Thunderbolt Blowgun 44

Lore: The Thunderbolt Blowgun 44 is a weapon crafted by the dwarves of the Thunder Mountains, who are known for their exceptional metalworking skills. The blowgun is made of sturdy metal and designed to resemble a bolt of lightning, earning its name from the loud thunderclap that echoes through the air when it is fired.

The Thunderbolt Blowgun 44 is a ranged weapon with the following stats:

  • Level: Tier 1
  • Rarity: Rare
  • Type: Ranged Weapon
  • Tags: Ammunition, Loading, Thunderous, Sonic, Impactful, Shockwave, Knockback, Dwarven Craftsmanship, Piercing, Disorienting, High Decibel, Metallic, Precision
  • Weight: 1 lb.
  • Cost: 200 gold pieces

Special Abilities:

  • Ammunition: The Thunderbolt Blowgun 44 requires metal darts as ammunition.
  • Loading: The Thunderbolt Blowgun 44 requires an action to load, and can only fire one dart per turn.
  • Thunderous: The Thunderbolt Blowgun 44 fires darts that explode on impact, creating a loud thunderclap that can startle enemies and possibly knock them prone.

How to Use: To use the Thunderbolt Blowgun, the wielder must load a metal dart into the blowgun and then use an action to fire it. The blowgun is a loud ranged weapon, making it less suitable for stealth-based missions but ideal for combat situations where the wielder wants to create a distraction or disorient enemies. The thunderous property of the darts makes them particularly useful against enemies that are vulnerable to sonic attacks, or against enemies that rely on their hearing to navigate their surroundings. The Thunderbolt Blowgun is a rare and expensive weapon, but its unique properties make it a valuable addition to any character’s arsenal.

In the world of Saṃsāra, the Thunderbolt Blowgun 44 would be considered a rare and specialized weapon, making it available only in select shops and locations, each catering to unique aspects of its craftsmanship and utility. Here are the types of shops where it might be bought or sold, along with the cost at each:

  • Dwarven Artisan Forge
    • Description: Located in the heart of the Thunder Mountains, these forges are run by master dwarven blacksmiths known for crafting intricate metal weapons and artifacts. The shopfront is rugged, with the constant sound of hammering and the heat of the forge in the air.
    • Inventory: Only a few Thunderbolt Blowguns are crafted at a time, each made to order or available through special request.
    • Cost: 200 gold pieces (base price); prices can increase up to 250 gold pieces due to customization options like engravings or enhanced durability.
    • Additional Costs: Metal darts sold separately (10 darts for 10 gold pieces).
  • Adventurer’s Armory
    • Description: Found in bustling towns and cities, these shops serve adventurers and mercenaries, offering an array of weapons, armor, and specialized equipment. A Thunderbolt Blowgun might be acquired here as a rare find, typically through bartering or after an adventurer sells one.
    • Inventory: Rare and stocked only when acquired from traveling adventurers or traders.
    • Cost: 220 to 260 gold pieces, with the price varying based on the condition and demand in the local market.
    • Additional Costs: Metal darts priced slightly higher at 12 gold pieces for a bundle of 10 due to transport costs.
  • Arcane Emporium
    • Description: Located near mage towers or academies, these shops deal in magical artifacts, enchanted items, and mystical weapons. Here, the Thunderbolt Blowgun would be valued for its thunderous properties, drawing interest from those who seek magical resonance in their tools.
    • Inventory: Rare, usually stocked only if brought in through trade or as part of an estate sale of a former adventurer.
    • Cost: 250 to 300 gold pieces, with additional cost attributed to the mystical allure and possible minor enchantments or custom fittings.
    • Additional Costs: Arcane-enhanced darts, which add minor effects like a small lightning burst, are available at 20 gold pieces for 10.
  • Black Market or Shadow Bazaar
    • Description: Hidden in the alleyways of larger cities or at underground markets, these places offer items that are difficult to come by in more legitimate venues. Traders here often deal in unique or hard-to-find weapons, such as the Thunderbolt Blowgun, without asking too many questions.
    • Inventory: Sporadic and inconsistent, the blowgun is sold here when thieves or rogue adventurers manage to smuggle one in.
    • Cost: 150 to 180 gold pieces, as the item is often sold quickly and at a lower price due to the nature of the market.
    • Additional Costs: Metal darts may be of lower quality but cheaper (10 darts for 8 gold pieces).
  • Skyship Trading Post
    • Description: Positioned on floating islands or along aerial trade routes, these trading posts cater to airship crews and sky pirates. With the blowgun’s suitability for combat in open skies or as a defensive tool against aerial threats, it might be sold here as a specialty item.
    • Inventory: Available occasionally, especially if commissioned for skyship crew use.
    • Cost: 230 to 280 gold pieces, considering the higher demand among skyship crews and the challenges of acquiring such items in remote areas.
    • Additional Costs: Aerial-adapted darts that are more aerodynamic for high-altitude use can be purchased at 15 gold pieces for 10.
  • Guild Supply Depot
    • Description: These supply stores are owned or operated by various guilds, such as the Hunter’s Guild or the Mercenary’s Lodge, specializing in outfitting members with specific tools and weapons for missions.
    • Inventory: Available as a special purchase for guild members, especially if the mission involves creatures vulnerable to sonic attacks.
    • Cost: 180 to 200 gold pieces for guild members, with a slight discount due to guild membership, but non-members would pay a higher price (up to 250 gold pieces).
    • Additional Costs: Guild-crafted darts are available, with a bundle of 10 priced at 9 gold pieces, with higher discounts for bulk purchases.

