LUCIFERO'S DAGGERS

 
a collection of sharp things


Lucifero di Carabassi was once one of the best professional assassins in Capracia. Since retiring, he has taken on more administrative duties within his clan, and lets others do the dirty work. Once the tools of his trade, his collection of exotic daggers had become simple souvenirs of his adventures - at least until they fell into the hands of Jack Tyrsson and company... 


1. The TWINS

Elegant without being showy, these almost-identical matched fighting daggers are masterfully crafted. They bear an old maker's mark from Torreno that attests to the quality of their steel, and are of exceptional balance and sharpness.  

+l / +l 
Resale: ~2000 gp (as a set)
Magic: no
Owner: JACK


2. The VIPER

This devilishly-engineered knife is designed with special grooves for poison, a simple delivery mechanism, and two special reservoirs built into the grip. On a successful hit, the wielder can choose to deploy one or both of the poisons loaded into the reservoirs. 

If both doses are used,  the target must make saves as if they had been poisoned TWICE (either by the same poison, or by two different poisons, as applicable)

The reservoirs are very efficient, preventing poisons from drying or being washed off the blade, and are only injected into the target when the wielder activates it. 

Resale: ~700 gp
Magic: no
Owner: KIAN


3. The VAMPIRE

This exotic wave-form dagger has a special bloodletting charm engraved upon it. It inflicts +l damage, and forces a DC15 CON save. On a failed save, the victim takes l HP damage per round (per wound from the Vampire) until magical healing is applied, or until a DC10 Medicine check is made for each wound.  (1500gp)

+0 / +l* 
Resale: ~1500 gp
Magic: YES
Owner: given to Jenyeva by KIAN


4. The SLIVER

This is a long, elegant stiletto is engraved with multiple charms for speed, lightness, and true-striking. It feels almost like a fluid extension of the wielder's hand, and slips easily into small breaches in armour. 

+2 / +0 
Resale: ~2500 gp
Magic: YES
Owner: KIAN


5. The WIRE

This fighting dagger has a specially-engineered reel built into the pommel, which contains a 20ft length of a very fine wire, wrought of an unknown metal. The end of this wire may be attached to the wrist-band by way of a small ring.  

The wire has exceptional tensile strength (1000 lb test, DC20) , and may used to entangle an enemy (Grapple check as a Bonus in combat), to retrieve the knife after a throw (Interaction/Reaction), or as a garrote. 

To garrote: 
- make a successful Grapple attack
- Sneak Attack damage may be added to the initial grapple (only)
- garrote inflicts D4+str dam per round that the Grapple lasts
- the target cannot breathe for the duration (see Suffocation)

+o / +0
Resale: ~500 gp
Magic: no
Owner: ???


6. The GUTTER

This is an exceptionally cruel looking implement, seemingly designed for skinning, scaling, and gutting with ease and precision, or... other purposes. It can be quite unsettling in its way. Under the right circumstances, it grants Advantage on Intimidation checks and imposes Disadvantage to Constitution checks to resist torture. 

+0 / +2 damage 
Resale: ~50 gp
Magic: no
Owner: ???


7. The BASTION

This large fighting dagger is equipped with long quillions and a shell guard. It bears inscribed charms for durability. Using the Bastion as an off-hand weapon in combat grants an additional +l to AC (this is in addition to the AC bonus granted by the Two-Weapon-Fighting feat). 

+l AC
Resale: ~1500gp
Magic: YES
Owner: LONZO


8. The FOOLCATCHER

This large knife is designed with mechanical spring-loaded prongs and a notched blade that can be used to trap other blades (it is less effective against bludgeoning implements). 

This weapon grants Advantage on Disarm checks, and can automatically retain the weapon afterward (without it falling to the ground), so long as that weapon does not have the Heavy trait.  

Resale: ~200 gp
Magic: no
Owner: ???


9. The TRANSFORMER

This knife has a retractable blade and complex gearing that allows it to collapse and fold in on itself, until it resembles a common decorative brooch, clasp, or belt-buckle. When folded in this way, it can then snap back into its knife-shape with a simple touch. This feature may grant conditional Advantage on surprise attacks. 

+0 / +0 
Resale: ~300 gp
Magic: no
Owner: KIAN


10. The ESCAPIST

This is a small, easily-concealed folding knife with an irregular blade shape, and an array of small fold-out prods, rasps, and other tools in the handle. These features allow it to double as a minimalist set of lockpicking tools (or situationally, as artisan's tools). Concealment of this weapon is considered to have Advantage. 

Resale: ~50 gp
Magic: no
Owner: JACK



11. The CURVE

This exotic recurved Kukri-like knife is well balanced for throwing, and bears a magic charm that can call the blade back to the hand that last threw it. 

With practice, the wielder can make curved throws with this knife, angling it around obstacles (though not at sharp right angles), providing situational benefits versus Cover.

If recalled immediately, it circles back to the thrower like a boomerang, at the cost of one Interaction. The knife can also be recalled as a Reaction up to one minute from the moment it was last thrown, as long as nobody else grips the handle in that time, and the distance is no more than 45 feet. 

The returning knife can potentially strike a target on the return path (using a Reaction) but this attack is always made at disadvantage.

+l to hit / +l  damage
Resale: ~1000 gp
Magic: YES
Owner:  KUAN


12. The DRAGON

This knife is allegedly carved from a dragon's tooth. The blade is blackened and polished to a smooth finish, with an engraved flame motif. The handle is bone, and inscribed with an incantation that can be activated as a Bonus action. 

When the words are spoken, the blade glows like hot iron and inflicts an additional D6 heat damage. Speaking the incantation again cools the blade. This can be used many times per day, but only for a period of up to l minute per day (ie: 10 rounds). 

+d6 heat damage
Resale: ~1200 gp
Magic: YES
Owner: KORVUUS


13. The MASTERPIECE

This is an exquisite and masterfully-crafted dagger. The hilt bears a feline motif, and is wrought from precious metals and inlaid with rare stones. The blade itself is layered steel, and has a distinctive rainbow wave pattern. It is a weapon of almost ceremonial splendor, fit to hang from a king's belt. The blade itself is exceptionally sharp, though in terms of overall performance, the hilt is a bit heavier than it should be. 

+0 / +2 damage
Resale: ~1500 gp
Magic: no
Owner: KIAN



The REDEEMER
This dagger is inscribed with many holy symbols and wards against evil spirits. These will glow when in proximity (30ft) to sources of supernatural Evil (Fey, Undead, Divine, Infernal, etc). 
In addition, the dagger will ward against such beings, requiring a DC13 WIS save in order to attack or advance within a 5' radius of the wielder. More powerful entities will ignore this effect once they save successfully, but weaker types may be automatically warded.
The dagger acts as a +l weapon against supernatural evil creatures, and inflicts double damage (2d4) against them. 
+l / 2d4 (conditional)
Resale: ~2000 gp
Magic: YES
Owner: KORVUUS

*(SACRIFICED TO AWAKEN HRETH THE RAVEN)



Collection Obtained:
Chapter 2 ~ The ASCENZIA AFFAIR
from the chambers of Lucifero di Carabassi