Lore: The Thunderbolt Blowgun 22 is a weapon crafted by a clan of dwarven assassins who specialize in taking down their targets with lightning-fast precision. The blowgun itself is made from a rare metal called Thundersteel, which was forged from a combination of iron, silver, and lightning magic. The Thunderbolt Blowgun’s darts are also infused with the same lightning magic, allowing them to strike their targets with incredible force.
Stats:
- Rarity: Rare
- Type: Ranged Weapon
- Properties: Ammunition, Loading, Lightning
- Weight: 1 lb.
- Tags: Assassination, Precision, Thundersteel, High-Impact, Electromagnetic, Piercing, Shockwave, Dwarven Craftsmanship, Silent Strike, Rare Metal
- Uncommon (can be used by Tier 1)
- Cost: 2,500 gold pieces
Special Abilities:
- Ammunition: The Thunderbolt Blowgun 22 requires specially crafted metal darts as ammunition.
- Loading: The Thunderbolt Blowgun 22 requires an action to load and can only fire one dart per turn.
- Lightning: The darts fired by the Thunderbolt Blowgun 22 are infused with lightning magic, allowing them to deal additional lightning damage in addition to piercing damage.
How to Use: To use the Thunderbolt Blowgun 22, the wielder must load a metal dart into the blowgun and then use an action to fire it. The Thunderbolt Blowgun is an incredibly accurate weapon, capable of taking down enemies from great distances with pinpoint accuracy. The Lightning property of the blowgun adds an extra layer of damage to each dart fired, allowing the wielder to deal both piercing and lightning damage to their targets. The Thunderbolt Blowgun 22 is a rare and expensive weapon, making it more difficult to acquire than some of the more common weapons, but its unique ability to deal lightning damage makes it a valuable addition to any character’s arsenal.
In the world of Saṃsāra, the Thunderbolt Blowgun 22, being a rare and expensive item, is not commonly found in ordinary markets. It is primarily sold in specialized shops and hidden locations catering to elite adventurers, assassins, and those with deep pockets seeking high-quality, magical weaponry. Below are some types of shops where this item might be bought and sold, along with its cost in each.
- Arcane Arms Emporium
- Location: Found in major cities or floating islands where high-tier adventurers gather.
- Description: These shops specialize in magical and rare weaponry, and the Thunderbolt Blowgun 22 would be one of their prized items, displayed in a secure, glass-enclosed case. Buyers here are often well-known adventurers or military operatives. The shopkeepers are knowledgeable about lightning-based magic and enchanted weapons.
- Cost: 2,500 to 3,000 gold pieces. Negotiations might occur for regular patrons or those offering rare materials in trade.
- Dwarven Forger’s Guild
- Location: Deep within mountain cities or underground fortresses where master dwarven craftsmen live.
- Description: Only select members of society are allowed access to these guild-operated stores. The Thunderbolt Blowgun 22 would be crafted to order or displayed among other finely made dwarven tools of war. These shops focus on quality, and customization options for the blowgun may be available.
- Cost: 2,000 to 2,500 gold pieces, slightly lower due to direct trade with the artisans, but prices may rise for additional customization or quicker delivery.
- Black Market Trading Post
- Location: Secret locations in lawless regions, hidden alleyways in large cities, or on floating black market islands.
- Description: These clandestine shops offer weapons not typically available through legitimate means. The Thunderbolt Blowgun 22 could be sold by ex-assassins or smugglers, with no questions asked about how it was obtained. The atmosphere in such places is shadowy, and customers deal with underworld figures.
- Cost: 1,800 to 2,500 gold pieces. Haggling is common, and prices may vary depending on the buyer’s ability to negotiate or the seller’s need for quick coin.
- Guild of Silent Shadows
- Location: Hidden within secretive assassin guilds or rogue organizations.
- Description: The Thunderbolt Blowgun 22 is considered a weapon of choice for assassins within these circles, and it is sometimes earned rather than bought, given to members who prove their skill and rank. This guild store sells only to insiders or those who can prove their skill in stealth and assassination techniques.
- Cost: 2,500 gold pieces or higher, though prices may vary based on a service or favor rendered to the guild.
- Skyship Trading Consortium
- Location: Floating cities and skyports where airship crews and adventurers trade rare items.
- Description: Known for its exotic goods, the Skyship Trading Consortium caters to adventurers who travel between islands. The Thunderbolt Blowgun 22 might be found here due to its connection with distant regions and rare materials. Merchant crews bring the weapon to auction at high-profile events.
- Cost: 2,700 to 3,200 gold pieces, as auction bidding and rarity drive the price higher.
- Temple of Storms
- Location: In remote sanctuaries dedicated to elemental worship, particularly to gods of lightning and storms.
