Poisoned Dart Traps

From: Whisperbloom venom

Lore: The lore surrounding Poisoned Dart Traps tells of ancient civilizations and secretive organizations that sought to protect their valuable treasures or secure their hidden sanctuaries. It is said that these traps were devised by skilled craftsmen who harnessed the deadly properties of Whisperbloom venom. The venom, extracted with great caution and expertise, was combined with mechanical traps and thin darts to create a formidable defense mechanism. The knowledge of constructing Poisoned Dart Traps was closely guarded, passed down through generations of trap-makers and carefully shared only with trusted individuals.

Use: Poisoned Dart Traps are utilized as a means of defense, protecting valuable locations, secretive hideouts, or forbidden areas. The traps are strategically placed to deter and incapacitate intruders, providing a layer of security against unwanted trespassers. The primary purpose of these traps is to inflict poison damage on anyone triggering them and potentially paralyze them, giving the defenders an advantage in repelling intrusions.

Stats and Skills (Level One):

  • Level Requirement: Tier 1
  • Skill Proficiencies: Traps, Engineering, Perception
  • Ability Bonus: None

Preparation: To prepare Poisoned Dart Traps, the following steps are involved:

  • Acquire Whisperbloom venom, either by extracting it directly from the plant or acquiring it from reputable alchemical suppliers.
  • Gather mechanical traps, which can include pressure-sensitive mechanisms, tripwires, or other triggering mechanisms designed to activate the darts.
  • Obtain or craft thin darts that are sturdy enough to pierce the skin but lightweight for easy deployment.
  • Carefully integrate the Whisperbloom venom into the trap mechanism, ensuring the darts are effectively coated with the poisonous substance.
  • Install the traps in strategic locations, such as doorways, hallways, or concealed areas where intruders are likely to pass.
  • Set up the triggering mechanisms according to the desired activation conditions, such as pressure, movement, or proximity.
  • Test the traps to ensure their functionality and adjust sensitivity or positioning as necessary.

Cost and Process:

  • Cost: 50 gold pieces per trap, including the Whisperbloom venom, mechanical trap components, and thin darts.
  • Process: Constructing Poisoned Dart Traps requires proficiency in traps and engineering, access to Whisperbloom venom, mechanical trap materials, and expertise in trap-making techniques.

Tags: Defensive, Traps, Poisonous, Paralysis, Damage Over Time, Security,     Intruder Deterrent,     Stealth,     Ancient Security,     Incapacitating,     Hidden Danger,     Mechanical,     Lethal,     Precision

The deployment of Poisoned Dart Traps requires careful planning and consideration. The traps can be placed in strategic locations to guard valuable objects, protect hidden passages, or secure areas against potential threats. Characters utilizing these traps should be mindful of their placement, ensuring that allies and non-threatening individuals are aware of their presence to avoid accidental harm.

Poisoned Dart Traps serve as a testament to the ingenuity and craft of those who strive to protect their secrets. They offer a potent defense mechanism that can turn the tide in favor of defenders and act as a deterrent against would-be intruders. However, their usage also raises ethical considerations, as the potent poison can cause harm or even fatal consequences. It is essential for characters to weigh the benefits and risks of utilizing such traps and consider the potential consequences of their actions.

Above is the congealed poison used on the darts…

The recipe for Poisoned Dart Traps is not commonly available for sale in regular markets or shops due to its nature as a defensive mechanism. Instead, it is typically passed down through secretive channels or shared among groups with a vested interest in safeguarding their assets or maintaining security. These groups could include secret societies, underground organizations, or even secretive government agencies.

The recipe and knowledge of constructing Poisoned Dart Traps are often closely guarded secrets, with access restricted to individuals who have earned trust or demonstrated their worthiness to protect certain locations. In order to acquire the recipe, characters may need to establish connections with the right individuals, gain the favor of secretive organizations, or undertake quests and missions that prove their loyalty and resourcefulness.

Once the characters possess the recipe, they can either choose to keep it for themselves and use it exclusively or share it with allies or other trusted individuals. The end results, the Poisoned Dart Traps themselves, are deployed strategically in specific locations that require heightened security. These locations can vary widely, depending on the game world and the narrative context. They may include ancient ruins, hidden treasure vaults, underground lairs, or other valuable or secretive places that warrant protection.

