From: Dracoraptoris Arborterra
Values:
- Level Requirement: Tier 1
- Stats: None
- Added Skills: None
- Cost: 200 gold pieces
- Tags: Tool, Poison Extraction, Venom Collection, Alchemy Enhancement, Biological Harvesting, Stealth Weapon, Crafting Aid, Nature’s Arsenal, Survival Gear
Lore: The Venomous Exudator is a vial-like tool specially crafted and attached to the creature’s forearm. Its design is intricately tailored to accommodate the creature’s venomous spider ancestry, allowing it to extract and store potent venom from defeated creatures. Legends speak of the Dracoraptoris Arborterra’s ancestral ties to venomous spiders, and how they harnessed this connection to create the Venomous Exudator. The tool symbolizes the creature’s ability to tap into the primal power of venom and channel it for various purposes.
Use: The Venomous Exudator enables the Dracoraptoris Arborterra to extract and store venom from creatures it defeats. This venom can be utilized in multiple ways. It can be used for crafting poisons, creating potent concoctions that can incapacitate or harm foes. Additionally, the venom can be applied to weapons to enhance their effect, imbuing them with the toxic properties of the creature’s lineage. Whether the aim is to incapacitate enemies, gain a tactical advantage, or explore the art of poison-making, the Venomous Exudator becomes a versatile tool for the Dracoraptoris Arborterra, empowering them with the venomous prowess of their spider ancestry.
In the world of Saṃsāra, the Venomous Exudator could be found in various specialized and exotic shops, each with its own trading practices:
- Alchemist’s Emporium
- Description: A shop filled with vials, beakers, and rare ingredients, where potions and alchemical items are crafted and sold.
- Buying: You might find the Venomous Exudator here for 250 gold pieces, with the shopkeeper potentially offering to enhance the venom it can store or use it in their own crafting for a fee.
- Selling: If you wish to sell, the Alchemist might offer 180 gold pieces, interested in both the tool and the potential for unique venom samples.
- Apothecary of Forbidden Arts
- Description: A dimly lit shop in the back alleys or hidden in the outskirts of cities, dealing in rare and sometimes questionable items.
- Buying: The price could be around 220 gold pieces due to the enigmatic and potentially dangerous nature of the item.
- Selling: They might pay 200 gold pieces, valuing the item for its utility in their less savory concoctions.
- Hunter’s Lodge
- Description: A guild or shop where hunters gather, trade, and prepare for expeditions.
- Buying: Here, the Exudator might go for 200 gold pieces, appreciated for its practicality in the field.
- Selling: Hunters would likely buy it back at 190 gold pieces, seeing it as a valuable tool for their trade.
- Exotic Curiosities Market
- Description: A bustling bazaar where traders from far-flung regions converge to sell rare items from across the multiverse.
- Buying: The price could fluctuate widely, but expect around 210 gold pieces, where haggling is part of the transaction culture.
- Selling: Depending on the demand, you could get anywhere from 150 to 200 gold pieces, with the market’s unpredictability playing a significant role.
- The Creatures’ Bazaar
- Description: A marketplace run by sentient creatures of various species, often found in natural settings or in inter-species trade hubs.
- Buying: Given the Dracoraptoris Arborterra’s connection, it might be sold for 180 gold pieces, with additional barter items like rare herbs or other creature-specific goods.
- Selling: They might buy it back for 170 gold pieces, but the transaction could also involve trading for other natural or creature-made items.
- Artisan’s Enclave
- Description: A place where skilled artisans craft and trade their wares, from weapons to specialized tools.
- Buying: An artisan might charge 230 gold pieces for a particularly well-crafted or enchanted version.
- Selling: They would offer around 190 gold pieces, keen on studying its construction or incorporating it into their own work.
How to Buy or Sell:
- Buying: In most shops, you’d negotiate or haggle, especially in markets where the price isn’t set in stone. In an alchemist’s shop or artisan’s enclave, the price might be more fixed due to the craftsmanship involved, but you could still negotiate for added benefits like maintenance or upgrades.
- Selling: Selling would involve showcasing the tool’s utility and rarity. In places like the Hunter’s Lodge or Creatures’ Bazaar, the item’s practical application would be key. You might need to provide a demonstration or share stories of its effectiveness to secure a higher price. Remember, in Saṃsāra, barter is also a common practice, so other goods or services might be part of the transaction.