- Description: While not a traditional shop, these temples occasionally sell weapons tied to their element, and the Thunderbolt Blowgun 22 may be available for sale to those deemed worthy by the priests. Only those who align with the temple’s elemental focus may be allowed to buy.
- Cost: 2,400 to 2,800 gold pieces, or given as a reward for completing a temple quest or offering rare lightning-related materials.
Each location offers a unique setting and experience for acquiring the Thunderbolt Blowgun 22, with costs and availability influenced by the specific circumstances, reputation, and relationships of the buyer.
The Thunderbolt Blowgun 22 can be used in various ways for both defense and offense, depending on the environment in which it is employed. Given its precision, silent operation, and ability to deal lightning damage, it excels in tactical scenarios, requiring a combination of stealth, positioning, and strategic foresight. Below are different roleplaying scenarios based on distinct environments in the world of Saṃsāra, demonstrating how the blowgun can be utilized in both defensive and offensive roles.
- Dense Forest or Jungle
- Offense: In a forested environment, the Thunderbolt Blowgun 22 is the perfect tool for stealthy ambushes. A skilled assassin or scout could climb into the trees and fire the enchanted darts from a concealed position. The silence of the blowgun and the dart’s speed allows the wielder to eliminate targets from a distance without alerting nearby enemies. Lightning magic could arc from the dart upon hitting the target, electrifying the area around it and adding an extra layer of damage.
- Roleplay: “You perch high in the branches, watching your quarry through the foliage. Your breathing is slow, deliberate, as you load the Thunderbolt Blowgun. With a single sharp breath, the dart flies, striking the enemy below. The sharp crackle of lightning is the only sound as the target crumples, the forest otherwise undisturbed.”
- Defense: When on the defensive, the blowgun allows for quick strikes from hidden positions. As enemies search the trees or foliage, the wielder can fire and then quickly relocate, confusing pursuers. The darts’ lightning magic also helps immobilize targets, slowing their approach or causing them to hesitate as they attempt to dodge the bolts of electricity.
- Roleplay: “You crouch behind a tree, listening to the approaching footsteps of your pursuers. As they get closer, you load another dart, lean around the trunk, and fire at the closest one. Lightning crackles down the shaft, and the target stumbles as electricity courses through their body, giving you just enough time to retreat deeper into the shadows.”
- Offense: In a forested environment, the Thunderbolt Blowgun 22 is the perfect tool for stealthy ambushes. A skilled assassin or scout could climb into the trees and fire the enchanted darts from a concealed position. The silence of the blowgun and the dart’s speed allows the wielder to eliminate targets from a distance without alerting nearby enemies. Lightning magic could arc from the dart upon hitting the target, electrifying the area around it and adding an extra layer of damage.
- Urban or Tight Quarters (Alleyways, Dungeons)
- Offense: In confined spaces like alleyways or dungeons, the Thunderbolt Blowgun 22 offers the advantage of precision attacks without revealing the wielder’s position. In a busy street, a well-placed shot can take down a target from across the rooftops or through a narrow window. In dungeons, where space is limited, a single dart could incapacitate a key guard or enemy leader before they raise an alarm, allowing a team to progress unnoticed.
- Roleplay: “The market bustles with life below as you position yourself atop a darkened rooftop. Your mark moves through the crowd, oblivious to your presence. With expert timing, you send the dart hurtling through the narrow space between two chimneys, the sharp crack of lightning masked by the distant roll of thunder as your target collapses in the street.”
- Defense: When cornered in a tight space, the blowgun can still be a lifesaver. Its small size makes it easy to carry and fire even while moving, allowing the wielder to make precision shots while retreating through narrow hallways or alleys. The lightning damage can disrupt pursuers, creating opportunities for escape or disorienting attackers long enough to reposition.
- Roleplay: “Trapped in a dead-end alley, you press yourself against the wall as the sound of boots grows louder. Just as the first enemy turns the corner, you fire a dart into his shoulder, the electricity dancing across his armor. He collapses, convulsing, and the others hesitate, giving you the precious seconds needed to climb the nearby ladder and slip away across the rooftops.”
- Offense: In confined spaces like alleyways or dungeons, the Thunderbolt Blowgun 22 offers the advantage of precision attacks without revealing the wielder’s position. In a busy street, a well-placed shot can take down a target from across the rooftops or through a narrow window. In dungeons, where space is limited, a single dart could incapacitate a key guard or enemy leader before they raise an alarm, allowing a team to progress unnoticed.
