Lore: The Venomspitter Blowgun 11 is a weapon of choice for assassins and other covert operatives who specialize in dealing with their targets silently and efficiently. The blowgun is made from a rare and exotic wood found deep in the jungles of a far-off land. The needles used as darts are dipped in a potent venom, extracted from a deadly snake that inhabits the same jungle. The Venomspitter Blowgun 11 is a weapon feared by many, and only the most skilled and stealthy assassins can wield it effectively.
Stats:
- Damage:
- 1d8 piercing
- 2d6 poison
- (poison at the beginning of the foes round)
- (poison repeated up to the characters tier level of rounds)
- (adds additional poison damage if foe hit multiple times)
- Range: 60 feet
- Level: Tier 1
- Uncommon
- Properties: Ammunition (20 needles), Loading, Special
- Tags: Silent Strike, Assassin’s Precision, Jungle Artifact, Paralytic Venom, Covert Operations, Exotic Woodwork, Needle Shooter, Stealth Enhancement
- Weight: 2 lbs.
Use: The Venomspitter Blowgun 11 is used to deal with targets from a distance, without alerting others to the presence of the assassin. The needle darts are dipped in a potent venom that can quickly incapacitate or kill a target, making it an ideal weapon for those who prefer to strike from the shadows. The blowgun requires a certain amount of skill to use effectively, as it takes time to reload and aim. However, in the hands of a skilled assassin, the Venomspitter Blowgun 11 can be a deadly weapon, capable of taking down even the most well-protected targets.
In the world of Saṃsāra, the Venomspitter Blowgun 11 could be found in several specialized shops, each catering to different aspects of its utility:
- The Jungle Artisan’s Workshop:
- Description: This would be a shop run by artisans with deep connections to the natural world, located within or near dense jungles. They craft weapons using traditional methods and materials like the exotic wood mentioned in the lore.
- Purchase: Here, the blowgun might be sold for around 200 to 250 gold pieces. The price reflects not just the craftsmanship but also the rarity of the materials and the knowledge required to use it effectively.
- Sale: If selling to such a shop, you might receive 150 to 180 gold pieces, as they would mark up the item due to its authenticity and heritage.
- The Assassin’s Emporium:
- Description: A secretive establishment, possibly hidden within cities, catering to those in the business of stealth and assassination. These shops are often by-invitation-only, requiring proof of skill or guild membership.
- Purchase: The cost could be 250 to 300 gold pieces, given its utility for covert operations and the exclusivity of such a weapon.
- Sale: Selling to an assassin’s guild or similar shop might fetch 200 to 220 gold pieces, considering their interest in maintaining a supply of quality, silent weapons.
- The Magic and Mystical Market:
- Description: Shops in Saṃsāra where magical items and artifacts are traded. These could be open markets in magical districts or more exclusive, private dealers.
- Purchase: Prices would hover around 275 to 325 gold pieces if the blowgun is imbued with magical properties or if there’s a mystical enhancement to the venom.
- Sale: Here, you might get 225 to 250 gold pieces, especially if there’s a demand for items with a historical or magical significance.
- The Adventurer’s Guild Supply Store:
- Description: Outlets that cater to explorers, hunters, and adventurers, providing gear tailored for wilderness survival and combat.
- Purchase: The blowgun might be priced at 175 to 225 gold pieces, appealing to those looking for unique or specialized hunting equipment.
- Sale: These shops might offer 130 to 160 gold pieces, valuing its utility in their niche market.
- Black Market or Underground Dealers:
- Description: Operating in the shadows, these sellers deal in rare or illegal goods, often with no questions asked regarding the origin or purpose of the items.
- Purchase: The price could be highly variable, potentially ranging from 250 to 400 gold pieces or more, depending on demand, rarity, and how well one can negotiate in such circles.
- Sale: If selling in a black market setting, you could expect a wide range, but generally, you might get 180 to 300 gold pieces, with the final amount influenced by the buyer’s desperation or wealth.
- Specialty Weapon Shops:
- Description: Stores that focus specifically on exotic or specialized weapons, where collectors or enthusiasts might frequent.
