Venomous Stinger Blowgun

Lore: The Venomous Stinger Blowgun is a weapon favored by assassins and spies who operate in the shadows. It is a sleek and deadly weapon, often used to silently dispatch targets with lethal poisons.

Stats: The Venomous Stinger Blowgun is a ranged weapon with the following stats:

  • Rarity: Uncommon
  • Level: Tier 1
  • Type: Ranged Weapon
  • Properties: Ammunition, Loading, Silent, Poisoned
  • Tags: Assassin’s Choice, Stealthy Precision, Covert Ops, Paralytic Strike, Spies’ Tool, Subterfuge, Urban Warfare, Sniper’s Breath
  • Weight: 1 lb.
  • Cost: 50 gold pieces

Special Abilities:

  • The Venomous Stinger Blowgun has the following special abilities:
  • Ammunition: The Venomous Stinger Blowgun requires darts as ammunition.
  • Loading: The Venomous Stinger Blowgun requires an action to load, and can only fire one dart per turn.
  • Silent: The Venomous Stinger Blowgun does not make any noise when fired, allowing the wielder to remain hidden.
  • Poisoned: The darts fired by the Venomous Stinger Blowgun are coated with a potent venom that can cause paralysis or death in the target.

How to Use: To use the Venomous Stinger Blowgun, the wielder must load a dart into the blowgun and then use an action to fire it. The blowgun is a silent ranged weapon, making it a valuable tool for assassinations and stealth-based missions. The poisoned property of the darts makes them deadly to enemies, but it also requires the wielder to obtain and apply the poison to the darts beforehand. The Venomous Stinger Blowgun is a step up from the Jungle Dart Blowgun in terms of cost and rarity, but its added properties make it a more versatile and deadly weapon for a level 2 TTRPG character.

In the world of Saṃsāra, where both traditional and magical elements coexist, the Venomous Stinger Blowgun could be found in several types of shops:

  • The Enchanter’s Emporium:
    • Description: A shop that specializes in magical and enchanted weapons, often located in the arcane quarters of cities or at the edge of mystical forests.
    • Purchase: The Venomous Stinger Blowgun would be displayed with other enchanted ranged weapons. Here, it might be sold for around 75 gold pieces, reflecting its magical enhancements and utility to those who operate in stealth.
    • Sale: If selling to such a shop, you could expect to receive roughly 50 gold pieces, as they would mark it up for sale to adventurers or assassins.
  • The Assassin’s Guild Outpost:
    • Description: A secretive location where members of the guild or those with the right connections can purchase tools of their trade.
    • Purchase: The blowgun would be a standard item in their inventory, optimized for silent operations. The cost might be 60 gold pieces, with potential discounts for guild members or those with high standing.
    • Sale: Selling to the guild might yield 55 gold pieces, as they value the item for its effectiveness in their line of work.
  • The Arcane Market:
    • Description: A bazaar where magic and the mundane intermingle, open to the public but with areas for more exclusive or dangerous goods.
    • Purchase: Here, the blowgun could be priced at 65 gold pieces. The market’s competitive nature might allow for haggling, potentially reducing the price by a few gold pieces.
    • Sale: Selling here might fetch you around 60 gold pieces, as the market is known for both buying and reselling at a margin.
  • Specialty Outdoor and Hunting Stores:
    • Description: Shops like “Predator Blowguns” or similar, focusing on hunting equipment with a flair for the exotic or enhanced gear.
    • Purchase: Given its specialized nature, the price could be 50 gold pieces, positioned as a premium hunting tool for stealthy game hunting.
    • Sale: Such a store might offer around 45 gold pieces, as they cater to a niche market where such items are in demand but not necessarily rare.
  • Black Market or Underground Auctions:
    • Description: A clandestine network or events where rare and often illegal items are traded.
    • Purchase: In these settings, the cost could escalate due to the item’s rarity and the risk involved; expect prices to be anywhere from 80 to 100 gold pieces, depending on the buyer’s desperation or the item’s perceived value in the underworld.
    • Sale: You could potentially get 70 gold pieces or more if there’s a high demand or if you have connections to drive up the bidding.