- Mountainous or Cliffside Terrain
- Offense: The Thunderbolt Blowgun 22 is especially effective in high-altitude areas where ambushes can be laid from cliffs or high rocky outcrops. The blowgun allows the wielder to snipe enemies climbing below or navigating narrow mountain paths. The lightning damage can even cause destabilization, such as forcing someone off balance or off the edge entirely.
- Roleplay: “You watch from your concealed position as the enemy force climbs the narrow path below. They’re vulnerable on the ledge, single file, with no room to maneuver. With practiced ease, you fire the Thunderbolt Blowgun, the dart striking the lead climber. Lightning courses through his body, and with a gasp, he loses his grip, falling to the rocks below and sending panic through the ranks.”
- Defense: When defending a high position, the Thunderbolt Blowgun 22 allows the wielder to make quick, decisive strikes from elevated positions. Lightning-infused darts can disrupt enemy attempts to scale the cliffs or attack from lower ground, potentially causing rockslides or other environmental hazards.
- Roleplay: “You crouch low behind a rocky outcrop, your eyes fixed on the invaders slowly scaling the mountain trail. With a sharp breath, the dart flies and strikes true, the bolt of lightning not only knocking the enemy back but also loosening the rocks above, sending a cascade of debris down upon them.”
- Offense: The Thunderbolt Blowgun 22 is especially effective in high-altitude areas where ambushes can be laid from cliffs or high rocky outcrops. The blowgun allows the wielder to snipe enemies climbing below or navigating narrow mountain paths. The lightning damage can even cause destabilization, such as forcing someone off balance or off the edge entirely.
- Underwater or Coastal
- Offense: In coastal environments, the Thunderbolt Blowgun 22 offers the unique advantage of being effective even near water, despite its lightning-based nature. The darts can be fired at enemies both on ships or near the shore, the lightning magic arcing across the wet environment for extra effect. The weapon can be used against pirates or sea raiders, with the electricity adding a dangerous element in a watery setting.
- Roleplay: “The salt air clings to your skin as you wait in the shallows, hidden among the rocks. The enemy pirates wade towards the shore, unaware of your presence. With a soft hiss, the blowgun fires, and the dart strikes the nearest one. Lightning arcs across his body and jumps to the wet sand, the shock rippling through his companions in a deadly chain.”
- Defense: When used defensively, especially in aquatic environments, the blowgun’s lightning magic can dissuade enemies from getting too close to shore. A well-placed shot at a swimming or wading enemy can electrify the water, dealing area damage and protecting a defensive position. It can also be used to disable equipment or creatures in pursuit.
- Roleplay: “You scan the horizon, spotting the raiders attempting to swim ashore. Waiting for the perfect moment, you fire a dart into the water ahead of them. The lightning spreads out in crackling tendrils, the shock stopping them in their tracks as they thrash helplessly in the now electrified waters.”
- Offense: In coastal environments, the Thunderbolt Blowgun 22 offers the unique advantage of being effective even near water, despite its lightning-based nature. The darts can be fired at enemies both on ships or near the shore, the lightning magic arcing across the wet environment for extra effect. The weapon can be used against pirates or sea raiders, with the electricity adding a dangerous element in a watery setting.
- Caves or Caverns
- Offense: In the shadowed depths of caves or caverns, where echoes and darkness reign, the Thunderbolt Blowgun 22 excels at silent strikes that go unnoticed. A single dart can take out a sentry or predator without alerting the rest of the cave’s inhabitants. The confined environment can amplify the effect of the lightning magic, shocking multiple enemies if positioned correctly.
- Roleplay: “Deep in the cave, you see the flickering torchlight of the sentry ahead. Moving silently, you take aim and release a dart. It strikes the guard’s back, and lightning flashes in the dark, the sound barely a whisper as he crumples to the ground, his comrades none the wiser.”
- Defense: In a defensive scenario, especially when retreating through a cave system, the Thunderbolt Blowgun can be used to create strategic bottlenecks. Dart shots can hit enemies trying to follow, with the lightning potentially causing rockfalls or other environmental hazards to block paths or slow pursuit.
- Roleplay: “The cave walls close in around you as the footsteps of your pursuers grow louder. You wait at a bend in the tunnel, blowgun at the ready. As the first enemy rounds the corner, you fire. The dart strikes, and the resulting flash of lightning causes the fragile rocks above to crack and fall, blocking the passage and cutting off the enemies behind.”
- Offense: In the shadowed depths of caves or caverns, where echoes and darkness reign, the Thunderbolt Blowgun 22 excels at silent strikes that go unnoticed. A single dart can take out a sentry or predator without alerting the rest of the cave’s inhabitants. The confined environment can amplify the effect of the lightning magic, shocking multiple enemies if positioned correctly.