Roleplay in Different Environments:
- Dense Jungles:
- Offense: In the jungle, the Venomous Exudator would be used to harvest venom directly from the creatures that inhabit this environment. An avatar might roleplay stalking through the undergrowth, seeking out venomous beasts. After defeating such a creature, they would carefully use the Exudator to extract venom, perhaps whispering words of respect or a hunter’s prayer to the spirit of the fallen beast. The venom could then be applied to their weapons for an ambush, where they lay in wait for their enemies to pass by, making their blades or arrows carry the silent threat of paralysis or poison.
- Roleplay Example: “As the jungle silence envelops me, I approach the fallen arachnid with reverence. Its venom, now mine, will aid in our survival. With the Exudator, I draw the essence of the wild, thanking the creature for its unwitting gift. ‘Your strength now guards me,’ I murmur, as I coat my blade with the deadly ichor.”
- Defense: Used defensively, the venom can be a deterrent. The avatar might set traps with small amounts of venom, or intentionally leave traces of it around their camp to warn off predators or rival hunters. If confronted, they could use the Exudator to release a small cloud of venom as a last resort, hoping to incapacitate attackers just long enough to escape or prepare for combat.
- Roleplay Example: “I whisper to the Exudator, ‘Let your venom be my shield.’ I place droplets around our perimeter, each drop a silent sentry. If anyone dares to intrude, they’ll find the jungle’s bite before they find me.”
- Offense: In the jungle, the Venomous Exudator would be used to harvest venom directly from the creatures that inhabit this environment. An avatar might roleplay stalking through the undergrowth, seeking out venomous beasts. After defeating such a creature, they would carefully use the Exudator to extract venom, perhaps whispering words of respect or a hunter’s prayer to the spirit of the fallen beast. The venom could then be applied to their weapons for an ambush, where they lay in wait for their enemies to pass by, making their blades or arrows carry the silent threat of paralysis or poison.
- Urban Settings:
- Offense: In cities, the Venomous Exudator could be employed in subterfuge and espionage. An avatar might extract venom from captured creatures or even buy it discreetly from an Apothecary. The venom could be used to poison an opponent’s drink, to coat a hidden dart, or even to create a small-scale distraction by releasing venom in a crowd, causing panic or sickness.
- Roleplay Example: “With the city’s noise as my cover, I extract the venom, my movements precise. ‘For the shadows,’ I think, as I slip a vial into my sleeve. Tonight, my target will sleep the sleep of the dead.”
- Defense: In an urban setting, the Exudator might be used to safeguard one’s home or hideout. If cornered, the avatar might use the venom to create a defensive barrier by applying it to door handles or window frames, or even to concoct a temporary paralytic to use on an assailant in close quarters.
- Roleplay Example: “The streets are not safe, but my sanctuary is sacred. I apply the venom to my doorframe, a silent guardian against those who would intrude. ‘This house bites back,’ I whisper to the night.”
- Offense: In cities, the Venomous Exudator could be employed in subterfuge and espionage. An avatar might extract venom from captured creatures or even buy it discreetly from an Apothecary. The venom could be used to poison an opponent’s drink, to coat a hidden dart, or even to create a small-scale distraction by releasing venom in a crowd, causing panic or sickness.
- Cave Systems or Dungeons:
- Offense: Here, the Exudator could be used to harvest venom from the subterranean creatures that thrive in these environments. The avatar might use the venom to gain the upper hand in negotiations or to coat weapons for battles against the denizens of the dark. The confined spaces could make the effects of venom more potent due to less air circulation.
- Roleplay Example: “In the echoing darkness, I find my quarry, a grotesque creature of the deep. After the fight, I harvest its venom, the Exudator glowing faintly with the essences of the underworld. ‘Let this be the weapon of shadow,’ I declare, preparing for what lies ahead.”
- Defense: The Exudator could serve as a means to secure safe passage through treacherous tunnels by poisoning food left for unsuspecting creatures or by creating a toxic gas by combining the venom with certain minerals found in the caves.
- Roleplay Example: “I seal the cavern entrance with venom-laced threads. Should any creature pass, they’ll first feel the sting of the depths. ‘Pass at your peril,’ I warn the darkness.”