When buying or selling, remember that in Saṃsāra, bartering is common, so the final price could vary based on negotiation skills, the item’s condition, any additional enchantments or historical significance, and the urgency of the transaction.

Roleplay in Different Environments:

  • Urban Settings (Cities, Towns, Back Alleys):
    • Offense: In urban environments, the Venomous Stinger Blowgun is the epitome of silent assassination. An avatar might roleplay as a hired killer or a spy, using rooftops or shadowy corners to target political figures, crime lords, or other high-value targets. The silent nature of the weapon ensures that the assassin can escape before anyone realizes what has happened.
      • Roleplay Example: “From the shadow of the tavern’s overhang, I watch my mark, a corrupt official. I load the dart, its tip glistening with paralytic venom. As he steps into the alley for privacy, I take the shot. The dart finds its mark, and he slumps, the alley swallowing the sound of his fall.”
    • Defense: Defensively, this blowgun could be used by those who anticipate being hunted or betrayed. A character might set up a defensive position, using the blowgun to incapacitate or warn off approaching threats without engaging in open combat.
      • Roleplay Example: “I hear footsteps echoing up the stairs. With the blowgun poised, I wait by the door. As it creaks open, the dart flies, hitting the intruder in the neck. He’ll sleep it off while I make my escape.”
  • Dense Jungles or Wilderness:
    • Offense: Here, the blowgun serves as a perfect tool for hunting or defending territory. An avatar might use it to take down game or to deal with threats without alerting other creatures. The venom can be used to paralyze rather than kill, allowing the avatar to secure or study the creature.
      • Roleplay Example: “As the light fades, the jungle comes alive with predators. I spot a large feline stalking our camp. With the blowgun, I aim for its flank, the dart carrying enough venom to slow it down, giving us time to scare it off without bloodshed.”
    • Defense: The blowgun can be part of a layered defense system, with darts set up as traps or used to weaken aggressive beasts before they close in.
      • Roleplay Example: “The rustling in the underbrush signals something large. I quickly load a dart and fire towards the sound, aiming low to not kill but to deter. The rustle stops, replaced by a heavy thud as the poison takes effect.”
  • Castles, Dungeons, or High Fantasy Structures:
    • Offense: Inside fortified structures, the blowgun’s silence is invaluable for espionage or assassination. An avatar might navigate secret passages or use the blowgun during a coup or to eliminate guards silently.
      • Roleplay Example: “The guard’s patrol is predictable. I lie in wait in the servant’s passage. As he turns his back, I fire, the dart hitting the gap in his armor. He collapses, the poison ensuring he won’t wake for hours.”
    • Defense: In a siege or during a heist, it can be used to pick off snipers or to neutralize threats from afar without compromising one’s position.
      • Roleplay Example: “From the battlements, I see an archer taking aim at our allies. I quickly load and send a dart his way. He slumps over his bow, the poison taking effect, securing our flank.”
  • Subterranean or Underdark:
    • Offense: In the Underdark, where sound travels differently and vision is limited, the blowgun can be used to silently eliminate threats or to poison food supplies to weaken enemy forces.
      • Roleplay Example: “In the dim light of the cave, I see the glow of drow eyes. I take my shot, the dart silent in the still air, hitting the nearest scout. The others will find him too late.”
    • Defense: It can serve as a last line of silent defense when trapped or cornered, to buy time or to create confusion among the enemy ranks.
      • Roleplay Example: “Cornered by a patrol of duergar, I fire a dart at their leader. The poison spreads quickly, and in their shock, I make my escape through a hidden passage.”

In all these environments, the roleplay would involve meticulous planning, understanding of the target’s movements, and the strategic use of stealth and the poison’s effects, highlighting the user’s cunning, precision, and knowledge of both the weapon and the environment.