In each environment, the Thunderbolt Blowgun 22 provides the wielder with a versatile and deadly tool, using its lightning-infused darts to control the battlefield, disrupt enemies, and provide both offensive and defensive advantages through strategy, stealth, and precision.

Perception of Activation:
- User’s Perspective
- Sight: As you activate the Thunderbolt Blowgun 22, faint arcs of blue-white lightning dance along its surface. The metal seems to shimmer with energy, and the blowgun itself glows subtly with an eerie silver-blue light. The darts, once loaded, begin to glow with a similar electric charge, their tips sparking slightly. The entire weapon hums with latent power, creating an intense visual focus.
- Sound: A soft, rhythmic hum emanates from the blowgun, growing louder as the activation peaks. The sound of crackling electricity becomes apparent, similar to a distant storm, punctuated by sharp clicks when handling the blowgun and preparing to fire. When a dart is released, the sharp crack of lightning accompanies the near-silent propulsion, cutting through the air like a whisper.
- Touch: A cool, almost icy sensation spreads through your hands as you grip the blowgun, the charged metal vibrating subtly. The air around the weapon feels alive with static, causing your hairs to stand on end. As you prepare to fire, there’s a sense of empowerment, as if your movements are guided by the weapon’s electric flow.
- Smell: The air around the blowgun carries a faint metallic tang mixed with ozone, reminiscent of the aftermath of a lightning strike. This sharp, electric scent intensifies when the weapon is fully charged, signaling its readiness to unleash powerful lightning strikes.
- Taste: A metallic tingle fills your mouth, subtly tied to the electric energy of the blowgun. It’s almost as if you can taste the charged air, hinting at the immense power coursing through the weapon.
- Extra-sensory Perceptions (User):
- Arcane Awareness: You feel a strong surge of magical energy radiating from the blowgun, as if the very air around you is infused with electrical magic. The weapon communicates its readiness, almost as though it’s waiting for the moment to release its power. A mental image of its target and the path of the dart flashes in your mind.
- Instinctive Reflex Enhancement: There’s a subtle, almost subconscious connection between your hand and the weapon, as if the blowgun’s activation boosts your reflexes and hand-eye coordination. You feel more attuned to the trajectory and power of each shot.
- Positives (User):
- Enhanced confidence and precision due to the weapon’s clear signals of readiness.
- A heightened sense of awareness, both visually and magically, boosts your decision-making in combat.
- The blowgun’s electrical power provides a sense of control over your environment, adding an edge in combat.
- Negatives (User):
- The constant hum and crackle of electricity can become distracting, especially in prolonged engagements.
- The electric tingling sensation can cause mild discomfort or numbness in your hands over time.
- The metallic scent and taste may become overwhelming, leading to slight dizziness or nausea in highly charged situations.
- Observer’s Perspective
- Sight: From a distance, the blowgun seems to glow with an otherworldly light. Faint arcs of electricity dance across its surface, and when a dart is fired, a sudden flash of lightning illuminates the surroundings, briefly casting sharp shadows. The wielder appears to command the very storm, surrounded by a faint aura of energy that hints at the blowgun’s magical properties.
- Sound: To the observer, the activation of the blowgun is marked by a barely audible hum, followed by a sharp, crackling sound when the dart is fired. The dart’s travel through the air is almost silent until it hits its mark, often accompanied by the sound of sizzling or crackling electricity.
- Touch: Observers close to the blowgun might feel a light static in the air, as though the atmosphere around the wielder is charged with energy. This sensation could cause their skin to tingle, their hair to stand on end, or small objects to shift slightly due to the charged atmosphere.
- Smell: The air becomes heavy with the scent of ozone, the sharp smell of electricity that lingers after a bolt of lightning. This smell is especially noticeable when standing near the user as the blowgun is activated.
- Taste: Though more faint than for the wielder, bystanders might also taste a subtle metallic tinge in the air, particularly after the blowgun has been fired.
- Extra-sensory Perceptions (Observer):
- Arcane Sensitivity: Those with magical awareness can sense a concentrated aura of lightning magic emanating from the blowgun. It pulses with the energy of storms, making it clear that this weapon is no ordinary tool, but one deeply connected to elemental forces.
- Intimidation Factor: Observers, especially opponents, feel a heightened sense of danger from the weapon. The electric hum and its sudden flashes create an atmosphere of raw, unpredictable power, causing hesitation or fear in those facing the wielder.
- Positives (Observer):
- The weapon’s activation can be awe-inspiring, inspiring allies or deterring enemies.
- The silent, rapid nature of its attacks can make it difficult to counter or anticipate, allowing the wielder to remain a deadly threat.
- The faint aura of electricity may dissuade others from getting too close, offering the wielder an unspoken zone of control.
