions and such. He wore a set of black studded leather armour that had spiked studs. He had a long sword and buckler. The rest of the group kept yelling at him, and they used either his first or last name when doing so.

Nimbus Human, 1st-level bard (Align: NE, NWP: Fast Talking, Intimidation)
Born to be a true knight of the post, this basher talked the bartender out of a full keg of bub! He had no armour, and only seemed to have a short sword. One of the children of the town noticed he had something shiny up his right left sleeve. I'm betting it was a dagger in a wrist sheath.

Dornith Human, 2nd-level fighter (Align: LE, specialist with bastard sword, proficient with lasso)
Silent with a constant grim look on his face, he didn't say nor do much of anything the entire time he was here. He usually had his hand on his sword (bastard sword, Green Steel) and had a set of banded mail.

Corleath Human, 1st-level wild mage (Align: CE; Spellbook: Cantrip, Nahal's Reckless Dweomer*, Hornung's Guess, Magic missile*, Shocking Grasp, Patternweave)
He was noted for not having a cleanly shaved chin, and for being completely bald on the top of his head, by a lady who spent the night with the cutter in his room at the inn.

Trodis Half-ogre, 1st-level fighter (CE; Specialist with scythe, Str: 18/31, -2 to Dex & Int when drunk)
A bit of a braggart, he told a story to the local bubbers about how he got discharged from a mercenary force on Acheron for killing his commanding officer in a duel. He accented his story by drinking his bub from his own mug, which is made out of a human skull. He was not seen sober his entire stay in the burg. His weapon of choice is a hooked scythe, and a sickle for close quarter fighting. He wore scale-mail.

Narnis Tiefling, 2nd-level Fighter (Align: NE; Tiefling abilities: 1/2 damage from fire, cold, and acid. Darkness 15' once/day, Infravision 120')
Also somewhat of a braggart also, a barmaid told me that he use to be part of an Abyssal army. He "escaped" when his side lost a battle of the Blood War on part of the Outlands. He has Goat legs and small horns on his forehead. He wore leather armour and was armed with a battle-axe.

Black Heart Tiefling, 3rd-level thief (Align: NE; Tiefling abilities: Harmed only by magical or silver weapons [S, P only, B works fine] blur 1/day, invisibility 1/week, mirror image 1/day, infravision 120', detect magic 3/day. Carries darts with type "O" poison. The crowbar is only close-quarter weapon)
The group always called him "Black Heart" or just Black. He wore a black trench coat apparently had some pockets only on the inside. I suspect a full set of picks and such. The innkeeper noticed that he had some arrows he was toying with but didn't have a bow in his gear. I think he might have a collapsible short bow under his jacket. He was noted for having Blue skin, horns on his head, and a lizard tail. I also learned that he refused to take silver coins as part of his change at the blacksmith. He bought a crowbar there.

After a few rounds of free bub down at the tavern I was unable to get and idea of whom Klyster was from the bubbers, but the bartender was very happy with my tab. He informed me that he was referred to as "old 4 arms" once or twice, and the he killed some one once, just for looking at his face! From the sound of it I'd say the group was led by a reave (see PSMC2) But reave generally aren't considered that smart. After a talk with an old beggar named "Grossis" he told me that he noticed that whatever "Black Heart" seemed to suggest happened, even though he wasn't the apparent leader. I'm betting that he is the behind-the-scenes leader of the group, and that even the reave doesn't know it.

Author's Note To DMs: I set this up so that the It should be fairly easy to modify this account of the highwaymen so that the PCs are the ones asking the questions. Some things like appearances can be easily had, while more important bits mention their sources in the town. Black Heat was designed to escape when the group is brought down, and eventually become a recurring villain. The group tends to pretend to be a broken down caravan (the wagon has the reave covered up in the back and the rest of the group dressed in rags over their armour) and then spring to life when another caravan stops to help.

