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Ogerfänger

Ogre Catcher

“If you set out to fight these maneaters, be sure to take an ogre catcher with you. This and the ogre swatter are the only reasonable tools for fighting these monstrosities.”
- Arlan Adersen, Duke Angasal’s Pike Regiment

The ogre catcher is a heavy dagger with a special property already apparent at first sight. Folding hooks that lie along both sides of the blade extend automatically and dig into flesh when the dagger strikes its target. Attempts to remove the hooks result in further injury. Though originally developed for hunting, it quickly proved highly effective against ogres (and humans).

According to legend, this weapon gets its name from its effectiveness against ogres, and while it is true that many ogres have suffered grievous injuries from these daggers (ogres never take the time to extract them properly), a wound from a single ogre catcher cannot kill an ogre.

Brother Hilbert of Auen, Blessed One of Peraine

“It’s a despicable weapon. Never try to remove one by yourself. Find a medicus.”

— Brother Hilbert of Auen, Blessed One of Peraine

TechniqueDamageP+TAT/PAReachWeightLengthCostComplexity
Daggersd6+2AGI 140/-1short stn
2 lbs
35 cm
13 inches
100 Ssimple

Weapon Advantage: The hooks automatically extend when the weapon inflicts damage. Holding onto the weapon after the hooks extend requires a successful competitive check on Feat of Strength (Dragging & Pulling). On the following CR, the wielder may attempt to pull the dagger from the enemy’s flesh by making a brawling AT with a -2 penalty. If that check succeeds, a further successful Feat of Strength (Dragging & Pulling) check retrieves the weapon and inflicts an additional 1D6+2+QL DP. If any of those checks fail, the weapon remains stuck. On the next CR, increase the difficulty of the brawling AT by 4. Others within attack distance of the target may attempt to pull the dagger loose. While embedded, an ogre catcher inflicts 1 DP every 5 minutes. To remove it, either pull it out with brute strength (1D6+2 DP) or attempt to extract it carefully by making a Treat Wounds check. Failure inflicts 1D3 DP but takes only 1 minute.

Weapon Disadvantage: When used for a successful parry, make a Feat of Strength (Dragging & Pulling) check. On a failure, the wielder drops the weapon.