- Negatives (Observer):
- The sudden bursts of lightning can be blinding or startling, causing temporary disorientation.
- For sensitive individuals or those attuned to magic, the concentrated energy around the blowgun might feel oppressive or unsettling.
- The electric charge in the air can interfere with certain nearby electronics, mechanical devices, or even magical constructs, potentially disrupting other tools or spells.
This multi-sensory experience with the Thunderbolt Blowgun 22 provides both the user and observers with a potent mix of awe, intimidation, and heightened awareness. While it offers powerful offensive capabilities, the drawbacks from sensory overload and environmental impact must be carefully managed.
Recipe: Thunderbolt Blowgun 22 Crafting Guide
- Materials Needed
- Thundersteel Ingot (x3) A rare alloy made by combining iron, silver, and lightning-infused magic.
- Lightning Elemental Core (x1) An essential core from a Lightning Elemental, harnessed for imbuing the weapon with electrical energy.
- Silver-threaded Leather Strips (x2 feet) High-quality leather reinforced with silver threads for grip and stability.
- Runestone of Precision (x1) A small engraved stone that ensures accuracy, enchanted with precision magic.
- Enchanted Metal Darts (x10) Specially crafted metal darts infused with lightning magic, made from Thundersteel fragments.
- Conductor’s Wire (x5 feet) A fine wire capable of channeling magic, used to embed lightning energy throughout the blowgun.
- Arcane Crystal Dust (x1 vial) Ground crystals used for enhancing the magical conductivity of the blowgun.
- Tools Required
- Arcane Forge: A magical forge capable of heating and fusing metal with enchanted properties.
- Enchanter’s Hammer: Used to imbue magical properties into the metal during forging.
- Carving Chisel Set: For etching lightning runes and precision engravings into the blowgun.
- Leatherworking Kit: Includes needles, silver thread, and binding tools for creating the grip.
- Runic Inscription Tool: Specialized for inscribing precision runes into the darts and blowgun.
- Tongs and Arcane Gloves: To handle and safely manipulate enchanted materials during the crafting process.
- Skill Requirements
- Master Smithing: Adept at working with rare metals like Thundersteel, and crafting complex weapons.
- Intermediate Enchanting: Ability to imbue items with elemental magic, particularly lightning.
- Leatherworking: Proficiency in handling fine materials and crafting strong yet flexible grips.
- Runic Inscription: Expertise in engraving magical runes that enhance precision and lightning effects.
- Crafting Steps
- Forge the Blowgun Shaft
- Begin by melting the Thundersteel Ingots in the Arcane Forge. The metal must be heated until it reaches a molten state while channeling lightning magic through the forge. Once fully molten, pour the metal into a long, cylindrical mold.
- Use the Enchanter’s Hammer to infuse the metal with the energy from the Lightning Elemental Core. This process should be timed precisely, so the energy permeates every part of the blowgun shaft.
- Allow the blowgun shaft to cool. Once hardened, use the Carving Chisel Set to engrave intricate lightning runes along the length of the blowgun. These runes will conduct and amplify the magic.
- Embed the Conductor’s Wire
- Using the Runic Inscription Tool, carve shallow grooves into the interior of the blowgun. Carefully wind the Conductor’s Wire through these grooves, ensuring that the wire remains fully concealed while maintaining the integrity of the blowgun’s structure.
- Dust the inside with Arcane Crystal Dust to increase magical conductivity, allowing the wire to better channel lightning energy throughout the blowgun.
- Attach the Silver-threaded Leather Grip
- Prepare the leather strips by soaking them briefly in a solution of Arcane Crystal Dust and water to imbue them with a faint magical charge.
- Once dry, tightly wrap the leather around the lower portion of the blowgun to create a secure grip. Use silver thread to stitch the ends together, enhancing both the appearance and durability.
- Craft and Enchant the Darts
- Using the remaining Thundersteel fragments, forge ten slender darts in the Arcane Forge. Once shaped, cool them in a bath of lightning-charged water, sourced from a lightning storm or magically infused water basin.
- With the Runic Inscription Tool, etch small precision runes onto each dart, ensuring they will fly true. Afterward, imbue them with lightning magic from the Lightning Elemental Core, allowing the darts to carry both piercing and electrical damage.
- Inscribe the Runestone of Precision
- The Runestone must be carefully carved and enchanted with a focus on accuracy and control. This will ensure that the blowgun’s shots are precise and deadly, even at long distances. Place the finished Runestone inside a hidden compartment near the blowgun’s muzzle, where it will subtly influence each dart fired.
- Final Enchanting and Testing
- With all components in place, place the blowgun back into the Arcane Forge for a final enchanting session. Channel lightning magic directly into the blowgun, ensuring that all runes, wires, and materials resonate with the elemental power.