These characters were designed as low level villains. In a campaign filled with fiends, celestials, and the most powerful creatures of the multiverse, it can be hard to get a low level games going. Most of the characters are low level warriors, and their leader, a reave, only has HD 2+4. Only Black Heart needs special weapons to hit him, and if the group has type B weapons they can still harm him. (Although he should escape for later use)

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Miestras the Reaver's Auction House (by Brian Danford)

A great deal of berks seem to forget that Primes (the place, not the people/things) have value. Every day a new lot of clueless primes come plodding into Sigil. Most cutters seem them as easy prey to be peeled and bobbed with ease. But many forget that these primes have powerful weapons, spells, and other assorted items of value. Now it ain't easy for these primes to get to Outer Planes, so that leads me to my next bit of rather obvious dark for every new magic spell or item brought to the Outer Planes, there must be hundreds left on the primes. There are near-on infinite crystal spheres, and so many plane-walkers fully ignore what potential power these places could provide, and berk, power is profit.

Point in case: Miestras the Reaver's Auction House.

For those of you who aren't well-lanned on the prime civilisations, a reaver is a the name for a rogue neogi. The Neogi tend replenish their numbers by turning older neogi into large bloated egg sacks. As you can imagine, not all neogi look forward to that. This particular basher was a bit on the barmy side for a neogi. He thought it was possible for a creature to be neither slave, nor a slave owner. In neogi burgs that's an invitation for early "retirement." So Miestras picked up kip and headed for where he thought would be the best place to hide from his Xenophobic brethren The Outer-Planes. Being a Prime-blood he new the value of the Prime worlds, and set-up an auction house. Now I bet most of you berks out there want to know what is sold at these Auctions. Well I'll let you in on the dark of it: spell books. That's right, he sells spell books. Every Prime has its fair share of spell slingers, and everyone one of them has at least a few spell books, and most of them have spells that haven't ever been seen of or heard of on the great ring. On top of that, the prime has artwork, and artefacts galore, but he makes his most money selling spell books with unique spells.

Miestras set himself up with a very lucrative business. He pays cutters for suitable locations on backwater primes. Suitable as in out-of-the-way locations near moderately powerful mages, or similar deposits of magic goodies, then he pays a few more bashers to go collect the goods. Anything else the bashers bring back they can keep, but if the sods don't bring back anything of "value" to cover the cost sending then to the prime, well they become the new slaves of Miestras until they either die, or repay him 3 fold the jink they owe him.

Four times an Outland year, he holds an Auction. Hundreds attend. These week-long auctions are divided into sections. The first day non-magic works get sold. Mostly tapestries, paintings, and sculptures. It isn't uncommon to see representatives of some of the wealthier families of the Ladies Ward there. The second and third days are devoted to arms and armour respectively. All manner weapons can be found. Only uniquely magical items to be had. No simple +3 or +2 items. If you are itching for an intelligent weapon, you can be sure to find one here, and you will most likely get to chose one with a similar out look as you! The fourth day has rings, rods, wand, staves, amulets and other knickknacks. Once again, only ones with rare powers are to be had. The rest of the time is spent on the scrolls and spell books. Some of the truly expensive books have true names of fiends in them. Prime wizards have a habit of trying to summon the blokes. Others simply have strange spells. On occasion, Miestras will have one of his wizards demonstrate a spell on a few slaves.

The auction house itself appears to be a small, well-maintained solid stone dwelling with no windows and only one entrance. Upon entrance, a Yugoloth greets the guests. Before going further admission, a fee must be paid for entry, and a binding contract must be signed. The contract stipulates that no fighting will be tolerated in the auction, and the penalties for failure to pay.

If the fee is paid, and the contracts signed, The cutters are allowed into the rest of the auction hall. It is assumed, by most, to be a more powerful version of Mordenkainen's Magnificent Mansion as the interior is far larger then the out side of the building, and semitransparent waiters move about. While this would fit the spell's description, Bags of holding and other similar devices still seem to work inside the hall, so there must be other forces at work.

Miestras is present at every auction. He can be seen riding on a large silk pillow being carried by is umber hulk slave. He has never been seen away from this umber hulk bodyguard.

The Auction house has no noticeable defensive structures or people. The inside has a number of bodyguards such for Miestras and his guest, but no where near the amount of defence that you would imagine an inter-planer raider would erect. Especially one that specifically targets primes with powerful magic items or spells.

The Auction hall is located in what was once a small town in the Outlands. Miestras bought up everything in the town and evicted the previous owners. Slaves, and currently employed raiders aren't allowed inside the Auction hall (neogi are xenophobic after all) so they stay in the surrounding buildings. Cutters interested in finding the anthill should travel to the gate-town of torch, and then head towards the Spire.

Prices: Admission: 1000 gp per person, per day. Food, drink and board are all free with admission.