Perception of Activation:

  • User’s Perspective:
    • Sight: You see the dart being loaded into the blowgun, its tip potentially glistening with venom. As you aim, your focus narrows to the sight of the target through the end of the barrel. Upon firing, you might catch the dart’s path through the air, a brief blur against the environment.
    • Sound: The activation is marked by the softest exhale, almost inaudible. There’s no mechanical click or loud report, just the whisper of your breath propelling the dart.
    • Touch: The blowgun feels smooth against your lips, possibly with the texture of the material it’s made from. There’s a slight resistance as you blow, then a release as the dart fires, followed by the sensation of the blowgun lightening as the dart leaves.
    • Smell: There might be a faint, sharp smell of the venom if it’s particularly volatile, or the scent of the material of the blowgun, perhaps wood or a composite material used in stealth weapons.
    • Taste: If the dart passes close by your mouth or if there’s any residue, there could be a slight, bitter taste of the venom or the blowgun’s material.
    • Extra-Sensory:
      • Intuition: There might be a sense of certainty or focus, the moment of clarity before the shot, where everything feels right.
      • Empathy: Some might feel a brief, poignant connection with the target, a moment of shared fate.
      • Sixth Sense: An intuitive sense of when the timing is perfect for the shot, almost as if the air itself guides the dart.
  • Observer’s Perspective:
    • Sight: An observer might see the user’s posture change as they prepare to fire, the blowgun being raised, but the actual firing is almost invisible. They might just catch the dart in flight if they’re very attentive.
    • Sound: The observer hears nothing beyond perhaps the softest puff of air, which could be mistaken for a natural sound or breath.
    • Touch: If close enough, an observer might feel the slight air displacement from the dart’s passage, though this would be subtle.
    • Smell: Unless very close, the observer might not smell anything, but under certain conditions, they could detect the venom’s odor if it’s potent.
    • Taste: Not relevant from an observer’s perspective.
    • Extra-Sensory:
      • Aura Perception: Someone attuned to magic or life forces might perceive a slight disturbance in the air or around the dart as it’s propelled by the will of the user.
      • Empathy: They might feel a ripple of tension or resolve from the user, or a sense of impending impact if they are empathically sensitive.
  • Positives:
    • Stealth: The blowgun’s silence is a major advantage, allowing for attacks without detection, ideal for stealth operations.
    • Versatility: Can be used for both lethal and non-lethal purposes, depending on the poison used.
    • Range: Provides a way to engage enemies at a distance without the limitations of noise or visibility that come with other ranged weapons.
    • Psychological Impact: The quiet nature and the poison’s effect can demoralize foes or cause panic among groups when the method of attack is unknown.
  • Negatives:
    • Ethical Concerns: Using poison might be seen as dishonorable or against certain codes of conduct, impacting social interactions.
    • Reload Time: The weapon is slower to reload compared to some firearms or bows, making it less suitable for rapid combat.
    • Limited Ammo: Carrying enough darts and venom can be cumbersome, and running out can leave the user defenseless.
    • Dependency on Venom: The effectiveness of the weapon relies heavily on the potency and availability of the venom, which can be a limiting factor in certain environments or situations.
    • Environmental Sensitivity: Its effectiveness can be reduced in windy conditions or if the target is wearing heavy armor that might deflect or absorb the dart.