- Once fully charged, the Thunderbolt Blowgun 22 will begin to hum with electrical energy. Test it by firing one of the enchanted darts to verify the lightning magic activates on impact. Adjustments may be made to the runes or conductor’s wire based on performance.
- Forge the Blowgun Shaft
Once completed, the Thunderbolt Blowgun 22 will be ready for use, capable of delivering powerful, lightning-infused strikes with deadly accuracy.
Tale of the Sky-Shaper and the Thundersteel Breath
Long ago, in the days where skies were storm and ground was but shadow of great noise, there was craft born from hands of small ones. Dwellers in stone mountains, who spoke with iron tongues, they named themselves Dwavarn, for this is what their sky-shapers called them. It is said, from the mouth of clouded peaks, did the most thunderous of sky-shapers fall — one who would steal lightning from the above itself. His name was… lost to the wind, but what he shaped became known to all.
When sky was angry and the mountain would tremble, the Dwavarn saw fit to collect the noise of storms in their fists, bending the roar into cold Thundersteel, which they pulled from rocks beneath lightning-struck fields. The greatest of them, he who we now call Hlanthor — or maybe Lanthron — sought to tame the sharpest of lights that fell from heaven’s reach. His was the craft that no others dared. For it is known, those who touch the breath of the sky would perish in bright blaze.
Yet Hlanthor did not fear what others knew to end flesh. He bound silver and iron in the forges of the under-rock, whispering the old words of calling, those from the days before the Dwavarn knew of stone. He caught the lightning in his words, sealing it inside the metal, not with hammer, but with words spoken through breath like wind. This he did, until his hands shaped the long shaft, the hollow path for the sky’s breath, the weapon of air — the Thundersteel Blowgun.
Now it was told that those who fired this weapon did not need strength of arm nor aim of eye, for the sky’s will would strike. The blowgun itself, they say, became a vessel of the storm’s wrath, bending the wind to seek what it knew, though Hlanthor’s eye knew not. And yet, what followed was said strange. For with each breath, the wielder felt the storm speak into them, its voice both loud and soft, but always of the past — before fires came to ground, when breath itself was the weapon of all who walked.
It was in the time of bitter night when the mountains were silent that a lone Dwavarn, the last who dared walk with the storm, disappeared from the great halls. The Thundersteel Blowgun vanished also, as if it, too, had legs to leave. Some say it called him away, others speak of shadowy foes who came in the night. But the skies remember — for when it storms on a clear day, that is the breath of the one who took the sky’s voice, still seeking what cannot be named.
And so, through years unknown, hands and tales reshaped the Blowgun. Some say it speaks still, in the tongue of lightning, but only to those who listen through their own breath. It appears when storm rises and walks away when the air grows still, always whispering of past battles not fought and storms never born.
Moral: “The breath you steal from the sky will always return to its own.”
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) Adaptation
Thunderbolt Blowgun 22
- Type: Exotic Weapon (Blowgun)
- Damage: 1d3 + 1d6 Electrical
- Range: 15 yards
- Ammunition: Special Thundersteel Darts
- Malfunction: 98-100
- Skills Required: Firearms (Blowgun)
- Special Properties:
- Lightning Arc: Upon a successful hit, the blowgun’s dart releases a lightning arc that can strike an additional nearby target (within 5 feet) for 1d4 electrical damage, provided both are within range.
- Cursed Item: Extended use may lead to psychological instability. Each time a character uses the Thunderbolt Blowgun in a session, they must make a Sanity roll (1/1d4 loss). Failures may lead to paranoia or visions tied to storms.
- Reloading: Requires one full round to reload the dart into the blowgun.
- Rarity: Extremely rare, requires specialized knowledge or luck to acquire, often found in ancient cult ruins or forbidden tomes related to storm deities.
Blades in the Dark Adaptation
Thunderbolt Blowgun 22
- Category: Unusual Weapon
- Harm: 2 (electrical damage on top of normal harm from a ranged weapon)
- Range: Close to Long
- Load: 1 (lightweight, can be carried with ease)
- Special Abilities:
- Shock: After hitting a target, the dart deals 2-harm to the primary target and emits a jolt of electricity that may disorient any nearby enemies. If enemies are grouped, they must make a Resistance Roll (Prowess) or be temporarily stunned, losing one action.
- Silent Strike: This blowgun can be fired silently, making it ideal for stealth operations. The weapon adds +1d to any rolls involving sneaking or covert takedowns.
- Rare: It can only be obtained by a tier 2 or higher faction with ties to arcane or rare technologies. Replenishing the special Thundersteel darts requires access to an arcane artificer.