Jobs: Location for raid: 2000 gp. Prime Raider: 1000 gp, plus any gold or "normal" magic items found on the prime. (If you can make the cut).Outlands Symbol

DM's Dark: Miestras left his crystal-sphere when he was very young, and thus he only had his one slave at the time. (The umber-hulk) He was afraid that his "radical views" would hasten him into becoming a grand old master. He was originally going to "hide" in Sigil because he felt it would be far too crowded and busy for other Neogi to want to deal with. But he found that it was also to busy for himself. He moved to the less crowded Outlands. He still fears his brethren, although it is unlikely they will find him. The actual auction hall uses a permanent "mansion" spell. He used a number of wish spells to hide the location from the prime wizards he has stolen goods from (and his Neogi brethren), and to allow all magic items and spells to work inside the mansion. He sends raiding parties using what is more or less a round trip plane shift spell. It requires expensive components, so he is very careful who employs.

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Black Jaw (by Brian)

[Note: This character is a much higher-level version of the Black Jaw in the entry above, intended for use by DMs with higher-level campaigns who seek a powerful adversary for their PCs.]

There are a number of unwritten constants in the multiverse. The reason they are unwritten is that if some leatherheaded sod were to write it down, another leatherheaded sod would read it and prove it wrong. That's why I ain't going to say: "No matter how good you are at something, you can always find someone else who is better." Hey wait a second, you ain't planning on writing this down are you'se? Well that might explain why no one, but no one, is as good a burglar as Black Heart.

What's that! You ain't never heard of the great Black Heart?! The plague of the Misers!? Living legend to all thieves in the multiverse, and you ain't never heard of him? Does clueless run in your family or are you just naturally leatherheaded? What's that? Oh you're a prime! Well that would explain it a bit then wouldn't.

Well settle on down here, and for the small fee of another bub, that's the interplanetary name for beer mind ye, I'll tell you all about old Black Heart.

Well the best place to start is usually just that, the start. Black Heart is a thief, not just any thief mind you, he's a professional. He can get in to any vault, bank, hoard, lair, etc with out setting of one alarm, or meeting one guard. Course he wasn't always so good. He originally was part of a band of Highwaymen. They called themselves "Brothers of the Dark Hood" or some rabble. It was basically seven planewalkers and a reave. The reave was the official leader but Black Heart (even as he was known back then) more or less did all the thinking for the reave and then some. Caravan plundering was to easy and to small time for the likes of Black Heart. He quickly tumbled to minor theft in side the Cage, err the City of Doors. I wouldn't want to confuse you there, sir prime. Anyway, he stole from clueless and well-lanned cutters alike. He eventually moved on to breaking-and-entering cat-burglary, although he quickly learned to avoid the breaking part, as it tends to draw attention. He ended up making a bit of a name for himself. A talented lone wolf thief is neither liked by thief guilds nor the Hardheads, so needless to say every basher from both sides of the law could pick up a bit of jink for his head.

It took no more then two years for Black Heart to become so good at what he did that he couldn't do it anymore. He upped and left Sigil altogether. He now makes his kip on the Outlands. Has for a number of years. That how he became known as the Black Heart Plague. You see the Merkhants (that's a sect mind you) all tend to have holdings and vaults scattered around the most out of the way parts of the Outlands. These became the targets of Black Heart. He plundered one unique item from everyone of the merkhants he could find. Everything from a Sword from the Blood War to a Massive Diamond from the Plane of Minerals was taken. At one vault he got into, he found only a mound of coins with no unique items. Instead of taking some coins, he wrote a note to the owner in complaint!

Although its not like as soon as he stepped onto the Outlands he suddenly became a master thief -- far from it! He improved his skills in the Cage and he got some nifty tricks all worked out. For example, instead of trying to sneak past the guards, or trying to fight them or such, Black Heart just kills them outright before entering. Some suspect magic, other suspect psionics but I once had a conversation with someone with the dark of it. He kills them with poison. A gas to be exact. But type has got even the Hardheads confused. See it appears to be yellow mould spores, and a lot of them. More then a small patches of mould, so some how he is either collecting the spores, or duplicating the effects. Regardless, it hard to defend from. Now the rest of the thefts are better understood. It's all fairly standard stuff. It's just that such standard tactics shouldn't work on such heavily guarded vaults. He tends to come into the buildings through small openings usually used for ventilation or service etc. He disarms the traps as he goes, and uses acid or such to get past bars/barriers. Then he goes in, avoids the magic traps, takes the desired object and gets out. Course no one knows why he is just able to do this. No other thief has ever been able to just disarm the traps in a miser's vault, or just go around the magic traps, but for some more bub I'll tell you why I think he does it