These varied markets reflect the regional demands and unique economic conditions of Saṃsāra, where the Thunderbolt Blowgun 44 would be sought for its powerful combat applications and crafted heritage.

The Thunderbolt Blowgun 44, with its thunderous discharge and precise design, lends itself to dynamic uses in both defense and offense across a range of environments in the world of Saṃsāra. Its role in each environment is shaped by its distinctive qualities—loud, impactful, and designed for focused, powerful strikes. Below are examples of how it could be used for both defensive and offensive purposes in different settings:

  • Mountainous Terrain or Highlands
    • Defense: When defending a mountain pass or a dwarven stronghold, a wielder could use the Thunderbolt Blowgun to fire from behind cover, leveraging its range to create loud, echoing thunderclaps that disorient approaching enemies. The weapon’s sound reverberates through the valleys, making it difficult for attackers to pinpoint the source of the attack. The resulting shockwave from each shot might cause loose rocks to fall, creating natural barriers or deterring enemies from advancing.
    • Offense: In more offensive situations, such as ambushing a group of marauding giants, the wielder could strike from high ground, targeting the more sensitive areas of enemies (like joints or vital spots) to maximize the impact of the thunderous discharge. The sound might cause the larger creatures to lose their footing or temporarily impair their hearing, creating openings for follow-up attacks by the wielder’s allies.
  • Dense Forest or Jungle
    • Defense: While the Thunderbolt Blowgun is not ideal for stealth, its thunderous noise can serve as a warning shot to ward off encroaching threats like beasts or bandits. In a dense forest, the wielder could fire a shot at a distance to startle predatory creatures or to mislead pursuers into thinking reinforcements are arriving. The resulting shockwave might disturb trees and underbrush, creating confusion among attackers.
    • Offense: In a more offensive role, the blowgun could be used to create targeted chaos during a skirmish. By shooting at strategic points (such as weak branches or unstable trees), the wielder can create blockades or collapse paths to isolate opponents. Additionally, the noise can be used to force creatures like animals or lesser monsters into fleeing in a specific direction, potentially into traps or ambushes set by allies.
  • Urban or City Environment
    • Defense: In the narrow streets or tight alleys of a city, the Thunderbolt Blowgun can serve as a deterrent against an ambush or robbery. Its sound would resonate off the walls, disorienting attackers or alerting nearby guards or allies. If positioned on a rooftop or at a window, the wielder could target foes below, using the sound and shockwave to scatter attackers or create panic among enemy ranks.
    • Offense: For offensive maneuvers, the blowgun might be used to initiate surprise attacks or create distractions in strategic areas. For example, firing a dart at a nearby statue or large object could cause a loud noise that draws guards away from their posts, allowing the wielder’s team to infiltrate a secure area or escape unnoticed. The weapon could also be used to shatter glass windows or doors, creating an opening during a raid.
  • Underwater or Coastal Caves
    • Defense: Though unconventional for underwater use, in the vicinity of coastal caves or in shallow water, the Thunderbolt Blowgun could be used to create shockwaves in the water to repel aquatic threats, like predatory sea creatures or amphibious raiders. The reverberating sound in a cave could even cause minor tremors, deterring enemies from advancing into the narrow passageways.
    • Offense: When attacking raiders or smugglers hiding in sea caves, the wielder could use the blowgun to create sudden, loud sounds that disorient targets, possibly causing them to stumble or drop their weapons. A well-placed shot could strike stalactites or other rock formations, causing debris to fall on foes or even sealing off passages to trap them.
  • Aerial Combat or Floating Islands
    • Defense: On the high cliffs or floating islands of the Zephyrstone Islands, where combat can occur along precarious ledges or in the air, the Thunderbolt Blowgun is effective for knocking flying enemies off course. The shockwave from its shots can destabilize aerial foes like harpies, sky pirates, or even creatures riding on griffons, causing them to veer off or lose altitude.
    • Offense: When on the offensive, a wielder might use the blowgun to engage in aerial skirmishes, aiming at enemy vessels or creatures flying nearby. The loud thunderclap of the blowgun can disrupt the concentration of enemy pilots or spellcasters, potentially causing them to miscast spells or lose control of their mounts. The noise might also serve to demoralize and scatter enemy ranks during a raid on an enemy’s floating stronghold.
  • Underground or Subterranean Tunnels
    • Defense: In dark and winding underground tunnels, where sound carries far, the blowgun can be used to ward off creatures or create the illusion of larger numbers of defenders. The thunderous discharge would resonate through the confined space, causing fear among creatures like goblins or subterranean beasts that rely on hearing. The sound could also cause tremors in loose or unstable tunnel sections, creating natural barriers.
    • Offense: To pursue or flush out enemies hiding in the tunnels, the wielder can use the blowgun to create disorienting sounds that reverberate and confuse foes, forcing them into traps or more open combat spaces. The concussive force of a shot can also target weakened tunnel ceilings or walls, causing controlled collapses to block escape routes or limit the movement of enemies.
  • Battlefields or Open Plains
    • Defense: In large-scale battles, the Thunderbolt Blowgun serves as a means of disrupting enemy formations. Firing into densely packed groups can create chaos, causing a ripple of confusion and disarray among soldiers. The noise can also mask the approach of reinforcements or prevent enemy scouts from hearing crucial commands.
    • Offense: During skirmishes in open fields, the blowgun’s precision can be used to strike key targets from a distance, like enemy commanders or spellcasters. The loud thunderclap can serve as a signal to allied forces, coordinating movements or timed strikes. Additionally, targeting objects like enemy supply wagons or signaling devices with the blowgun’s explosive impact can create further disruptions.