- Purchase: The cost could be 200 to 275 gold pieces for a standard model, with higher prices for custom or historically significant pieces.
- Sale: Selling to these shops might yield 160 to 200 gold pieces, where they can appreciate and market the blowgun’s unique attributes.
When considering these transactions in Saṃsāra, factors like the blowgun’s condition, any enchantments or custom work, its historical significance, and the buyer’s or seller’s negotiation skills can significantly affect the final price. Bartering is common, and the value can also be influenced by the current political climate, local laws, and cultural appreciation for such weapons.
Roleplay in Different Environments:
- Jungle Environment:
- Offense: In the dense jungle, the Venomspitter Blowgun 11 would be a primary tool for an avatar, particularly for hunters or assassins. They might roleplay by stalking through the undergrowth, using the blowgun to silently take down prey or enemies. The venom’s effect would be particularly effective against jungle predators or adversaries not expecting such a quiet attack.
- Roleplay Example: “I navigate the dense jungle foliage, my footsteps as silent as the morning dew. Up ahead, a rival tribe’s scout. I crouch, loading a venom-dipped needle into the Venomspitter. Aiming carefully, I exhale, the dart finding its mark between the scout’s ribs. He falls without a sound, the jungle reclaiming his consciousness.”
- Defense: Defensively, it would be used to protect oneself from jungle beasts or to set up traps. The user could create a perimeter using poisoned darts or use the blowgun to weaken an approaching threat, buying time to escape or prepare a more robust defense.
- Roleplay Example: “The roar of a panther echoes through the trees. I position myself behind a thicket, the Venomspitter poised. As the panther leaps, I send a dart into its path. The creature stumbles, the venom taking effect, giving me the chance to slip away into the jungle’s embrace.”
- Offense: In the dense jungle, the Venomspitter Blowgun 11 would be a primary tool for an avatar, particularly for hunters or assassins. They might roleplay by stalking through the undergrowth, using the blowgun to silently take down prey or enemies. The venom’s effect would be particularly effective against jungle predators or adversaries not expecting such a quiet attack.
- Urban Settings (Cities, Towns):
- Offense: In urban areas, this blowgun would be the weapon of choice for spies, thieves, or assassins. Its silent operation makes it ideal for taking out guards or targets during a heist or assassination without alerting others.
- Roleplay Example: “From the shadows of the alley, I watch the target leave the tavern. With expert precision, I load and aim the Venomspitter, sending a needle dart into his neck. He staggers, then falls, the city’s noise covering any disturbance.”
- Defense: For personal defense in an urban setting, the blowgun might be used to deal with muggers or to create a distraction. An assassin might use it to disable pursuers or to create an escape route by poisoning locks or handles.
- Roleplay Example: “Three figures approach, their intentions clear. I retreat into a narrow alley, the perfect place to use the Venomspitter. As they enter, I fire, the dart hitting the leader. Confusion ensues, their ranks break, and I make my escape.”
- Offense: In urban areas, this blowgun would be the weapon of choice for spies, thieves, or assassins. Its silent operation makes it ideal for taking out guards or targets during a heist or assassination without alerting others.
- Caves or Dungeons:
- Offense: Here, the blowgun would be used for its ability to silently eliminate threats or to deal with creatures in tight spaces where noise could be disastrous. It’s perfect for picking off guards or monsters from a distance without drawing the attention of others.
- Roleplay Example: “The echo of footsteps signals the approach of a patrol. Hidden in a side passage, I ready the Venomspitter. As the first guard rounds the corner, the dart hits, and he collapses. Silence returns, and I move forward, my path momentarily clear.”
- Defense: Setting up defensive positions with poisoned darts or using the blowgun to thin out an enemy’s numbers before they reach you could be key strategies.
- Roleplay Example: “We’re cornered in this cavern. I start placing darts coated in venom at strategic points. The first goblin to advance steps on one, falling paralyzed. This buys us time to block the entrance with rubble.”
- Offense: Here, the blowgun would be used for its ability to silently eliminate threats or to deal with creatures in tight spaces where noise could be disastrous. It’s perfect for picking off guards or monsters from a distance without drawing the attention of others.
