Lore: The Dragon’s Breath Blowgun is a legendary weapon crafted by a renowned adventurer who defeated a powerful dragon with nothing but a humble blowgun. As a result, the adventurer imbued the weapon with the essence of dragonice, allowing it to unleash icy death upon their enemies.
Stats:
- Weapon Type: Ranged
- Weapon Category: Blowgun
- Damage Type: Ice
- Damage: 1d10 + Dexterity modifier cold damage
- Common (Tier 1)
- Range: 60 ft.
- Properties: Ammunition (20 needles), Loading, Special
- Tags: Legendary, Ice, Cold Damage, Dragonice, Precision, Ammunition, Ranged Weapon, Freezing, Magical Weapon, Channeling, Frostbite, Tactical, Piercing, Elemental
Special: Once per day, the wielder can spend an action to channel their inner dragon and imbue the next needle they fire with a burst of intense cold, dealing an additional 5d10 cold damage on a hit.
Use: The Dragon’s Breath Blowgun is a powerful weapon, capable of dealing significant cold damage to enemies from a distance. Its special ability allows the wielder to unleash a burst of intense ice, perfect for taking down tough foes or groups of enemies. As a legendary weapon, it is highly sought after by adventurers and collectors alike.
The Dragon’s Breath Blowgun, given its legendary status and powerful properties, is a rare and valuable item in the world of Saṃsāra. It is likely to be bought and sold in specialized shops or under unique circumstances, with its cost varying depending on the location and the nature of the transaction.
- Arcane Emporiums
- Description: Arcane emporiums are mystical shops often found in large cities or hidden enclaves within floating islands or ancient ruins. These shops are run by skilled enchanters or arcane scholars who specialize in magical artifacts. The atmosphere is filled with the hum of magic, with shelves lined with rare spell components, enchanted weapons, and other arcane curiosities.
- Availability: The Dragon’s Breath Blowgun may occasionally be found in such shops, though often locked away in a special display case or hidden behind wards to prevent theft.
- Cost: 10,000 to 15,000 gold pieces.
- Transaction: The item might be sold through a direct purchase or as part of a trade for another powerful artifact. The buyer might need to prove their worth or perform a task for the shopkeeper to gain access to the item.
- Dragon Hunter Guilds
- Description: Dragon Hunter Guilds are organizations that specialize in tracking, hunting, and defeating dragons. Their shops are equipped with dragon-slaying tools, scales, and enchanted gear designed to combat draconic foes. These guilds are often located near regions known for dragon activity, such as mountainous areas or ancient ruins.
- Availability: The Dragon’s Breath Blowgun might be offered as a reward for completing a dangerous dragon-hunting mission or found in the guild’s trophy room, where it can be purchased by high-ranking members.
- Cost: 8,000 to 12,000 gold pieces, with discounts available to guild members.
- Transaction: The sale may involve an oath of secrecy or an agreement to use the blowgun only for specific purposes, reflecting the guild’s code of honor.
- Black Markets
- Description: The black markets of Saṃsāra are shadowy places where rare and illegal items are traded. These markets operate in hidden locations, often moving from place to place to avoid detection by local authorities. They deal in forbidden magic, cursed items, and powerful artifacts that are too dangerous or controversial for legitimate shops to handle.
- Availability: The Dragon’s Breath Blowgun might be smuggled into these markets by unscrupulous dealers or stolen from a previous owner. It would likely be sold in a private auction to the highest bidder.
- Cost: 12,000 to 20,000 gold pieces, depending on the level of demand and the risks involved in acquiring it.
- Transaction: Buyers must be cautious, as transactions in the black market are fraught with danger. Payment might be required in rare gems, forbidden knowledge, or other contraband.
- Collector’s Auctions
- Description: High-end auctions held by elite collectors or powerful factions within Saṃsāra. These auctions are exclusive events, often invitation-only, where rare and legendary items are sold to the wealthiest and most influential individuals in the world.
- Availability: The Dragon’s Breath Blowgun would be a star item at such an auction, drawing the attention of wealthy nobles, high-ranking officials, and renowned adventurers.
- Cost: 20,000 to 25,000 gold pieces, or higher depending on the bidding wars that may ensue.
- Transaction: The item might come with a detailed history, certificates of authenticity, and possibly even a curse or blessing attached to it. Buyers often bid in extravagant amounts, and the competition can be fierce.
- Ancient Ruins or Hidden Temples
- Description: In the ancient ruins or hidden temples scattered across Saṃsāra, powerful artifacts like the Dragon’s Breath Blowgun might be found guarded by ancient wards, traps, or magical creatures. These locations are often known only to a few scholars, treasure hunters, or secretive orders.
- Availability: Rather than being bought, the blowgun would likely need to be discovered, with adventurers risking life and limb to retrieve it from a forgotten altar or chest.
- Cost: While there is no direct cost, the adventurers might spend vast resources on the expedition, including hiring guides, acquiring magical protection, and dealing with rivals.
- Transaction: Once retrieved, the blowgun might be sold to one of the aforementioned shops, or kept by the adventurer as a prized possession. The value would depend on the item’s condition and the story behind its retrieval, possibly fetching up to 18,000 gold pieces from a collector or dealer.