In all of these settings, the Thunderbolt Blowgun 44 functions not only as a weapon of direct physical damage but as a strategic tool, leveraging its sound and impact to control the battlefield, confuse foes, and create opportunities for the wielder and their allies. Its distinctive traits make it a weapon that blends ranged precision with psychological warfare, adding a dynamic edge to encounters in Saṃsāra.

Perception of Activation:

  • User’s Perspective:
    • Sight: As the Thunderbolt Blowgun 44 is activated, electric blue arcs dance along the engraved lightning motifs. A faint glow pulses from the blowgun, intensifying around the loaded dart. This light is especially bright in dim environments, casting shadows on nearby surfaces with each surge.
    • Sound: A subtle hum, rising in pitch, fills the air as the energy within the blowgun charges. The hum is followed by a crackling sound, reminiscent of distant thunder. The metal vibrates slightly in the user’s grip, building tension before the weapon is discharged.
    • Touch: The metal becomes cooler to the touch, with occasional tingling or static shocks as energy moves through the weapon. The vibrations are most intense near the barrel, giving the sensation of holding a coiled storm ready to unleash.
    • Smell: The air takes on an ozone-like scent, similar to the smell after a lightning strike, tinged with a faint metallic note from the blowgun’s charged state.
    • Taste: A dry, metallic taste lingers in the mouth, almost like the air before a heavy thunderstorm.
    • Extra-Sensory Perception: The user might sense a ripple in the local mana flow, feeling the energy converging toward the blowgun. It creates a pressure in their magical awareness, as if holding a compact storm that strains against its containment. The weapon’s energy subtly synchronizes with the user’s own magical essence, offering a brief moment of heightened focus.
    • Positives:
      • A sense of control and power flows into the user, boosting confidence and precision with the weapon.
      • The synchronization between the user’s energy and the weapon can offer a boost to their magical senses, allowing for clearer detection of nearby threats.
      • The cool sensation and the hum serve as indicators that the blowgun is ready, providing a tactile and auditory readiness cue.
    • Negatives:
      • The continuous hum and tingling can become distracting, making it hard to concentrate on other magical or physical tasks.
      • Prolonged exposure to the electric buildup may cause mild discomfort, like small static shocks or numbing of the fingers.
      • The brightness of the electric glow may become problematic in stealth or low-light situations, potentially revealing the user’s position.
  • Observer’s Perspective:
    • Sight: To an outside observer, the blowgun appears to come alive with a sharp electric glow, illuminating the engravings that trace along the barrel. The energy coursing through it creates a striking, almost mesmerizing visual effect. When fired, a bright flash emanates from the dart’s release point, followed by a visible shockwave of energy that ripples through the air.
    • Sound: The activation is accompanied by a low, ominous hum that builds into a loud, crackling crescendo. This sound intensifies as the blowgun is prepared for firing, eventually culminating in a thunderous boom when the dart is released. The sudden noise can cause ears to ring if heard from too close.
    • Touch: Observers in close proximity may feel a faint vibration in the air or ground, as if the very atmosphere thrums in response to the blowgun’s energy. This sensation grows stronger the closer they are to the user.
    • Smell: A sharp, ozone-like smell becomes evident, similar to the aftermath of a lightning strike. The scent mingles with a faint burning note as the dart strikes its target, carrying a sense of danger and power.
    • Taste: While indirect, those nearby might notice a dry taste in the air, a tingling on the tongue that feels as if a thunderstorm is passing overhead.
    • Extra-Sensory Perception: An attuned observer or one with heightened magical awareness might detect a disruption in the ambient mana flow, perceiving the concentration of power within the blowgun. It might appear as a distortion in their vision or a sense of pressure against their senses, as if the blowgun warps the surrounding magic to feed its charged state.
    • Positives:
      • The loud noise and flashing lights can create a dramatic and intimidating effect, possibly scaring away lesser creatures or creating a distraction for the user’s allies.
      • Observers with magical senses can detect the activation of the blowgun from afar, potentially alerting them to the presence of powerful or rare weaponry in play.
    • Negatives:
      • The thunderous crack can be startling and painful to sensitive ears, and may disorient nearby allies if they are unprepared for the sound.
      • The brightness of the glow and the noise make it nearly impossible for the user to go unnoticed, drawing the attention of any nearby creatures or enemies.
      • The distortion in the ambient mana might alert magically attuned foes, allowing them to prepare for an attack or attempt to interfere with the blowgun’s energy.

This balance between the power and drawbacks of the Thunderbolt Blowgun 44’s activation reflects its status as a rare, high-impact weapon in the world of Saṃsāra, capable of turning the tide of battle but with costs that require strategic consideration.