- Ceremonial or Ritualistic Settings:
- Offense: During ceremonies or rituals, particularly those that might involve testing or rites of passage, the Venomspitter Blowgun 11 could be used to prove one’s skill or to symbolically eliminate a rival without bloodshed.
- Roleplay Example: “The ritual demands proof of my stealth. I must ‘strike’ the effigy of an enemy without it being noticed. With the Venomspitter, I aim for the smallest gap in the ceremonial armor, the dart landing perfectly, my skill acknowledged by the elders.”
- Defense: It might be utilized to protect sacred sites or during trials where the poison could be used to incapacitate challengers or intruders without causing permanent harm or breaking taboos against killing.
- Roleplay Example: “As the sacred rites begin, an outsider attempts to disrupt the ceremony. I, as the guardian, use the Venomspitter from my hidden post. The dart finds its mark, the intruder falls silently, the ceremony continues untouched.”
- Offense: During ceremonies or rituals, particularly those that might involve testing or rites of passage, the Venomspitter Blowgun 11 could be used to prove one’s skill or to symbolically eliminate a rival without bloodshed.
In each scenario, the roleplay would highlight the user’s skill in stealth, precision, and the strategic use of the blowgun’s silent and venomous properties, tailored to the environment and the narrative demands of the game or story.

Perception of Activation:
- User’s Perspective:
- Sight: You see the needle dart, potentially with a slight shimmer from the venom, being carefully positioned in the blowgun. As you aim, your vision focuses on the target, perhaps seeing the faint outline of where the dart will strike.
- Sound: The activation is marked by a soft, controlled exhale, barely audible, creating a sound like a gentle breeze, a testament to the weapon’s stealthy nature.
- Touch: The blowgun’s surface, made from exotic wood, feels smooth and slightly warm to the touch, with the subtle grain providing a tactile feedback. The slight vibration as the dart is expelled could be felt through the blowgun.
- Smell: The scent of the jungle wood might be present, mixed with the sharp, slightly acrid smell of the venom if it’s potent or freshly applied.
- Taste: If the needle passes too close to your mouth or if there’s any backflow, you might taste the wood or, dangerously, a hint of the venom, which could be bitter or metallic.
- Extra-Sensory:
- Intuition: There’s a moment of alignment, where timing and aim feel perfect, almost guided by the jungle spirits or your deep connection to the weapon.
- Empathy: You might feel a kinship with the jungle predators, a shared moment of being both hunter and hunted.
- Sixth Sense: Some users might sense the path the dart will take, as if visualizing its flight through the air.
- Observer’s Perspective:
- Sight: An observer, if attentive, might catch the subtle motion of the user taking aim, followed by the nearly invisible flight of the dart if they’re directly in line with the trajectory.
- Sound: The observer would hear little to nothing; the sound of the dart’s release could be easily mistaken for natural sounds in the environment, like the rustle of leaves or a faint whisper of wind.
- Touch: If very close, they might feel a slight disturbance in the air from the dart’s passage, but this would be minimal and fleeting.
- Smell: Only if they are extremely close would they potentially smell the venom or the wood of the blowgun, but otherwise, the scent would be negligible.
- Taste: Not relevant to an observer.
- Extra-Sensory:
- Aura Perception: An observer with mystical or magical senses might perceive a subtle energy ripple or a faint glow around the blowgun upon activation, especially if the venom or wood has any latent magical properties.
- Empathy: They might feel a sudden shift in the atmosphere or a spike of tension or calm from the user, or perhaps a sense of dread from the unwitting target.
- Positives:
- Stealth: The silent operation allows for assassinations or attacks without alerting others, making it perfect for covert operations.
- Versatility: It can be used for both lethal and non-lethal purposes, depending on the poison’s potency and the intention of the user.
- Psychological Advantage: The silence and the unknown threat of poison can instill fear or confusion among targets or witnesses.
- Precision: Rewards users with steady hands and sharp eyes, enhancing the effectiveness of each shot.
- Negatives:
- Limited Rate of Fire: The need to reload after each shot means it’s not suitable for rapid combat situations.
- Environmental Dependency: Wind or obstructions can affect accuracy, and its effectiveness drops in crowded or enclosed spaces where targets might be too close.