Well now, let's see. First off he's get the experience for it. He has been doing this stuff for a long time, and he more or less specialises in high security vaults and such. I also think It has to do with his heritage. See there is a bit of cant going around that Dark Heat is a direct descendent from some yugoloth high up, and if any creature is better suited to getting itself into places it ain't suppose to go, it's a yugoloth. Yup that's right he's a tiefling. Not that it's all that surprising. Plenty of thieves are of fiendish heritage, but this one got more 'loth then mortal in him I reckon.

Now some say you can best judge a thing, by its enemies, so let me tell you of a few here just so you can get an idea. He's wanted by the Harmonium for numerous thefts in Sigil, but that ain't nothing compared to this: A few Merkhants banded together and did the only thing they know how to do when presented with a problem, threw money at it. The result was a band of yugoloth mercenaries took the job of tracking down and bringing in Black Heart. The band is said to have three canoloths, an arcanaloth, and a host of lesser 'loths. On top of that, there is still a good deal of bounty for his head in the underworld, so a number of assassins are always on the look out for him.

Black Heart tends to enjoy the thrill of the chase, though. He is constantly playing games on his pursuers. He doesn't tend to kill them, although some say he can't. He is a master thief and not an assassin, but as a master thief, he is nearly impossible to find. There is one fed-up arcanaloth out there that can attest to that!

So what does he look like? Well now that's some very hard dark to come by course I'm a bit thirsty and.... aww, you read my mind!

Well no one has actually seen his face in more then a few years, but there are some that met him back when he was just a minor thief. They say he had this real blue-looking skin, and he had horns on his head, like coming out of his forehead. And he had a lizard tail. Rumour has it that the tail was kind of prehensile, as he was known to use it to pickpockets back in those days. And the last bit I heard was that he never touches silver. My guess is that he got some fiend-related disorder about it. Kind of like how he never tells anyone his name (you didn't think he was named Black Heart at birth did you!?) on a count of they might be able to use that true name magic on him.

Black Heart, Tiefling, 17th-level thief (Align: NE)

HD: 17 (d6), HP: 52 , THAC0: 12 (+2 dex), Armour Class: 10 (silver, magic, or type B weapons only, -3 dex), Str: 9, Dex: 17, Con: 10, Int: 15, Wis: 11, Cha: 9 (-3 to non-tieflings/fiends due to appearance), PP: 75%, OL: 95%, F/RT: 95%, MS: 95%, HS: 90%, DN: 65%, CW: 90%, RL: 50%, BackStab: x5

(Tiefling abilities: harmed only by magical or silver weapons [S, P only, B works fine regardless] blur 1/day, invisibility 1/week, mirror image 1/day, infravision 120', detect magic 3/day)

He is noted for having blue skin, horns on his head, and a lizard tail. He is somewhat short, and is very slim. He always wears a large black trench coat which also servers as a "dark suit" (+5% to hide in shadows) as well as contains his gear. The out side of the coat has only two pockets which hold nothing, but inside, a few dozen pockets hold sets of green steal thief picks, lock chisels, wire cutters, small hack saw blades, files, glass cutters, climbing daggers, and "special" arrows (four poisoned, one major grapple, and five stone bitters). Each item has a separate pocket so that even as the coat moves about, none of the parts can hit each other and make noise. Under that coat, when on a job, he wares a "spider" or housebreaker harness. He commonly uses it to suspend himself from ceilings and such to avoid floor panel traps. When on a job he also carries a pair of bags of holding (usually stored in a single non-magical bag) one holds additional larger gear like his crowbar, rope/cables, spikes, a magically silent hammer, and other such goodies. The other bag of holding contains a large colony of yellow mould. In order to activate its spores, he disturbs the molds my throwing sling shot bullets into the sack until the spores shoot out into a massive cloud. (10d4 foot by 10d4 foot) In order to allow himself to breath, he uses a small bag of holding (the kind commonly used by mages to hold spell components) but instead ties it to his head and breathes a 20 minute stash of air in it.