Crafting Recipe: Thunderbolt Blowgun 44

  • Materials Needed:
    • Sturdy Metal Rod (3 ft length) Preferably silvered steel, dwarven iron, or a high-quality alloy that can hold enchantments.
    • Thunderous Quartz Crystal (1 medium-sized piece) A crystal capable of amplifying sound and storing electrical energy, found in deep mountain caves or near ley lines.
    • Lightning-infused Engravings (2 vials) A liquid alloy mixed with powdered Zephyrstone and blue-tinted mythril dust, capable of channeling and containing electric energy.
    • Conductive Metal Darts (Set of 20) Darts made of lightweight conductive metal (copper or silver-tipped steel), crafted with precision for aerodynamic flight.
    • Dragonbone Inlays (Small strips, 6 pieces) Used to reinforce the barrel for stability and magical conductivity. Dragonbone is known for its ability to withstand high-energy discharge.
    • Insulating Leather Strips (2 ft length) Strips of leather treated with alchemical oil to prevent the wielder from receiving shocks during activation.
  • Tools Required:
    • Smith’s Hammer & Anvil: For shaping the metal rod into a blowgun barrel.
    • Engraving Chisel: A precision tool for carving lightning bolt designs into the metal, allowing energy to flow through the channels.
    • Enchanter’s Brazier: For imbuing the Thunderous Quartz with magical energy and binding it to the blowgun.
    • Arcane Tongs: For handling the superheated metal and enchanted components during assembly.
    • Jeweler’s Loupe: For precisely setting the Thunderous Quartz within the blowgun and ensuring the engravings are clean and precise.
    • Alchemical Furnace: To melt the liquid alloy and infuse it into the engraved channels.
  • Skill Requirements:
    • Blacksmithing (Journeyman Level) For shaping and crafting metal components.
    • Enchanting (Intermediate Level) For binding the Thunderous Quartz to the blowgun and channeling the energy properly.
    • Alchemy (Basic Level) For preparing the alloy mixture of Zephyrstone and mythril dust.
    • Carving (Basic Level) For creating precise engravings in the blowgun’s surface.
    • Weapon Crafting (Journeyman Level) For assembling the components and balancing the blowgun for accurate use.
  • Crafting Steps:
    • Shape the Barrel:
      • Use the Smith’s Hammer and Anvil to shape the Sturdy Metal Rod into a straight, hollow tube roughly 3 feet in length.
      • The interior of the barrel must be smooth to ensure the darts fly without friction. Use a file or polishing cloth to achieve this.
    • Engrave the Lightning Motifs:
      • Use the Engraving Chisel to carve intricate lightning bolt patterns along the exterior of the blowgun. These designs will serve as conduits for the electrical energy.
      • Ensure the channels are deep enough to hold the Lightning-infused Engravings mixture.
    • Infuse the Engravings:
      • Prepare the Lightning-infused Engravings alloy by melting the Zephyrstone powder and mythril dust in the Alchemical Furnace.
      • Pour the molten alloy into the engraved channels using a steady hand, ensuring each line is filled without overflow.
      • Allow the alloy to cool, creating an electric blue sheen along the engraved lines.
    • Set the Thunderous Quartz:
      • Heat the Thunderous Quartz using the Enchanter’s Brazier until it hums faintly with stored energy.
      • Use the Arcane Tongs to carefully place the charged quartz into a specially prepared socket near the barrel’s base.
      • Bind the quartz to the metal using a basic enchanting ritual, stabilizing its energy to release in controlled bursts upon activation.
    • Inlay the Dragonbone:
      • Carve shallow grooves along the interior of the barrel to fit the Dragonbone Inlays.
