Venris's kukri is a runed kukri that has served as Venris's primary melee weapon throughout the campaign, evolving in both enchantment and physical form across dozens of sessions. It first appears [S15 02:05:24] bent from a prior boss fight and taken to the Otari market blacksmith for repair — 5 silver to straighten it with its runes intact, while a proposed rune transfer to his composite shortbow was offered but deferred. By [S32 02:02:33] the kukri carried a ghost-touch property rune, becoming Venris's main weapon after he lost a hand; in that session it was used to flank and land precision strikes on mummies and McLani. By [S34 03:29:28] the ghost-touch, striking, runed blade had taken on personal meaning — Venris showed it to the craftsman Morhand as a hobbyist's weapon worthy of appreciation. The weapon's status shifted permanently at [S35 02:23:39]: Venris embedded the kukri into his new mechanical arm, called "Money," making it an integrated part of his body rather than a carried item. Already ghost-touch, this integration aligned with his emerging Ghost Hunter identity. A second kukri entered the picture at [S60 04:55:00]: a bent +1 striking crimson blade found on a torture-chamber weapon rack, which on a critical hit extends or applies persistent bleed and grants the wielder temporary HP. Venris recognized its former owner and absorbed this blade into his clockwork arm as well, requiring a 3-action release to deploy. As of [S62 01:33:00] the combined weapon functions as a transforming sword-hand — it pops in and out of the arm, resharpening each time it retracts. In the most recent recorded session it split sodhounds end-to-end and applied bleed, remaining Venris's primary melee weapon.
No open hook is currently recorded.
No open hooks are currently recorded.