- Legal and Ethical Issues: The use of poison might be illegal or considered dishonorable, potentially leading to consequences in legal or social contexts.
- Dependency on Venom: Without the venom, the blowgun’s threat level decreases significantly, making the user reliant on their supply and knowledge of toxins.
Crafting the Venomspitter Blowgun 11
- Materials Needed:
- Exotic Jungle Wood: A rare wood known for its strength and silence, found in the deepest jungles.
- Metal or Hard Wood: For crafting the needle darts, ideally a material that’s both light and durable.
- Snake Venom: Potent venom from a deadly jungle snake. This must be handled with extreme caution.
- Feathers or Fine Materials: For fletching the darts to ensure stable flight.
- Resin or Natural Lacquer: To seal and enhance the wood, making it weather-resistant and smooth for silent use.
- Leather or Cloth: For the grip and to wrap around the mouthpiece for comfort and to reduce noise.
- Natural Adhesives: For securely attaching parts like the fletching or any decorative or functional elements.
- Magic Components (Optional): For enchantments that might enhance the weapon’s stealth capabilities or venom potency.
- Tools Required:
- Fine Carving Tools: For detailed work on the blowgun’s body.
- Drill or Awl: To create the internal barrel with precision.
- Sandpaper or Sanding Block: For smoothing the blowgun’s interior and exterior.
- Small Hammer or Mallet: For shaping or embedding fletching.
- Needle or Fine Applicator: For applying venom to the dart tips.
- Alchemist’s Kit: Necessary for safely handling and possibly distilling the venom.
- Enchanter’s Toolkit: If magical enhancements are to be added.
- Skill Requirements:
- Woodworking: Expertise in working with exotic woods, especially for creating a smooth, silent blowgun.
- Smithing or Woodcarving: For crafting durable and aerodynamic darts.
- Herbalism or Alchemy: Knowledge of venom extraction, preservation, and application.
- Fletching: To ensure the darts fly true with minimal noise.
- Stealth Tactics: Understanding how to use the blowgun effectively in covert operations.
- Enchanting (Optional): If adding magical properties to the weapon.
- Crafting Steps:
- Harvesting the Wood: Carefully select and harvest a piece of the exotic jungle wood. Ensure it’s straight and free from defects.
- Carving the Blowgun: Begin carving the wood into a long, straight barrel. Hollow out the interior meticulously to ensure a smooth passage for the darts.
- Smoothing: Use fine sandpaper or a sanding tool to polish both the inside and outside. This ensures silent operation and a tight fit for the darts.
- Sealing: Apply resin or natural lacquer to seal the wood. This protects it from moisture and makes the surface slick for silent firing.
- Crafting the Darts: Shape the metal or hard wood into finely pointed needles. They should be lightweight but strong enough to penetrate.
- Fletching the Darts: Attach feathers or similar materials to the rear of each dart. This stabilizes their flight. Use natural adhesives for this.
- Venom Preparation: Extract and possibly refine the snake venom using alchemical methods. Ensure safety measures are in place.
- Venom Application: Dip the dart tips in the venom or use a fine applicator to coat them. This step requires extreme caution to avoid exposure.
- Mouthpiece and Grip: Wrap the mouthpiece with leather or cloth for comfort and to further muffle sound. Add a grip if desired for better handling.
- Enchantment (If applicable): If adding magical properties, this step would involve inscribing runes, embedding magical components, or performing a ritual to enchant the blowgun.
- Testing: Test fire the blowgun in a safe environment to check accuracy, range, and silence. Adjustments might be needed based on performance.
- Final Adjustments and Decoration: Make any final adjustments to the balance or comfort. If culturally appropriate, add carvings or symbols that might hold significance or add to the stealth attributes.
Crafting such an item requires patience, respect for the materials, and a deep understanding of both the natural world and the art of assassination or stealth.
The Blowgun that Whispers Venom
In the days when the sun was young and the stars still whispered to the earth, there was a tribe, the Veiled Serpent Clan, who danced with the shadows of the jungle. They were keepers of the ancient arts, where silence was their language and stealth their creed.