Dungeons & Dragons (5th Edition) Adaptation
Thunderbolt Blowgun 22
- Weapon Type: Ranged Weapon (Martial, Blowgun)
- Damage: 1 piercing + 1d6 lightning
- Range: 25/100 ft.
- Ammunition: Requires special Thundersteel Darts
- Properties: Ammunition, Loading, Light
- Attunement: Yes (requires attunement by a creature proficient with blowguns or ranged martial weapons)
- Special Abilities:
- Lightning Arc: When you hit a creature with this weapon, lightning arcs from the dart to another creature within 10 feet of the original target. That creature must succeed on a Dexterity Saving Throw (DC 14) or take 1d4 lightning damage.
- Silent Shot: The Thunderbolt Blowgun is nearly silent when fired. You can make attacks with it without revealing your position, granting advantage on Dexterity (Stealth) checks related to remaining hidden after firing.
- Overcharge: As an action, you can channel extra energy into the blowgun, causing the next shot to deal an additional 2d6 lightning damage. After using this feature, the weapon can’t use it again until the next dawn.
- Rarity: Rare. Cost: 2,500 gp.
Knave Adaptation
Thunderbolt Blowgun 22
- Damage: 1d6 piercing + 1d6 lightning
- Range: Medium (50 feet)
- Usage Die: d4 (for Thundersteel Darts)
- Properties: Requires one round to reload.
- Special Abilities:
- Chain Lightning: When a dart successfully hits, the lightning arcs to another enemy within 10 feet, dealing 1d4 lightning damage. This effect can trigger once per turn.
- Silent Strike: Firing the blowgun does not reveal the user’s location. Add +1 to Stealth rolls made after using this weapon.
- Craftsmanship: The blowgun is delicate and can break if misused. If the weapon’s Usage Die rolls a 1, it requires repairs before it can be used again.
- Cost: 2,500 coins (rare item).
Fate Core Adaptation
Thunderbolt Blowgun 22
- Aspect: “Weapon of Lightning Precision”
- Type: Exotic Ranged Weapon
- Skill: Shoot
- Weapon Rating: 2 (additional damage when a successful attack is made)
- Stunt:
- Lightning Arc: Once per scene, you can invoke the Thunderbolt Blowgun 22 to attack two targets at once. After a successful hit, spend a Fate Point to deal a secondary attack to a nearby target within range, inflicting an additional 2 shifts of electrical damage.
- Silent Strike: Gain +2 to Sneak rolls when attempting to remain hidden after firing the blowgun.
- Drawback: The Thundersteel Darts are rare and must be replenished via a special ritual or by finding a lightning-infused forge. Fate Points can also be used to represent the rarity of the darts when it is dramatically appropriate.
- Cost: High-value artifact (usually only found in dangerous or ancient locations).
Numenera & Cypher System Adaptation
Thunderbolt Blowgun 22
- Level: 5
- Damage: 5 points of damage (3 piercing, 2 lightning)
- Range: Long
- Special Properties:
- Lightning Arc: On a successful attack, the blowgun releases a lightning arc that deals an additional 2 points of electrical damage to another target within immediate range of the primary target. The secondary target must make a Speed Defense Roll (difficulty 5) or take the damage.
- Silent Attack: Attacks made with this weapon are quiet and difficult to detect. You gain an asset to Stealth or Speed defense rolls when using it in stealth situations.
- Recharge: After three uses, the Thunderbolt Blowgun requires an infusion of electrical energy (e.g., through exposure to a lightning storm or a power source) to function again.
- Cost: 10 XP or found during high-level expeditions, often guarded by powerful creatures.
Pathfinder (2nd Edition) Adaptation
Thunderbolt Blowgun 22
- Type: Martial Ranged Weapon (Blowgun)
- Damage: 1 piercing + 1d6 electricity
- Range: 30 feet
- Ammunition: Requires Thundersteel Darts
- Reload: 1 (requires one action to reload)
- Proficiency: Martial Weapons
- Traits: Electric, Magical, Ammunition, Loading
- Special Properties:
- Lightning Arc: When you hit a target with this weapon, lightning leaps to a second target within 10 feet. The secondary target must make a Reflex Save (DC 18) or take 1d4 electricity damage.
- Silent Weapon: Firing the blowgun does not produce noise. You gain a +2 circumstance bonus on Stealth checks to remain hidden after firing.
- Attune to the Storm: The wielder can spend 10 minutes during a thunderstorm or near a large electrical source to recharge the weapon’s electrical properties, allowing its lightning effects to function for 24 hours.
- Cost: 2,500 gp (rare weapon).