Crafting the Venomous Stinger Blowgun

  • Materials Needed:
    • Bamboo or Wood: A straight piece for the barrel, approximately 2-3 feet long.
    • Metal or Hardened Wood: For crafting darts, with a fine tip for penetration.
    • Venom or Poison: A potent toxin, ideally fast-acting and paralytic.
    • Leather or Cloth: For wrapping the mouthpiece or as a grip for better handling.
    • Sealing Agent: A natural resin or wax to seal the wood and protect it from moisture.
    • Feathers or Light Materials: For fletching the darts to improve flight stability.
    • Decorative Elements (Optional): For personalization or to enhance its stealth capabilities with camouflage.
  • Tools Required:
    • Knife or Chisel: For carving the blowgun barrel from the bamboo or wood.
    • Small Hammer: To shape the dart tips.
    • Needle or Fine Applicator: For applying the venom to the dart tips.
    • Sandpaper or Sanding Block: To smooth the interior and exterior of the blowgun.
    • Alchemist’s Tools: For handling and preparing venom.
    • Leatherworking Tools: If adding a leather grip or mouthpiece.
  • Skill Requirements:
    • Woodworking or Bamboo Crafting: To shape and finish the blowgun.
    • Smithing or Metalworking: For crafting the dart tips.
    • Herbalism or Alchemy: Knowledge of poisons and their safe handling.
    • Fletching: Ability to attach feathers or similar materials to darts.
    • Stealth and Tactics: Understanding how to maximize the weapon’s potential in covert operations.
  • Crafting Steps:
    • Barrel Preparation: Select a straight piece of bamboo or wood. Cut to size, ensuring the interior is clear. If using wood, hollow it out carefully, maintaining its integrity.
    • Carving the Blowgun: Carve the interior to be smooth and uniform, ensuring the dart can travel freely. The exterior can be shaped for grip or aesthetics, but keep it functional for stealth.
    • Smoothing the Barrel: Use sandpaper or a sanding block to smooth both the inside and outside of the barrel. This reduces friction for the darts and makes it easier to handle.
    • Sealing: Apply a sealing agent to the exterior of the blowgun to protect it from environmental damage, like moisture or rot, which could affect the stealth aspect by causing noise from friction.
    • Crafting the Darts: Shape the darts from metal or hardened wood, ensuring they are balanced and aerodynamic. The tip should be sharp enough to penetrate but not so fine as to be brittle.
    • Fletching: Attach feathers or lightweight materials to the rear of the darts for stabilization. This should be done with precision to ensure each dart flies true.
    • Venom Preparation: Prepare the venom with care. If it’s not already in a liquid form, you might need to mix it with a carrier or dilute it to an appropriate consistency for application.
    • Poisoning the Darts: Using a needle or fine applicator, coat the dart tips with the venom. This step requires extreme caution to avoid accidental poisoning.
    • Grip and Mouthpiece: Wrap the mouth end with leather or cloth for comfort and to prevent chapping from repeated use. This can also serve as camouflage or better grip.
    • Testing: Test fire the blowgun to ensure the darts fly straight and true. Adjust the fletching or dart balance if necessary.
    • Final Touches: If desired, add any decorative or camouflage elements. Ensure they do not hinder the blowgun’s use or increase its visibility.
    • Safety and Storage: Store the darts separately from the blowgun in a secure manner to prevent accidental poisoning. Consider creating a custom case or quiver for transportation.

Crafting this item requires not only technical skill but also a careful understanding of the materials’ properties, especially when dealing with toxins. This blowgun is as much about the art of subtlety and precision as it is about the actual construction.

Whisper of Venom’s Fang

In days before the mountain whispered and the rivers sang, there existed a realm where the shadows had their own songs. In this realm, there was a weapon, forged from the breath of silence and the kiss of death, known as the Whisper of Venom’s Fang.

Legend tells of a silent guardian, whose name was lost to the winds but whose deeds were etched in the hearts of those who walked beneath the moon’s cloak. This guardian was tasked with protecting the realm’s most sacred secrets from those who would steal the night’s whispers.

One night, as the moon hid its face, a figure cloaked in the shroud of darkness approached the guardian. This figure was not an intruder but a seer, whose visions foresaw the coming of a great darkness. “Craft a weapon,” the seer whispered, “that can silence the loudest of threats without the cries of war.”

With the seer’s guidance, the guardian ventured deep into the forbidden grove where the trees themselves held the essence of stealth. From the heart of the eldest tree, they carved the blowgun. The darts were fashioned from the metal of a fallen star, and the venom? It was extracted from a serpent whose lineage was older than the stars themselves.

The weapon, named the Whisper of Venom’s Fang, was unlike any other. It spoke in silence, its darts carrying the serpent’s kiss, a touch that could lull even the most vigilant into eternal slumber or paralytic dreams.

The guardian used this blowgun to thwart an army of invaders, who came under the guise of peace but harbored intentions of conquest. Each dart found its mark, and with each fall, the army’s advance was halted. Not with the clatter of swords or the roar of spells, but with the quiet breath of the blowgun, the invaders were subdued, their threats silenced before they could echo.