Among their number was one known only as the Shadow Whisperer, a hunter whose name was lost to the winds, but whose legend was carved into the very heartwood of the jungle. This hunter sought a weapon that could sing the song of silence, one that could deliver the earth’s justice with but a breath.
One day, as the Shadow Whisperer ventured to where the jungle’s whispers were most profound, he met a creature of myth, a serpent whose scales held the night sky, and whose breath was the very essence of the jungle’s poisons. “From my venom,” it spoke, “you shall forge a weapon that speaks in silence, a blowgun to guard the jungle’s secrets.”
With reverence, the Shadow Whisperer crafted the Venomspitter Blowgun 11 from the wood of the Whispering Tree, which stood where the jungle’s heartbeat was strongest. The darts, they were of sky-metal, fallen from the stars, and the venom? It was the serpent’s own, a gift to the hunter.
The blowgun was more than a weapon; it was a covenant with nature. With it, the Shadow Whisperer protected the jungle from those who would plunder its treasures. Each dart carried the silence of the night, and those who fell by its touch were embraced by the jungle’s peace.
But there came a time of great trial when invaders sought to claim the jungle’s heart for their greed. The Shadow Whisperer, armed with the Venomspitter, defended their home. Each invader was met with a silent dart, and as they fell, they learned the jungle’s wrath.
Yet, the Shadow Whisperer did not revel in the death but in the preservation. For each enemy subdued, they offered the chance to understand, to live in harmony with what they sought to destroy.
Moral: The true power of silence lies not in silencing others, but in teaching them to listen to the whispered truths of the world.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition):
Item: The Blowgun Whispers Venom
- Type: Exotic Weapon
- Rarity: Rare
- Damage: 1d4 + Poison
- Range: 10/20 yards (Short)
- Ammo: Special darts; must reload after each shot
- Special Abilities:
- Silent: Provides a +20% bonus on Stealth checks when used to attack.
- Venomous Dart: On a hit, the target must make a CON roll (DC set by Keeper) or suffer paralysis for 1d6 rounds. On a critical hit, this increases to 1d10 rounds.
Blades in the Dark:
Item: The Blowgun Whispers Venom
- Cost: 10 Coin (Reflecting its rarity and effectiveness in stealth)
- Quality: Fine
- Potency: 3
- Tags: Silent, Venomous, Ranged
- Effect:
- Venom Dart: When attacking, you can push yourself to enhance the poison’s effect. The target must resist or suffer a Level 1 Harm (Poisoned) for a short duration.
- Stealth Advantage: Grants an extra die for any engagement or setup action related to silent operations.
Dungeons & Dragons (5th Edition):
Item: The Blowgun Whispers Venom
- Type: Magical Weapon (Blowgun)
- Rarity: Uncommon
- Weight: 1 lb
- Damage: 1 piercing + Poison (DC 15 Constitution save or be poisoned for 1 minute, speed halved, disadvantage on attack rolls and ability checks)
- Range: 25/100 ft
- Properties: Ammunition (blowgun needles), Loading
- Special:
- Stealth Bonus: Grants a +1 to Stealth checks when used to attack.
- Venom Extraction: Can extract venom from defeated creatures with a successful Nature check (DC 15), gaining 1d4 doses of venom.
Knave:
Item: The Blowgun Whispers Venom
- Slot: 1
- Value: 300 silver pieces (reflecting its exotic nature)
- Damage: 1d4 + Poison (On a failed save, paralysis for 1d6 rounds; save DC determined by the GM)
- Range: 10-30 feet (short range)
- Special:
- Stealth: Provides advantage on stealth attacks due to its silent design.
- Crafting: Can be used to craft additional poisoned darts with the right materials and a successful Intelligence check.
Fate:
Item: The Blowgun Whispers Venom
- Aspect: “Silent Venom Delivery”
- Stunts:
- Whisper’s Strike: When you attack with this blowgun, you can invoke this aspect to make your attack silent and stealthy, gaining +2 on Stealth-related rolls related to the attack or +1 on the attack itself to make it harder to defend against.
- Venomous Dart: On a successful hit, you may compel the target to suffer the effects of the venom, which can be resisted with a Fair (+2) difficulty overcome action or suffer a condition like Stunned or Taken Out for a scene.