Savage Worlds Adaptation
Thunderbolt Blowgun 22
- Category: Ranged Weapon (Blowgun)
- Damage: 1d4 + 1d6 electricity
- Range: 6/12/24
- Ammunition: Requires Thundersteel Darts
- Rate of Fire: 1 (single shot)
- Special Abilities:
- Lightning Arc: When a dart successfully strikes a target, a bolt of lightning jumps to another enemy within 6 feet. The secondary target takes 1d4 electrical damage unless they succeed on an Agility Roll (TN 4).
- Silent Strike: This weapon is almost completely silent when fired. You gain a +2 bonus to Stealth checks to remain undetected after firing.
- Limited Use: After three shots, the blowgun requires exposure to a source of electrical energy (lightning storm or similar) to recharge and continue its lightning-based attacks. Without recharging, it functions as a regular blowgun.
- Cost: 2,500 credits or equivalent in a setting where ancient relics are common.
Shadowrun (6th Edition) Adaptation
Thunderbolt Blowgun 22
- Weapon Type: Exotic Ranged Weapon
- Damage: 5P (3P + 2P electrical)
- Accuracy: 6
- Ammo: 1 (requires Thundersteel Darts)
- Mode: Single Shot
- Range: Short: 0-10m, Medium: 11-30m, Long: 31-50m
- Recoil: None
- Special Properties:
- Lightning Arc: When a successful hit is scored, a lightning arc deals 2P electrical damage to a secondary target within 5 meters. The secondary target must make a Reaction + Intuition (Threshold 2) test or take the electrical damage.
- Silent Strike: The Thunderbolt Blowgun is nearly silent when fired, making it difficult to detect. Gain a +2 dice pool bonus on Sneaking checks to remain undetected after firing.
- Recharging: After three shots, the weapon must be exposed to an electrical source (e.g., a generator or lightning storm) to recharge. The recharging process takes 10 minutes.
- Cost: ¥6,500
- Availability: 10R (restricted due to its rare materials and dangerous nature).
Starfinder Adaptation
Thunderbolt Blowgun 22
- Weapon Type: Ranged (Advanced Melee)
- Level: 7
- Damage: 1d6 piercing + 1d6 electrical
- Range: 30 feet
- Critical: Arc 1d4 (electricity)
- Capacity: 3 charges (requires Thundersteel Darts, recharges after a long rest or exposure to electricity)
- Usage: 1 charge per attack
- Special Properties:
- Arc: On a successful hit, electricity arcs to a second target within 10 feet, dealing 1d4 electrical damage. The secondary target must make a Reflex Save (DC 16) or take the damage.
- Silent Strike: Firing the Thunderbolt Blowgun generates no sound, granting a +2 circumstance bonus to Stealth checks when attempting to remain hidden after an attack.
- Recharge: After three uses, the blowgun’s electrical function depletes and must recharge by exposure to an electrical source or through resting overnight.
- Cost: 5,500 credits
- Bulk: L (lightweight).
Traveller (Mongoose 2nd Edition) Adaptation
Thunderbolt Blowgun 22
- Weapon Type: Advanced Ranged Weapon (Blowgun)
- Damage: 2D (piercing) + 2D (electrical)
- Range: 10 meters
- Magazine: 1 (requires Thundersteel Darts)
- Traits:
- Lightning Arc: On a successful hit, the lightning arcs to a second target within 2 meters of the primary target. The secondary target must make a Dexterity Check (Difficulty 8) or take 1D electrical damage.
- Stealthy: The Thunderbolt Blowgun produces minimal noise, giving a +1 DM to Recon checks made after firing to avoid detection.
- Rechargeable: After three shots, the blowgun requires exposure to an electrical source to recharge. Without recharging, it functions as a standard blowgun.
- Tech Level: 12
- Cost: Cr10,000.
Warhammer 40,000 (Warhammer Fantasy Roleplay 4th Edition) Adaptation
Thunderbolt Blowgun 22
- Weapon Class: Exotic Ranged Weapon
- Damage: 6 (3 piercing + 3 electrical)
- Range: 20 yards
- Encumbrance: 0 (light)
- Special Qualities:
- Arc Lightning: Upon hitting a target, electricity arcs to another enemy within 5 yards. The secondary target must make an Agility Test (Challenging, +0) or take 4 Wounds from the electrical shock.
- Silent: The blowgun’s shots are almost imperceptible. The user gains a +10 bonus to Stealth tests to remain hidden after attacking.
- Stormbound: The Thunderbolt Blowgun’s power is tied to the storm. It can only be recharged after three uses by exposing it to a source of electrical energy, such as a lightning storm or powerful electrical current.
- Rarity: Very Rare
- Cost: 400 gold crowns.