But within this tale lies the lesson of the guardian’s choice. For the invaders, once awakened from their venomous slumber, were not met with the sword’s edge but with the opportunity for peace. The guardian, having the power to end them, chose instead to teach them the value of silence, of listening to the land, and of understanding the true nature of power.

Moral: True power often speaks softly, and its greatest victory is not in silencing the enemy, but in teaching them the harmony of peace.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition):

Item Name: Whisper of Venom’s Fang

  • Type: Exotic Ranged Weapon
  • Rarity: Rare
  • Cost: 200 dollars (due to its specialized, potentially illegal nature)
  • Damage: 1 + Poison
  • Base Weapon: Blowgun
  • Range: 10-20 yards (Short range, -20% to hit at long range)
  • Ammo: Special darts; must reload after each shot
  • Special Abilities:
    • Venomous Dart: Darts are coated with a paralytic toxin. Targets hit must make a CON roll or be paralyzed for 1d6 rounds. Keeper sets the DC based on the venom’s potency.
    • Silent: Provides a +20% bonus on Stealth checks when used to attack.

Blades in the Dark:

Item Name: Whisper of Venom’s Fang

  • Cost: 10 Coin (reflecting its rarity and utility in covert operations)
  • Quality: Fine
  • Potency: 4 (Reflects its effectiveness in stealth and poison applications)
  • Tags: Silent, Venomous, Ranged
  • Effect:
    • Venom Dart: When you attack with this blowgun, you can push yourself to increase the potency of the poison, or accept a Devil’s Bargain. The target must resist or suffer Level 1 harm (paralyzed) for a short duration.
    • Mechanical Bonus: Grants an extra die for any engagement or setup action related to stealth or subterfuge, reflecting its silent and deadly nature.

Dungeons & Dragons (5th Edition):

Item: Whisper of Venom’s Fang

  • Type: Weapon (Blowgun)
  • Rarity: Rare
  • Weight: 1 lb
  • Damage: 1 piercing + Poison (DC 15 CON save or be poisoned for 1 minute, speed is halved, disadvantage on attack rolls and ability checks)
  • Range: 25/100 ft
  • Properties: Ammunition (specialized darts), Loading
  • Special:
    • Venom Extraction: Can extract venom from defeated creatures with a Nature check (DC 15), gaining 1d4 doses of venom.
    • Stealth Advantage: +2 to Stealth checks when using this weapon to attack.
    • Crafting: Can be used to craft other poisons with a successful check, reducing the difficulty of the task.

Knave:

Item: Whisper of Venom’s Fang

  • Slot: 1
  • Value: 300 sp (due to its specialized nature and limited availability)
  • Damage: 1d4 + Poison (the poison causes paralysis for 1d6 rounds on a failed save)
  • Range: 10-30 ft (short range)
  • Special:
    • Venom: Darts come pre-coated with a paralytic venom. The GM determines the save DC based on the campaign’s balance.
    • Reloading: Requires an action to reload after each shot.
    • Stealth: Grants advantage on stealth attacks due to its silent nature.

Fate:

Item Name: Whisper of Venom’s Fang

  • Aspect: “Silent Assassin’s Breath”
  • Stunts:
    • Poison Dart: Once per scene, when you attack with the blowgun, you can invoke this aspect to make the target gain a Poisoned aspect on a successful hit. This aspect can be compelled by the GM or invoked by the player to create a scene of disorientation or paralysis for the target.
    • Shadow’s Breath: When using Stealth to attack, you gain a +2 bonus to your roll, reflecting the blowgun’s silent nature.

Numenera & Cypher System:

Item Name: Whisper of Venom’s Fang

  • Type: Artifact
  • Level: 3
  • Form: A sleek blowgun with an internal dart chamber
  • Effect:
    • Damage: 2 points (piercing) + poison
    • Venomous Dart: On a hit, the target must make a Might defense roll (difficulty 3) or become Paralyzed for 1 round. On a critical failure (1 on the die), paralysis lasts for 1d6 rounds.
    • Stealth Enhancement: Grants a +1 asset to Stealth tasks when using this blowgun for an attack.