Numenera & Cypher System:
Item: The Blowgun Whispers Venom
- Level: 3
- Form: Exotic Weapon
- Effect:
- Damage: 3 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 natural 1, the effect lasts for 2 rounds.
- Silent: Provides an asset to Stealth tasks related to attacking or moving.
Pathfinder (2nd Edition):
Item: The Blowgun Whispers Venom
- Category: Weapon (Blowgun)
- Level: 3
- Price: 100 gp
- Usage: Held in 1 hand
- Traits: Magical, Poison, Uncommon
- Damage: 1d4 piercing + Venom
- Range: 20 feet
- Critical Specialization:
- On a critical hit, the target takes an additional 1d4 poison damage and must attempt a Fortitude save (DC 16), or be Enfeebled 1 for 1 minute. On a critical failure, the target is Paralyzed for 1 round.
- Activation: Interact;
- Effect: The user can choose to activate the venom on the dart before firing.
Savage Worlds:
Item: The Blowgun Whispers Venom
- Cost: 200 dollars (reflecting its potency and rarity)
- Effect:
- Damage: 2d6 (Piercing) + Poison
- Venom: On a hit, the target must make a Vigor roll at -2. Failure results in Paralyzed for one round, with an additional level of Fatigue. On a critical failure, the target is Paralyzed for 2d6 rounds.
- Stealth: Provides +1 to Stealth rolls when attacking with this blowgun.
- Special: This item has the Magical ability, allowing it to bypass Non-Magical Damage Reduction.
Shadowrun (6th Edition):
Item: The Blowgun Whispers Venom
- Type: Exotic Ranged Weapon
- Availability: 8R (Restricted)
- Cost: 1,000 nuyen
- Damage: 2P (+ Poison)
- Accuracy: 6
- AP: -2
- Mode: SS (Single Shot)
- RC: 0
- Ammo: 1 (m)
- Special:
- Venom: On a successful hit, the target must make an Opposed Toxin Resistance Test (DV -3) or suffer from dizziness and paralysis for 1d6 rounds, losing 1 Initiative Score per turn affected.
- Silent Operation: Provides a +2 bonus to Stealth checks when attacking with this weapon.
- Jungle Totem: This weapon has a small chance (10%) of activating a minor arcane spell or spirit effect related to nature or stealth when used near jungle environments.
Starfinder (2nd Edition Enhanced):
Item: The Blowgun Whispers Venom
- Level: 3
- Price: 1,500 credits
- Bulk: L
- Damage: 1d3 P (Piercing) + Poison; Critical: Paralyzed (See below)
- Range: 30 ft.
- Proficiency: Simple
- Capacity: 1 dart
- Usage: 1
- Special:
- Venom: On hit, the target must attempt a Fortitude save (DC 13) or be paralyzed for 1 round and take an additional 1d6 poison damage.
- Stealth Bonus: Grants a +1 circumstance bonus to Stealth checks when used for an attack.
- Nature’s Call: Once per day, the user can call upon the blowgun’s connection to the natural world to gain a +2 bonus to Perception checks for 1 minute.
Traveller (Mongoose Traveller 2nd Edition):
Weapon: The Blowgun Whispers Venom
- Tech Level: 9
- Damage: 1d6 + Poison
- Range: Short (1-3 meters), Medium (4-6 meters), Long (7-10 meters)
- Cost: Cr 1,100 (excluding venom)
- Rounds: 1 (Reloads as a minor action)
- Traits:
- Venom: On a hit, the target must make an Endurance check (DM -2) or be paralyzed or incapacitated for 1d6 minutes. The poison’s potency is at the Referee’s discretion.
- Silent: Ideal for stealth operations, no sound when fired.
- Exotic Weapon: Requires proficiency or a skill check to use effectively.
Warhammer (Wrath & Glory):
Item: The Blowgun Whispers Venom
- Rarity: Scarce
- Cost: 150 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.
- Arcane Whisper: If the user has the Forbidden Lore (Xeno) skill, they can whisper an incantation to the blowgun, possibly enhancing the poison’s effect or causing additional supernatural effects based on the narrative.