- Offense: Here, the Exudator could be used to harvest venom from the subterranean creatures that thrive in these environments. The avatar might use the venom to gain the upper hand in negotiations or to coat weapons for battles against the denizens of the dark. The confined spaces could make the effects of venom more potent due to less air circulation.
In every setting, the roleplay would focus on the careful handling of such a dangerous tool, the respect for the power it holds, and the strategic use of the venom to manipulate the environment or adversaries to one’s advantage. The narrative would often involve describing the sensations of extracting venom, the ethical considerations of its use, and the tactical foresight in its application.

Perception of Activation:
- User’s Perspective:
- Sight: You watch as a small needle or mechanism within the Exudator punctures the creature’s skin or venom gland, initiating the extraction. There’s a subtle glow or shimmer along the vial’s surface as it fills with venom, possibly indicating its active state or the potency of the venom.
- Sound: A slight, almost inaudible hiss or the gentle clink of glass as the venom is drawn into the vial. This sound is muted enough that it doesn’t carry far, preserving stealth in the environment.
- Touch: The vial grows warm in your hand as the venom is drawn in, perhaps with a slight vibration or pulsing sensation as it actively extracts the venom.
- Smell: There’s a sharp, acrid scent that might accompany the venom as it’s exposed to air, reminiscent of the creature it was extracted from – this could be earthy, musky, or pungently sweet, depending on the venom’s origin.
- Taste: If there’s any backflow or if the user accidentally comes into contact with the venom, they might taste a bitter, metallic tang that warns of the poison’s potency.
- Extra-Sensory:
- Empathic Connection: You might feel a brief, shared pain or essence with the creature as its venom is taken, a reminder of your symbiotic relationship with nature.
- Aura Perception: A faint aura might be visible, representing the flow of life force or magical energy that’s being transferred.
- Intuition: You sense the effectiveness of the venom, perhaps feeling its strength or knowing instinctively how it can be best utilized.
- Observer’s Perspective:
- Sight: An observer would notice the Exudator glowing or changing color slightly as it activates, with the clear vial filling with a dark or colorful liquid.
- Sound: They might hear the same soft sounds as the user, but these are likely to be even less noticeable from a distance.
- Touch: Not applicable unless the observer is very close, where they might feel a change in air pressure or warmth emanating from the Exudator.
- Smell: The observer could catch a hint of the venom’s odor if they are downwind or in close proximity.
- Taste: No direct taste perception unless they come into contact with the venom.
- Extra-Sensory:
- Aura Perception: They might see a faint disturbance in the air or an aura around the Exudator and the user, indicating magical or alchemical activity.
- Empathic Resonance: If sensitive to such things, they might feel a brief echo of the creature’s pain or the user’s intent.
- Positives:
- Tactical Advantage: The ability to use venom for both offense and defense provides a strategic edge in combat or survival scenarios.
- Resourcefulness: It promotes a form of alchemy or natural crafting, allowing the user to create or enhance items with potent effects.
- Stealth: The quiet activation and use of the Exudator mean it can be employed without alerting others to your actions.
- Negatives:
- Risk: Handling venom is inherently dangerous; accidental exposure could be lethal or debilitating.
- Moral Dilemma: There’s an ethical consideration in harvesting life force for personal gain, which might conflict with one’s values or the world’s moral codes.
- Dependency: Over-reliance on venom can lead to a lack of other skills or strategies, making the user vulnerable if the venom runs out or becomes ineffective against certain foes.
- Specificity: The venom might not be effective against all creatures or in all environments, limiting its universal application.
Crafting the Venomous Exudator
- Materials Needed:
- Glass Vial: A small, sturdy vial with a narrow neck for venom collection.
- Alchemical Sealant: To ensure the vial can contain various types of venom without leakage.
- Needle or Fine Extraction Tube: Preferably of high-quality metal or enchanted material to safely extract venom without harming the user.
- Leather or Rubber Stopper: With a small hole for the needle to fit through, and a means to reseal it.
- Bio-compatible Adhesive: For attaching the Exudator to the creature’s forearm or another body part.
- Activation Crystal or Alchemical Catalyst: A component to trigger the venom extraction process.
- Engraving Material: For any runes or symbols that might enhance or signify the Exudator’s purpose.