Pathfinder (2nd Edition):

Item: Whisper of Venom’s Fang

  • Type: Magical Weapon (Blowgun)
  • Level: 5
  • Price: 120 gp
  • Usage: Held in 1 hand
  • Traits: Magical, Poison, Uncommon
  • Activation: Interact
  • Effect:
    • Damage: 1d4 piercing + Poison
    • Venom Dart: When you deal damage with this blowgun, the target must succeed at a DC 18 Fortitude save or be Enfeebled 2 for 1 minute. On a critical failure, the target is Paralyzed for 1 round.
    • Stealth Bonus: Grants a +1 item bonus to Stealth checks when used for an attack within dim light or darkness.

Savage Worlds:

Item Name: Whisper of Venom’s Fang

  • Cost: 300 dollars (or equivalent currency)
  • Effect:
    • Damage: 2d6 (if using the core rules for damage output)
    • Poison: On a successful hit, the target must make a Vigor roll at -2. Failure results in the target being Stunned for one round and gaining a level of Fatigue. On a critical failure, the target is Paralyzed for 1d6 rounds.
    • Silent Advantage: Provides +1 to Stealth rolls when attacking with this blowgun.
  • Legendary Trait: The item is considered Legendary, giving it the potential for narrative effects or enhanced potency against magical or supernatural creatures.

Shadowrun (6th Edition):

Item: Whisper of Venom’s Fang

  • Type: Exotic Ranged Weapon
  • Availability: 12R (Restricted)
  • Cost: 1,200 nuyen
  • Damage: 2P (Poison)
  • Accuracy: 7
  • AP: -1
  • Mode: SS (Single Shot)
  • RC: 0
  • Ammo: 1 (m)
  • Special:
    • Venom: The dart is coated with a neurotoxin (Toxin Resistance DV -4). On a successful hit, the target must make an Opposed Toxin Resistance Test or suffer effects from paralysis or incapacitation (GM discretion).
    • Silent: +2 to Stealth checks when using this weapon.

Starfinder (2nd Edition Enhanced):

Item: Whisper of Venom’s Fang

  • Level: 4
  • Price: 2,400 credits
  • Bulk: L
  • Damage: 1d4 P (Piercing) + Poison; Critical: Paralyze (See below)
  • Range: 30 ft.
  • Proficiency: Simple
  • Capacity: 1 dart
  • Usage: 1
  • Special:
    • Venom: On hit, the target must attempt a Fortitude save (DC 14) or be paralyzed for 1 round and take an additional 1d6 poison damage.
    • Stealth: Grants a +1 circumstance bonus to Stealth checks when attacking with the blowgun.

Traveller (Mongoose Traveller 2nd Edition):

Weapon: Whisper of Venom’s Fang

  • Tech Level: 10
  • Damage: 1d3 + Poison
  • Range: Short (1-3 meters), Medium (4-6 meters), Long (7-10 meters)
  • Cost: Cr 800 (for the blowgun), additional cost for venom per dart
  • Rounds: 1 (Reloads as a minor action)
  • Traits:
    • Venom: On a hit, the target must make an Endurance check (DM -3) or be affected by the poison, which can cause paralysis or unconsciousness for 1d6 minutes, at the discretion of the Referee.
    • Silent: No audible sound when fired, ideal for stealth ops.
    • Limited Ammo: Requires special darts that must be poisoned individually.

Warhammer (Wrath & Glory):

Item: Whisper of Venom’s Fang

  • Rarity: Rare
  • Cost: 250 Thrones
  • Weight: 0.5 kg
  • Effect:
  • Damage: 1 + Poison
  • Pen: 0
  • Range: Medium (10-30m)
  • Clip: 1
  • Special:
    • Venomous: Upon a hit, the target must make a Toughness test (TN 5 + 1 per point of damage dealt). Failure results in 1d6 poison damage and the target gains the Poisoned condition, taking an additional 1d6 poison damage at the start of each of their turns until they succeed on a Toughness test or receive medical aid.
    • Stealth: Provides a +10 bonus to Stealth tests when used to attack.