      • Secure the inlays into place, reinforcing the structure of the blowgun to better withstand the energy discharge without cracking or warping.
    • Wrap with Insulating Leather:
      • Apply the Insulating Leather Strips around the blowgun’s handle, ensuring a comfortable grip that prevents accidental shocks.
      • Seal the leather with alchemical oil to ensure durability and resistance against the weapon’s energy discharge.
    • Balance and Test Fire:
      • Load a Conductive Metal Dart into the barrel and test the blowgun by firing at a target. Adjust the balance if necessary for improved accuracy.
      • Ensure the Thunderous property activates correctly, releasing a loud thunderclap upon impact. If the sound is too faint or uncontrolled, recheck the alignment of the Thunderous Quartz and the Dragonbone Inlays.
    • Final Enchanting and Calibration:
      • Perform a final enchanting ritual to synchronize the blowgun’s energy flow with the Thunderous Quartz and engraved channels.
      • Check for any residual magical imbalance and refine the calibration to ensure the energy release is precise and contained.
    • Cooling and Polishing:
      • Allow the blowgun to cool completely in an Enchanter’s Brazier, letting the residual magical energy settle.
      • Polish the exterior with a cloth, bringing out the electric blue highlights in the engravings, and ensure the barrel is free of any imperfections that could affect its accuracy.

With this crafting process, the Thunderbolt Blowgun 44 can be recreated, ready to deliver its signature thunderous blasts. The quality of the final product will heavily depend on the skill of the craftsman and the precision of each step.

“The Tale of Thunder Spear That Breathes Sky’s Wrath”

Long ago, in days when mountains spoke and rivers sang, there dwelt below the Great Peaks of Storm, a clan of stone-forgers called the Dhormûth. This clan, their hands shaped by iron and fire, knew secrets of the thunder and whispers of the deep earth. From the tongue of storm-beast and metal-skin, they crafted the weapon that breathes with voice like sky-splitter: Karnûl Ulmânan, or as we call it now, Thunderbolt Blowgun 44.

From whispers carried in winds wild, the ancient ones tell this: there was a time of unending dark clouds, when lightning clawed the earth and the rain hammered like drum upon drum. In these days, Dhormûth elders heard the mutterings of the Mountain’s heart, and saw the storm’s voice caught in stone-crystal, hidden deep below roots of the rock. They called upon Runekeeper Urthgrin, whose beard touched the ground and whose sight reached beyond shadow. He entered the belly of the world and carved thunder’s spirit into silvered bone of mountain, binding the roaring sky within metal skin.

The Karnûl Ulmânan—so it is said—held in its belly the rage of the unquiet skies. When Urthgrin brought it forth, the first breath it took shattered the silence of the valley, and lightning spilled like fire-blood from the weapon’s mouth. Such power, the mountain shuddered, and the storm-beasts cowered, for the blowgun spoke in voices they feared.

Yet, in all power lies sorrow. For one cold night when ice filled the rivers, a great storm came upon the Dhormûth. They fought with the blowgun, and the valley echoed with the war-song of thunder. It is said Urthgrin’s breath faltered and his hands grew slow; he misheard the mountain’s murmur, and in his weakness, the Karnûl Ulmânan turned upon its master. It screamed, louder than sky-break, louder than earth-split, and in its wrath, the valley was sundered. Urthgrin and his kin were lost, their names scattered like ash among the winds.