- Venom Samples: To prime the Exudator with the essence of venom, if not using a magical or alchemical means to initiate extraction.
- Tools Required:
- Glassblower’s Equipment: For crafting the vial.
- Needle Smithing Tools: To shape the extraction needle or tube.
- Alchemical Workbench: With tools for applying sealants and catalysts.
- Engraving Tools: For any decorative or functional inscriptions.
- Adhesive Applicator: Precision tools for applying the bio-compatible adhesive.
- Skill Requirements:
- Glassblowing or Artisan Crafting: To create a vial that is both functional and durable.
- Alchemy: Knowledge of venom properties, sealants, and how to initiate the extraction process.
- Smithing: For crafting a fine extraction needle or tube.
- Leatherworking or Fabrication: To craft or modify the forearm attachment.
- Enchanting or Rune Crafting (Optional): If magical enhancements are desired.
- Crafting Steps:
- Vial Creation:
- Blow the glass into the shape of a vial, ensuring it has a narrow neck for precise venom entry and a base to stabilize it on the forearm.
- Sealant Application:
- Coat the inside of the vial with alchemical sealant to prevent venom reactions with the glass. Allow it to set properly.
- Needle Crafting:
- Forge or shape the needle or extraction tube, ensuring it’s sharp enough for venom extraction but not so fine as to break easily.
- Arm Attachment:
- Cut and shape the leather or rubber stopper, drilling a hole for the needle.
- Attach a backing that will fit comfortably around the forearm, using the adhesive to secure the vial in place.
- Assembly:
- Install the needle through the stopper into the vial, ensuring a tight fit with no leaks.
- Secure the vial to the forearm attachment with adhesive, ensuring it’s both secure and accessible.
- Activation Mechanism:
- Insert or affix the activation crystal or alchemical catalyst near the needle’s base. This could be done with a small compartment for easy replacement or a magical inlay.
- Engraving:
- If desired, engrave symbols or runes onto the glass or metal parts. This could be for aesthetic, magical purposes, or to denote its alchemical properties.
- Priming:
- If the Exudator is designed to need a primer venom, carefully fill it with a small amount of venom. This step helps in attuning the device to the expected type of venom it will extract.
- Testing:
- Test the Exudator on a safe material or with a non-lethal venom source to ensure no leaks and that the extraction mechanism works correctly.
- Final Adjustments:
- Make any necessary adjustments to ensure comfort, functionality, and safety. This might include adding straps for better attachment or refining the activation process.
- Vial Creation:
Remember, crafting with venomous components requires extreme caution. The crafter should have protective gear, antidotes at the ready, and ideally an understanding of the magical or natural properties of venom.
Vial of the Arachnae’s Pact
In days before the stars found their rightful places, when the world was but a tapestry of shadows and light, there lived a tribe. This tribe, dwellers of the tree-tops and weavers of the world’s first silks, shared kinship with the eight-legged sentinels of the forest.
From among them rose a figure, name lost to the winds of time, but known to all as the Weaver of Fate. One day, as the Weaver sat beneath the ancient boughs, weaving a tapestry destined to hold secrets of the world, there came unto him a vision. An Arachnae, grand and terrible in its majesty, appeared, its many eyes reflecting the cosmos itself.
“From my essence, craft a tool,” spoke the Arachnae, its voice a symphony of rustles and whispers. “Let it be a bridge between the life force of the creatures and the will of the weaver.”
With this cryptic command, the Arachnae gifted the Weaver a drop of its own potent venom. The Weaver, with hands that knew the threads of life, fashioned a vial from the glass of the mountain, a needle from the heart of a fallen star.
This creation, they called it the ‘Vial of the Arachnae’s Pact.’ With it, the Weaver could draw the essence of the jungle’s fiercest protectors, not for dominion, but for harmony. He could extract venom to heal, to defend, to understand the language of life itself.
But the tale turns as all tales do. A shadow fell upon the tribe, a foe of dark intent who sought to unravel their weaves. The Weaver, with the Vial, faced this shadow. He used its contents not for battle, but for peace. He released the venom into the air, where it formed a mist, a mist that spoke to the invader in the silent tongue of the Arachnae.
The shadow, now understanding the balance, the pact between creature and man, retreated, leaving the tribe in peace.