When triggered by an unsuspecting intruder, the traps launch thin darts coated with Whisperbloom venom. The venomous darts inflict poison damage upon impact, potentially incapacitating or weakening the intruders. The severity and duration of the poison’s effects can be determined by the Game Master based on the game’s balance and the level of challenge desired.

Above are example traps that hold the darts…

The end results are used as part of the defense strategy for protected locations. They provide a proactive defense mechanism that can catch intruders off guard, potentially incapacitating them or forcing them to retreat. The traps offer a significant advantage to defenders, allowing them to control the battlefield and maintain the security of their assets.

It’s important to note that the usage of Poisoned Dart Traps should be handled with caution to ensure a fair and balanced gameplay experience. Characters should consider the potential ethical implications and consequences of using such traps, as they can cause harm or even lethal outcomes. Collaboration with the Game Master is crucial to ensure the traps are implemented in a manner that aligns with the overall narrative and the well-being of all players involved.

Hidden Darts of Whisperbloom

In the time before time, when shadows whispered secrets, there was tale of a device called the Darts of Whisperbloom Poison. Crafted by hands skilled in the arts of silence and protection, these traps were the guardians of treasures most sacred, hidden in the depths of earth where only the brave or foolhardy would dare tread.

The lore speaks of civilizations, now dust, who knew the venom of Whisperbloom, a plant whose whispers were death to those who heard. These craftsmen, with knowledge passed through whispers and shadows, made traps from this venom. Thin darts, like the breath of the night, were set in mechanisms of cunning, waiting for the unwary step of invaders.

These traps were not for the open battle but for the silent defense. They lay in wait, in the dark corners, behind the doors of sanctuaries, or across the paths to forbidden knowledge. Once triggered, by the unwary foot or the seeking hand, they would unleash their venomous darts, striking with the precision of fate, paralyzing or felling those who would steal the secrets of the ancients.

But the story also tells of a great king, wise and just, who fell to his own traps. Seeking to understand the mysteries he guarded, he ventured alone into his own labyrinth. There, in the silence of his own making, he was struck by the very darts meant to protect his legacy, a reminder that even the wise can fall to their own cunning.

Moral of the Story: In creating defenses against those who would seek your secrets, remember that the path to knowledge is fraught with dangers of your own design.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Poisoned Dart Traps (Whisperbloom Venom)

  • Type: Trap
  • Sanity Loss: 0/1D2; encountering or triggering can cause sanity loss due to the horrifying realization of the trap.
  • Potency: 13 (Reflects the poison’s strength in affecting the victim)
  • Trigger: Pressure plate, tripwire, or proximity sensor
  • Effects:
    • Victims must succeed on a DEX roll (Hard difficulty) to avoid the dart. On failure, they must then pass a CON roll (Hard difficulty) to resist the poison’s effects.
    • Symptoms include paralysis or severe damage, potentially leading to death if untreated.
    • Treatment requires a successful Medicine check with a penalty due to the venom’s potency.
  • Cost: 150+ Mythos Points (due to the complexity and danger of the trap)
  • Game Mechanics:
    • Setting up these traps involves a successful Mechanical Repair or Craft (Trap) roll.
    • Detecting the trap before triggering requires a Spot Hidden check, with difficulty adjusted for the trap’s concealment.

Blades in the Dark

Poisoned Dart Traps (Whisperbloom Venom)

  • Item Type: Trap (Mechanical)
  • Quality: 2 (Reflects its effectiveness in defense)
  • Cost: 2 Coin (due to the specialized nature and work involved)
  • Effects:
    • Triggered: By movement, pressure, or proximity.
    • Damage: 2 Harm, Lethal, with potential for ongoing effects like paralysis.
  • Usage:
    • Crafting or setting up requires a Tinker action, possibly a Survey action for optimal placement.
    • Stress: Setting up such traps can cause 1 Stress due to the risk of mishandling.
  • Game Mechanics:
    • Traps provide a +1d to defense or security actions within their area.
    • Disarming or avoiding traps might necessitate a Finesse or Tinker action, with failure leading to immediate consequences.