When the storm faded, only the Karnûl Ulmânan remained, its voice stilled, but its power sealed within. It was found by wanderers and travelers, passed from hand to hand, never to hold the loyalty of a master again. In the whispers of traders and among the songs of distant lands, it is known: those who seek to wield the thunder must understand its wild heart, or face the curse that befell the Dhormûth.

Moral of the Story: One who dares to bind the voice of the storm must respect its freedom, for the untamed heart of power shall never bow without breaking.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

  • Type: Ranged Weapon (Blowgun)
  • Skill: Firearms (Exotic)
  • Damage: 1d6 + Thunderous (see below)
  • Range: 10 yards
  • Ammunition: Requires Metal Darts (20 in a bundle)
  • Rate of Fire: 1 shot per round (loading required)
  • Thunderous Effect: Upon a successful hit, the blowgun emits a deafening thunderclap. Targets within 5 yards must make a CON roll or become Dazed for 1d3 rounds (suffering a penalty die on all rolls during this time).
  • Malfunction: 97-100 (Overloads, dealing 1d4 damage to the user and losing its next shot due to a cooldown period)
  • Special: The blowgun is not suitable for stealth missions due to its loud noise, imposing a -20 penalty to Stealth rolls when used within 30 yards of enemies.
  • Mythos Connection: Some believe that the blowgun channels the essence of storm entities or thunderous Outer Beings, making it an object of curiosity among cults and occult collectors.

Blades in the Dark

  • Item Type: Fine Ranged Weapon (Blowgun)
  • Load: 2 (Heavy, cumbersome due to metal construction)
  • Range: Near (optimal for mid-range engagements)
  • Effect: Tier III weapon, grants potency when used in combat against foes vulnerable to loud noises or disorienting effects.
  • Special Ability – Thunderous Impact: When firing a metal dart, the blowgun emits a thunderclap. Choose one:
    • Dazed: Target must resist with Prowess or be Dazed, suffering Reduced Effect for their next action.
    • Disperse: Nearby enemies within Close range are forced back, creating space or clearing a path.
  • Drawback: Due to its loud noise, any use of the Thunderbolt Blowgun automatically increases Heat by +1 and alerts nearby enemies, making it risky for missions requiring discretion.
  • Crafted Origins: Can only be crafted or acquired through a special project requiring access to dwarven metalworking secrets or specialized arcane resources.

Dungeons & Dragons (5th Edition)

  • Weapon Type: Ranged Weapon (Martial, Rare, Requires Attunement)
  • Damage: 1d6 Piercing + 1d6 Thunder (thunder damage only applies if the target is hit)
  • Range: 30/90 ft.
  • Ammunition: Requires Metal Darts (provided in bundles of 20)
  • Properties: Loading, Thunderous
  • Thunderous Effect: When a dart is fired, the blowgun emits a thunderous boom audible out to 300 feet. Targets hit must make a DC 14 Constitution saving throw or be knocked prone.
  • Special – Sonic Disruption: As a bonus action, the user can channel additional energy into their next shot, causing the dart to deal an extra 1d6 thunder damage on a hit. This ability can be used 3 times per long rest.
  • Drawback: The sound of the blowgun’s shot imposes disadvantage on the user’s Stealth checks until the end of their next turn. Additionally, each use of the Sonic Disruption ability causes 1 point of exhaustion to the user if used consecutively without a rest.
  • Crafting Requirements: Requires dwarven metal, a Thunderous Quartz, and proficiency in Smith’s Tools and Arcana. Crafting takes 10 days and materials worth 300 gold pieces.

Knave

  • Weapon: Thunderbolt Blowgun 44
  • Damage: d8 + Thunderous (see below)
  • Range: 40 feet (Short Range), 80 feet (Long Range)
  • Ammunition: Metal Darts (must be crafted or purchased separately)
  • Special – Thunderous: On a successful hit, the blowgun creates a loud thunderclap. Targets within 10 feet of the impact must make a WIL Save or be stunned until the end of their next turn. Allies within range are also affected.
  • Loud: Whenever the Thunderbolt Blowgun is fired, it alerts enemies within 100 feet. This may attract unwanted attention and summon nearby creatures.
  • Recharge: The blowgun needs to recharge between shots, taking 1 round to reload.
  • Enchantment Requirement: Recharging the blowgun outside of combat requires a Thunderous Quartz, which must be placed inside a storm or other high-energy environment for 8 hours to regain full power.
  • Weight: 2 slots (requires dedicated space due to its unique size and components).