Moral: With great power comes not the right to dominate, but the responsibility to maintain balance and foster understanding.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition):
Name: Vial of the Arachnae’s Pact
- Type: Unique Item
- Cost: 300$ (adjusted for rarity and utility)
- Weight: 1 lb
- Effect:
- Venom Extraction: On a successful Medicine roll (Difficulty at Keeper’s discretion), the user can extract venom from a defeated creature that has venom or poison. The venom can be used to create poison for weapons, adding +1d4 damage to the next attack roll if the target fails a CON roll (DC set by the potency of the venom).
- Alchemical Uses: The vial can store up to 3 doses of venom. These doses can be used in crafting or as a bargaining chip with alchemists or cultists.
- Special:
- Sanity Cost: Using the vial might invoke a small Sanity loss (1d2-1) due to its connection to eldritch forces.
Blades in the Dark:
Item Name: Vial of the Arachnae’s Pact
- Cost: 6 Coin
- Quality: Fine
- Potency: 2 (Reflects its effectiveness in extracting and using potent venom)
- Tags: Venomous, Alchemical
- Effect:
- Extraction: On a successful Tinker roll, extract venom from a defeated creature, gaining a Fine Venom that can be used to poison a weapon, adding +1d to damage on a successful hit.
- Crafting: Can be used to craft alchemical items or poisons during downtime, providing an additional die to the roll for related actions.
- Mechanics:
- Special Ability: Once per score, can release a cloud of venom to give an opponent a Level 1 Harm (Poisoned).
Dungeons & Dragons (5th Edition):
Item: Vial of the Arachnae’s Pact
- Type: Wondrous item
- Rarity: Uncommon
- Weight: 1 lb
- Properties:
- Venom Extraction: As an action, you can extract venom from a creature that has died within the last minute, provided it had a venomous trait. This fills the vial with one dose of venom. You can store up to 3 doses.
- Venom Application: You can apply one dose of venom to a weapon as an action. The next creature hit by this weapon must succeed on a DC 13 Constitution saving throw or take an additional 2d4 poison damage and become poisoned until the end of their next turn.
- Requirements: Must have proficiency in Alchemist’s Supplies or be a creature with venomous traits.
- Special:
- Arachnae’s Blessing: Once per long rest, you can use the vial to sense the presence of spiders or spider-like creatures within 100 feet.
Knave:
Item: Vial of the Arachnae’s Pact
- Slot: 1
- Value: 250 sp
- Properties:
- Venom Extraction: When a venomous creature dies near the bearer, they can use their turn to extract its venom into the vial. The vial holds up to 3 doses.
- Venom Use: When you attack, you can choose to use a dose of venom. If you hit, the target takes an extra 1d6 poison damage and must roll under their CON or CON-save to avoid being poisoned for the next round.
- Crafting: Adds +1 to any roll involving crafting poisons or alchemical items, once per day.
Fate:
Name: Vial of the Arachnae’s Pact
- Aspect: Venomous Heritage
- Description: A glass vial attached to the wrist, designed to extract and harness the venom of creatures with arachnid heritage.
- Stunts:
- Venom Extraction: Once per session, when you successfully defeat a creature with venom, you can extract its essence into the vial. Gain a Boost called “Venomous Edge” which can be used to add +2 to your next attack or defense roll.
- Toxic Trap: You can use Craft to create a Situation Aspect like “Poisoned Ground” in a zone, which can be used to create an advantage or hinder opponents (e.g., making them take a penalty on actions or forcing them to make a roll to avoid being poisoned).
- Notes:
- This item encourages exploration and strategic use of environment and resources in combat by providing narrative and mechanical advantages without altering the balance of character progression.
Numenera & Cypher System:
Item: Vial of the Arachnae’s Pact
- Level: 5
- Form: A wrist-mounted vial with a needle for venom extraction
- Effect:
- Venom Extraction: When you defeat a creature with venom, you can use an action to extract its venom. This gives you one Cypher with the poison effect, which can be used to deal 3 points of Speed damage and impose the Poisoned condition (Might defense roll to resist) for 1d6 rounds.
- Crafting Aid: Reduces the difficulty of crafting tasks involving poisons or alchemical items by one step.
- Depletion: 1 in d20 (Once the vial’s capacity is used, it must be refilled by extracting venom again).
