I also rather like magic knives and daggers as they can be used by many classes, used many ways and are a tiny bit less iconic than swords.
#1 Thunder: One of the twins. This is a +2 dagger that deafens its target for 1d4 rounds on a successful hit (save vs magic to negate) it can also find its twin (as per locate any object spell ) at will.
#2 Lightning: The other twin. It is also a +2 dagger with the same locate ability. It does exra electrical damage as per a shocking grasp. If both dagger are wielded the user may once per round cast a lighting bolt as per his level. This bolt also stuns (1d4 rounds ) deafens (1d4 rounds) and knocks targets down if they fail a second save (first for half damage, second to negate) The user takes 1d4 subdual damage if this ability is used
#3 Shard Dagger: A Shard Weapon that resembles as clear black glass knife
#4 White Knife: A +1 dagger that does subdual damage against Law normal damage against Neutral and double damage against Chaos.
#5 Earring Dagger: This +1 weapon can shrink down at will into an earing or charm, complete with clasp and when shrunk radiates no detectable magic.
#6 Hornet Knife: A +1 Dagger does 2d4 when thrown and returns automatically on a miss. It cannot be thrown stealthily as it makes a loud buzzing sound when thrown or returning.
#7 Black Knife: A +1 dagger that does s double damage against Law and normal damage against everyone else
#8 Dagger of Poison. This +1 dagger has a hollow reservoir that can hold one dose of poison or holy water. On a successful hit the user may apply this venom instantly with perfect safety to him or herself. After that the reserve will need to be reloaded.
And yes #8 is how we do daggers of venom
Dead Light (Call of Cthulhu adventure summary) - As I've mentioned before here, I've been running a sporadic *Call of Cthulhu *7th edition campaign since Halloween 2014. Most of the adventures I've run ha...
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