Fate Core

  • Weapon Type: Ranged Weapon (Specialized)
  • Aspects:
    • “Voice of the Storms”: Creates a thunderous boom when fired, making it impossible to use stealthily.
    • “Dwarven-Crafted Masterpiece”: Resistant to damage and capable of channeling electrical energy.
  • Stunt: Thunderous Shot
    • Once per scene, when you fire the Thunderbolt Blowgun 44, you can create a Sonic Disruption aspect with a free invoke on a target zone. All enemies in that zone suffer a -2 penalty to their next action due to the deafening noise.
  • Skill Required: Shoot (or a similarly appropriate skill)
  • Range: Up to 2 zones away
  • Drawback: When used, the GM gains 1 Fate point due to the noise potentially attracting attention or causing unintended consequences.
  • Crafting/Acquisition: Requires a Create an Advantage roll (Crafts) with a Great (+4) difficulty to obtain the materials and assemble the weapon, or a specialized contact within a dwarven community.

Numenera & Cypher System

  • Level: 4 (Moderate Artifact)
  • Ranged Weapon: Medium (10 ft – 50 ft range)
  • Effect: Deals 4 points of damage (Piercing) + 2 points of ambient sonic damage on a successful attack.
  • Depletion: 1 in 1d10 (roll after every 1d6 uses, if the depletion roll is a 1, the blowgun needs to be recharged using a lightning storm or a similar power source).
  • Special Ability: Thunderous Shot
  • When fired, the blowgun creates a deafening boom. Targets within Immediate Range of the impact must make a Speed Defense roll (Difficulty 4) or be knocked back and stunned for one round.
  • Crafting Requirements: Requires a Thunderous Crystal, a conductive metal tube, and an hour of work. Also requires a successful crafting roll (Difficulty 5) using appropriate skills.
  • Downside: Due to the noise, using the Thunderbolt Blowgun alerts any creatures within Long Range, making it unsuitable for stealth-based encounters.

Pathfinder (2nd Edition)

  • Weapon Type: Ranged Weapon (Martial, Rare)
  • Damage: 1d6 Piercing + 1d4 Sonic
  • Range: 30 ft.
  • Ammunition: Metal Darts (20 per bundle)
  • Traits: Fatal d8, Thundering, Reload 1
  • Thundering: On a successful critical hit, the target and all creatures within a 10-foot radius must make a DC 18 Fortitude save or become deafened for 1d4 rounds. Additionally, the target is knocked prone if it critically fails the save.
  • Reload: Takes 1 action to reload a metal dart into the blowgun.
  • Special Action – Sonic Disruption (2 Actions): You enhance your next shot with a burst of sonic energy. On a hit, the blowgun deals an additional 1d6 sonic damage, and the target becomes flat-footed until the start of your next turn.
  • Crafting Requirements: Requires a crafting proficiency of Expert in Crafting, access to dwarven metalworking tools, and materials worth 150 gold pieces. Crafting takes 5 days and involves a Crafting check (DC 20).

Savage Worlds (Adventure Edition)

  • Weapon Type: Ranged Weapon
  • Damage: 2d6 (1d6 Piercing + 1d6 Thunder)
  • Range: 12/24/48 (Short/Medium/Long)
  • RoF: 1 (Requires 1 round to reload)
  • Ammunition: Metal Darts (must be crafted or purchased separately)
  • Thunderous Effect: On a hit, the target must make a Vigor roll at -2 or become Shaken due to the deafening sound. Nearby targets within a Small Burst Template must also make a Vigor roll to avoid becoming Distracted for 1 round.
  • Special Ability – Sonic Surge: Once per encounter, the wielder can choose to add an additional +2d6 thunder damage to a shot. If the shot results in a critical failure, the blowgun backfires, causing the user to be Shaken and suffer 1d6 damage.
  • Weight: 4 lbs.
  • Cost: $500 (rare item, often acquired through trade with specialized artisans or dwarven communities)
  • Drawback: Due to its loud noise, the blowgun imposes a -2 penalty to Stealth rolls in the same round it is fired.
  • Crafting Requirements: Requires a crafting skill roll at -2 (Artificer or related skill) with materials worth $250 and access to a Thunderous Quartz.