- Special:
- Arachnae’s Insight: Once per day, you may use the vial to sense the presence of spiders or creatures with venomous traits within a short distance.
Pathfinder (2nd Edition):
Item: Vial of the Arachnae’s Pact
- Type: Magical (Wondrous Item)
- Level: 8
- Price: 500 gp
- Usage: Worn (Wrist); Bulk L
- Activate: Interact
- Effect:
- Venom Extraction: After defeating a venomous creature, you can use this item to extract its venom with a successful Crafting check (DC 20). Gain one dose of venom that can be used to coat a weapon, granting an additional 1d6 poison damage on the next hit. The target must succeed at a Fortitude save or be poisoned until the end of their next turn.
- Crafting Aid: Grants a +1 item bonus to Crafting checks for making poisons or alchemical items.
Savage Worlds:
Item: Vial of the Arachnae’s Pact
- Cost: 400$
- Weight: 1 lb.
- Effect:
- Venom Extraction: Upon defeating a venomous creature, you can extract its venom by rolling a Science (Alchemy) or Survival skill at -2. Success grants you a Poison Vial that can be used once to Poison a weapon, which adds +1 to damage and forces a Vigor roll (-2) on the target or they suffer Fatigue from poison.
- Special Ability: Once per session, you can use the vial to gain a +1 bonus to any roll related to dealing with spiders or venomous creatures, reflecting the character’s connection to the Arachnae.
Shadowrun (6th Edition):
Name: Vial of the Arachnae’s Pact
- Type: Biotech Gear
- Availability: 12R
- Cost: 5,000 nuyen
- Gear Rating: 4
- Effect:
- Venom Extraction: Allows the bearer to extract venom from defeated creatures with a Medicine + Logic (4) test. If successful, the vial holds one dose of venom, usable for crafting or direct application to weapons.
- Venom Use: Applies one dose of venom to a weapon, adding +2 DV (Damage Value) for one attack. If the target fails an Edge + Body (4) test, they suffer additional effects based on the venom (e.g., paralysis, dizziness for 3 rounds).
- Crafting Bonus: Grants +1 to Alchemy or Biotech tests when using the extracted venom in crafting.
- Wireless: When wirelessly active, it can interface with biometric scanners to identify the potency and type of venom extracted.
Starfinder (2nd Edition Enhanced):
Item: Vial of the Arachnae’s Pact
- Level: 5
- Price: 1,800 credits
- Bulk: L
- Capacity: 1 dose
- Hands: 1
- Usage: 1 per extraction
- Effect:
- Extract Venom: Can extract venom from a defeated creature. Requires a successful Life Science or Medicine check (DC 15). Venom can be stored for use in crafting or applied to weapons.
- Venom Application: Apply to a weapon to deal an additional 1d6 poison damage. Target must attempt a Fortitude save (DC 15) or become impaired for 1 round due to the poison.
- Crafting Aid: +2 circumstance bonus to crafting checks when using venom.
Traveller (Mongoose Traveller 2nd Edition):
Item: Vial of the Arachnae’s Pact
- Tech Level: 12
- Cost: Cr 20,000
- Weight: 0.5 kg
- Effect:
- Venom Extraction: User makes an Education check (DM -2) to successfully extract venom from a creature, gaining one dose. The vial can store up to 3 doses.
- Venom Application: Apply one dose to a weapon, increasing damage by +2 for one attack. Target must make an Endurance check (DM -2) or suffer from the poison (effects can include paralysis, nausea, determined by the referee).
- Crafting: When crafting with venom, reduce the difficulty by one step.
Warhammer (Wrath & Glory):
Item: Vial of the Arachnae’s Pact
- Rarity: Rare
- Cost: 150 Thrones
- Weight: 0.5 kg
- Effect:
- Venom Extraction: When a creature with venomous traits is defeated, a user can attempt a Scholastic Lore (Alchemy) or Medicine test (TN 5). Success grants one dose of venom.
- Venom Use: Apply the venom to a weapon as a free action. On a successful hit, the weapon deals +1d3 poison damage. The target makes a Toughness test (TN 5) or gains a Level 1 Harm (Poisoned) for the next round.
- Crafting: Provides +10 to any test when crafting alchemical items or poisons, reflecting the quality and potency of the extracted venom.