Dungeons & Dragons (5th Edition)

Poisoned Dart Traps (Whisperbloom Venom)

  • Type: Trap (Mechanical)
  • Rarity: Uncommon
  • Cost: 100-200 gp per trap
  • Trigger: Pressure plate or tripwire
  • Effects:
    • Attack Roll: +8 to hit; upon hitting, the target must make a DC 15 Constitution saving throw or suffer the poison’s effects.
    • Poison: Paralyzed for 1 minute on a failed save, taking 2d6 poison damage at the start of each of their turns while paralyzed.
    • Save: Can attempt a save at the end of each turn to end the paralysis.
  • Game Mechanics:
    • Setting these traps requires a DC 15 Intelligence (Engineering or Thieves’ Tools) check.
    • Detecting involves a successful Perception check, potentially with disadvantage if the trap is well-hidden.

Knave (2nd Edition)

Poisoned Dart Traps (Whisperbloom Venom)

  • Item Type: Trap
  • Cost: 75-150 copper pieces per trap setup
  • Attributes:
    • Activation: Via pressure or proximity
    • Save DC: 15 (DEX to avoid, CON to resist poison)
  • Effects:
    • Hit: Dart inflicts 1d6 damage + Poison effect.
    • Poison: On a failed CON save, target is paralyzed for 1d4 rounds and takes 1d4 poison damage each round.
  • Game Mechanics:
    • Setting up requires a successful INT check for design and placement, and a DEX check for actual construction.
    • Detecting the trap involves an INT or WIS check, with the difficulty based on how well it’s concealed.
    • Characters skilled in Trapcraft might gain an advantage on setting up or disarming these traps.

Fate (Fate Core)

Poisoned Dart Traps (Whisperbloom Venom)

  • Type: Aspect, Stunt
  • Aspect: Silent Guardians – Represents the hidden and deadly nature of the traps.
  • Stunt:
    • Whisperbloom’s Sting: When someone triggers these traps, you can invoke this aspect to cause them to suffer from the darts. This can compel an aspect like “Paralyzed by Whisperbloom Venom” on the target, potentially affecting their actions or mobility.
  • Game Mechanics:
    • Setting up or detecting traps requires a Crafts or Investigate roll, reflecting the skill needed for trap engineering or noticing hidden dangers.
    • Disarming or avoiding the trap might involve a Stealth or Athletics check.

Numenera & Cypher System

Poisoned Dart Traps (Whisperbloom Venom)

  • Type: Artifact (Trap)
  • Level: 5 (reflects the trap’s complexity and effect)
  • Form: Hidden mechanisms within walls or floors.
  • Effect:
    • When triggered, darts shoot out, dealing 5 points of Speed damage (ignores Armor) and potentially paralyzing for 1 round.
    • Save: Difficulty 5 Speed defense roll to avoid; if hit, a Might defense roll to resist paralysis.
  • Depletion: 1 in d6 (chance of being used up after one use)
  • Game Mechanics:
    • Crafting or repairing these traps requires an Intellect-based task with a difficulty of 5.
    • Neutralizing the effects might involve another Intellect task or specific knowledge of disarming traps, difficulty 6.

Pathfinder 2e

Poisoned Dart Traps (Whisperbloom Venom)

  • Item Level: 6
  • Price: 200 gp per trap
  • Type: Mechanical Trap
  • Activation: Pressure or tripwire
  • Complexity: Simple
  • Stealth: DC 20 (to notice)
  • Disable: Thievery DC 20 or Engineering DC 22
  • Effects:
    • Attack: +12 to hit; on hit, the target must succeed at a DC 20 Fortitude save or become paralyzed for 1 minute and take 2d6 poison damage.
    • Cure: 2 consecutive saves to end paralysis.
  • Game Mechanics:
    • Setting up these traps requires a Crafting or Engineering check.
    • Avoiding or disarming involves Thievery or Perception checks, with the difficulty reflecting the trap’s construction.