Shadowrun (6th Edition)

  • Weapon Type: Ranged Weapon (Exotic)
  • Damage: 5P (Physical) + 3S (Sonic) on a hit
  • Accuracy: 5
  • AP: -1
  • Mode: Single Shot (SS)
  • Range: Short: 0-5m, Medium: 6-20m, Long: 21-40m, Extreme: 41-60m
  • Ammo: Metal Darts (Capacity: 1)
  • Special Ability – Thunderous Discharge: When the Thunderbolt Blowgun is fired, it creates a thunderous boom. All targets within 5 meters must make a Body + Willpower (3) test or be disoriented, suffering -2 dice pool penalty on actions for 1 Combat Turn.
  • Concealability: +2 (Due to its compact design, but difficult to fully hide due to weight and material)
  • Availability: 12F (Restricted due to loud noise and exotic ammunition)
  • Cost: 2,500¥
  • Drawbacks: Each shot alerts anyone within 100 meters due to the noise, making it unsuitable for stealth missions. Requires Exotic Ranged Weapon (Blowgun) skill to use effectively.
  • Acquisition: Often acquired through underground contacts, black market, or custom work from a specialized weaponsmith.

Starfinder

  • Weapon Type: Ranged Weapon (Analog, Uncommon)
  • Damage: 1d6 Piercing + 1d6 Sonic (Critical: Target is Deafened for 1d4 rounds)
  • Range: 30 ft.
  • Capacity: 1 shot (manual reload)
  • Usage: 1/shot (consumes one metal dart per shot)
  • Special Properties: Analog, Blast (5 ft.), Sonic
    • Blast (5 ft.): When fired, the Thunderbolt Blowgun creates a sonic boom. Targets within a 5-foot radius of the impact point must succeed on a Reflex save (DC 16) or be pushed 5 feet away and become Flat-Footed for 1 round.
  • Level: 4
  • Price: 1,600 credits
  • Bulk: L (Light)
  • Restrictions: Due to its explosive sound, all Stealth checks are at -4 for 1 round after firing within 60 feet.
  • Crafting Requirements: Requires the Engineering skill and access to dwarven alloys and a Thunderous Quartz worth 500 credits. Crafting takes 12 hours with a successful DC 20 Engineering check.

Traveller (Mongoose 2nd Edition)

  • Weapon Type: Ranged Weapon (Rare)
  • Damage: 2d6 + 1 Sonic
  • Range: 20 meters
  • Ammo: 1 dart (reload requires a Minor Action)
  • Traits: Sonic, Loud, Knockdown
    • Sonic: The sonic discharge is capable of affecting targets with sensitive hearing, granting a +2 DM (Dice Modifier) when used against creatures susceptible to sonic attacks.
    • Loud: Using this weapon automatically raises the Noise level in the vicinity, potentially drawing attention from nearby creatures or individuals.
    • Knockdown: On a natural roll of 10+ for attack, the target must make an Endurance check (8+) or be knocked prone.
  • Skill: Gun Combat (Exotic)
  • Cost: 15,000 Credits (rare and valuable, often requiring a contact within a dwarven enclave or a specialized black-market dealer)
  • Weight: 1 kg
  • Special Use: Some traders believe the Thunderbolt Blowgun’s loud sonic boom can deter raiders or beasts in less populated starports or planets.
  • Drawbacks: If used in space or vacuum without proper damping, the shockwave can cause minor feedback to the user, resulting in 1 point of damage (ignores armor).

Warhammer (Warhammer Fantasy Roleplay 4th Edition)

  • Weapon Type: Ranged (Exotic, Rare)
  • Range: 30 yards
  • Damage: +7 Piercing +3 Sonic (Impact)
  • Reload: 2 (Takes 2 full actions to reload a metal dart)
  • Qualities: Blast (5), Deafening, Reload, Unstable
    • Blast (5): Targets within 5 yards of the impact suffer 1d10 + 3 damage and must pass a Challenging (+0) Endurance Test or be stunned for 1 round.
    • Deafening: Anyone within 10 yards of the blowgun’s discharge must pass a Challenging (+0) Endurance Test or become Deafened for 1d5 rounds.
    • Unstable: If the firing roll results in a fumble (96-100), the blowgun backfires, dealing 1d10 + 3 damage to the user and rendering the blowgun unusable until repaired.
  • Encumbrance: 1 (light but awkward)
  • Availability: Very Rare (typically available through dwarven workshops or acquired as spoils in ancient dwarven ruins)
  • Cost: 300 gold crowns
  • Crafting Requirements: Crafting requires access to a specialized forge, dwarven alloys, and a Thunderous Quartz. Requires a Trade (Engineer) Test at Hard (-20) Difficulty and takes 1 week.