He also uses a few protective items, such as a wrist sheath (normal throwing dagger inside), poisoned darts in his jacket cuffs (Brain Spider venom or type "F"), and a collapsible short bow +2. (Sigil forged)

His personality is not that of outwardly aggression or hatred but he always looks out for number one. The rest of the Multiverse can pike it. He steals because he needs the cash. Not that he doesn't already have a lot, but living well, and not leaving a trail for other to fallow, and still getting at rare items (like green steel thief picks or Brain Spider Venom) can be far more costly then one would dream. True to the professional thief, he no longer requires the thrill of the theft (it has been replaced by the chase) so he does his work smoothly and efficiently. It's his job, and he is very good at it, nothing more.

Avoiding the constant flow of trackers, bounty hunters, and assassins on the other hand, is now his favourite past time. He enjoys the look in the eyes a hunter gets when a prey gets away from them, especially when he was the prey. He will go to great lengths to fall into and then get out of an ambush. He is not stupid though. He never intentionally gets into an ambush without first knowing what it is and how to get out of it. He also always wears an amulet of proof against detection.

Author's Notes for Role Playing Dark Heart:

He is designed to be chased across the Outlands as he steals valuables from dozens of museums, treasuries, and Merkhant vaults. Perhaps even Magnum Opus herself is after the blood. He will outsmart, frustrate, and taunt PCs who are trying to catch him far more often they trying to kill them. Actual physical conflict is only the last resort of a thief of his skill.

I only included thief stats so that if he is encountered face to face, the DM will know how good he is at hiding in shadows etc. He should never actually fail to by pass defences or alarms when entering or stealing from a location. Also, he is very direct in stealing from a location. He enters via the easiest way, which is rarely a door. He is more likely to melt a whole in an iron roof (with acid), drop in by rope and steal a large gem with out ever touching the floor than he is to try and by pass PCs or other guards/traps at a front door. If he is ever pressed into a situation where he can not escape or fight his way out (poisoning a PC can give him a diversion etc) then he will surrender, and latter attempt to buy his way out etc.Outlands Symbol

Some possible "hooks" that could be built of this character include:

  • He is some how the result of a selective breeding project of a baernoloth. His yugoloth adversaries are under the control of an ultroloth that wants to see what the baernoloth has been up to.
  • He steals a magical artifact and doesn't know its full destructive power.
  • He is actually being funded by a Merkhant to steal other Merkhant's valuables and thus advance his employer in the sect hierarchy.
  • After being captured by the PCs, and brought to justice, He promptly buys his way out of the system (a trick learned from his merkhant targets) and then decides its his turn to chase the PCs.
  • The PCs are hired by the Harmonium to setup a sting operation in which the PCs are suppose to meet up with Dark Heart and try to catch him while he attempts to sell a dragonslayer sword. (PCs pretend to be a group from the Plane of Air, where dragons are ruthlessly hunted down and killed)
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Lucias d'Amberville (by Mike Hachey)

6th level mage, human (werewolf) prime
Chaotic Neutral
Str: 10, Dex: 12, Con: 9, Int: 18, Wis: 17, Cha: 16, THAC0: 18, HP: 52, AC: 9.
Special Abilities: Lucias has standard mage and werewolf abilities
Equipment: Wizard robes, ring of protection +1

History: Lucias is a prime wizard from the world of Mystara, wherever that is. Like most primes, he has some crazy ideas, 'cept his seem to make sense. The second he heard about theories on the Hinterlands, he immediately thought a lot of not-quite barmy notions.

Anyway, Lucias was borne into a royal family in Glantri, some country in his prime world. The cutter liked to spend time around his Uncle Ettiene d'Amberville. Lucias was spying on his uncle one day. Ettiene was making a wish to travel to the "Plane of Concordant Opposition". Lucias was watching from the rafters below. After the wish was worded, he fell from the rafters and in through his uncle's portal.

Lucias found he liked the Outlands, though. He travels even to the Spire's base (he says the Spire's base is really not even on the Outlands), where his magic does not function, just to study it.

Lucias has one problem: Lycanthropy. When he was 12, he was bitten by a werewolf, and now every quarter moon, he's growing fur and running around like a Xaositect. . . well maybe not quite THAT unpredictable.

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Copyright 1998 by Jon Winter and respective authors,
art by Jeremiah Golden

Consult the Mimir Again