Savage Worlds (Adventure Edition)

Poisoned Dart Traps (Whisperbloom Venom)

  • Type: Trap
  • Cost: $150 per trap setup (reflecting the materials and expertise)
  • Trigger: Pressure plate or tripwire
  • Effects:
    • Attack: Shooting 6; on hit, the target must make a Vigor roll at -2 or suffer 2d6 damage and be paralyzed for 1d4 rounds.
    • Save: Make a subsequent Vigor roll each round to end paralysis early.
  • Game Mechanics:
    • Crafting or setting up involves a Repair or Notice roll, with the latter for concealment.
    • Detecting or disarming requires a successful Notice or Repair roll, potentially at -2 due to the trap’s design.
    • Characters with Trapmaking or Survival skills might gain a bonus on related checks.

Shadowrun (6th Edition)

Poisoned Dart Traps (Whisperbloom Venom)

  • Type: Trap
  • Trigger: Pressure, Tripwire, or Proximity
  • Detection: Perception (Visual) -2 (hard to spot)
  • Disarm: Agility + Engineering (3)
  • Effect:
    • Attack: Agility + Engineering vs. Reaction + Intuition of the target; on success:
    • Damage: 8P (Physical) + Poison (Power 8, Speed: Immediate)
    • Poison Effects: On a failed Body + Willpower test, the target is paralyzed for 1 Combat Turn, taking 1S (Stun) damage each turn until treated.
  • Cost: 1,000¥ per trap (reflecting complexity and materials)
  • Availability: 10R (Restricted)
  • Game Mechanics:
    • Setting up these traps requires an Engineering + Logic test, with potential for additional tests for concealment or complexity.
    • Avoiding or detecting involves a Perception test at a penalty due to the trap’s design.

Starfinder

Poisoned Dart Traps (Whisperbloom Venom)

  • Item Level: 7
  • Type: Trap
  • Price: 1,500 credits per trap
  • Activation: Pressure or tripwire
  • Detection: Perception DC 20
  • Disable: Engineering DC 22
  • Effect:
    • Attack: +10 vs. EAC; on hit:
    • Damage: 1d6 piercing + poison effect
    • Poison: Fortitude DC 16 or paralyzed for 1 round, taking 1d6 poison damage each round until saved.
    • Cure: 2 consecutive saves to end paralysis.
  • Game Mechanics:
    • Installation involves an Engineering check for placement.
    • Avoiding or disarming requires a successful Perception or Engineering check.
    • Creating or repairing these traps might involve Engineering or Life Science checks for the venom component.

Traveller (Mongoose 2nd Edition)

Poisoned Dart Traps (Whisperbloom Venom)

  • Type: Trap
  • TL: 9 (reflecting the technology of the trap mechanism)
  • Cost: Cr 500 per trap (due to materials and expertise)
  • Trigger: Pressure or tripwire
  • Detection: Difficult (-2 DM) to notice
  • Disarm: Difficult (-2 DM) Engineering check
  • Effects:
    • Attack: Dex check vs. target’s Dex; on success:
    • Damage: 2D (Endurance) + poison effect
    • Poison: Endurance (Difficult -2) or paralyzed for 1D6 rounds, with 1D damage per round until treated.
  • Game Mechanics:
    • Setting up involves an Engineering check with -2 DM for complexity.
    • Detecting or disarming requires an Intuition or Engineering check, with penalties due to the trap’s design.

Warhammer Fantasy Roleplay 4th Edition (WFRP4e)

Poisoned Dart Traps (Whisperbloom Venom)

  • Type: Trap
  • Rarity: Rare
  • Cost: 100 Gold Crowns per trap
  • Trigger: Pressure plate or tripwire
  • Detection: Challenging (-20) to notice
  • Disable: Challenging (-20) Engineering or Stealth test
  • Effects:
    • Attack: Ballistic Skill test; on hit:
    • Damage: 1 Wound + SB (Strength Bonus of the trap mechanism) + poison effect
    • Poison: Toughness (Hard -30) or paralyzed for 1D10 rounds, taking 1 Wound per round until treated.
  • Game Mechanics:
    • Crafting or installing requires a Trade (Engineer) or Stealth test, with -20 difficulty for complexity or concealment.
    • Detecting or disarming involves an Intuition or Heal test at -20 due to the trap’s design.
    • Breaking free from or treating the poison’s effects might require a Heal test at -30 difficulty, reflecting the insidious nature of the venom.