The Dragon’s Breath Blowgun, with its icy powers and specialized nature, offers unique tactical options in both offense and defense across various environments in the world of Saṃsāra. Its roleplay potential can be explored in different scenarios, each highlighting the blowgun’s versatility and the wielder’s creativity in using it.
- Dense Forests or Jungles
- Offense: In a dense forest or jungle, the Dragon’s Breath Blowgun allows the wielder to strike from concealment. The blowgun’s quiet operation makes it ideal for ambushes or stealth attacks. The wielder might climb a tree or hide in the underbrush, waiting for the perfect moment to release a needle. The cold damage from the blowgun can freeze a target in place, causing them to slow down or even become immobilized, making them an easier target for subsequent attacks.
- Defense: When on the defensive, the wielder can use the blowgun to create barriers of ice, slowing down pursuers or blocking narrow paths. The special ability to unleash a burst of intense cold can be used to create an icy fog or freeze an area, making it difficult for enemies to approach. The wielder might use the environment to their advantage, retreating through frozen foliage or over a newly created ice bridge.
- Urban Environments
- Offense: In the narrow alleyways and rooftops of a city, the Dragon’s Breath Blowgun can be used for precision strikes against enemies. The wielder might use the blowgun from a high vantage point, targeting key figures or guards with icy needles. The blowgun’s ability to deal cold damage can also be used to disable mechanical devices, freeze locks, or create hazardous icy patches that cause enemies to slip and fall.
- Defense: In an urban setting, the blowgun’s cold-based attacks can be used to create barriers or traps. The wielder might freeze a doorway shut, slow down pursuers with icy obstacles, or create a slick surface on the streets to hinder enemy movement. The special ability can be unleashed in crowded areas, spreading a wave of cold that forces enemies to retreat or regroup.
- Mountainous or Arctic Regions
- Offense: In cold climates, the Dragon’s Breath Blowgun can blend seamlessly with the environment. The wielder might use it to strike enemies who are already weakened by the cold, further sapping their strength. The icy needles can be used to cause avalanches or weaken the structural integrity of ice formations, sending them crashing down on enemies.
- Defense: The blowgun’s defensive potential is heightened in these regions. The wielder can use the cold damage to reinforce natural ice barriers or create new ones, blocking off mountain passes or sealing off caves. The special ability can be used to unleash a devastating blast of cold that freezes enemies solid, giving the wielder time to escape or reposition.
- Desert or Arid Environments
- Offense: In the scorching heat of a desert, the cold damage from the Dragon’s Breath Blowgun can be a shocking and debilitating surprise to enemies. The wielder might use the blowgun to create sudden temperature drops, causing discomfort or disorientation. The blowgun’s icy attacks can also be used to freeze water sources or cool down overheated allies.
- Defense: Defensively, the blowgun’s cold properties can be used to create temporary shelters or cool areas in the desert heat. The wielder might freeze the sand around them to create a barrier or slow down pursuers. The special ability can be used to unleash a cold blast that provides temporary relief from the heat, allowing the wielder to continue fighting or escape.
- Underwater or Aquatic Environments
- Offense: The Dragon’s Breath Blowgun’s icy damage can be particularly effective against aquatic creatures. The wielder might use the blowgun to freeze sections of water, trapping enemies or creating barriers. The cold damage can cause thermal shock to creatures adapted to the warmth of the water, potentially causing them to flee or become vulnerable.
- Defense: In aquatic environments, the blowgun can be used to create icy structures that provide cover or block passages. The wielder might freeze sections of water to slow down or trap enemies, creating obstacles that hinder pursuit. The special ability can be unleashed to create a sudden cold shockwave that forces aquatic enemies to retreat or become sluggish.
- Caverns or Underground Tunnels
- Offense: In the dark, confined spaces of caverns or tunnels, the Dragon’s Breath Blowgun allows for precise, quiet attacks. The icy needles can be used to create hazardous icy floors, causing enemies to slip or lose their footing. The cold damage can also weaken the structural integrity of rock formations, causing them to collapse on enemies.
- Defense: The blowgun can be used to fortify the wielder’s position by freezing sections of the tunnel, blocking off entrances or slowing down enemy advances. The special ability can be used to create a defensive wall of ice, buying time for the wielder to escape or regroup. The cold blast can also be used to create icy fogs or mists, obscuring visibility and making it difficult for enemies to locate the wielder.
- Swamps or Marshlands
- Offense: In the murky waters and dense vegetation of swamps, the Dragon’s Breath Blowgun can be a deadly tool for ambushes. The wielder can use the blowgun to freeze patches of water, trapping enemies or creating slippery surfaces. The cold damage can also be used to weaken or kill swamp-dwelling creatures, turning the environment itself into a weapon.
- Defense: The blowgun’s defensive capabilities shine in the swampy terrain. The wielder can freeze sections of the marsh to create barriers or solid footing, preventing enemies from crossing. The special ability can be used to create a wave of cold that freezes the swamp water, forcing enemies to move slowly or retreat.
The Dragon’s Breath Blowgun is a versatile and powerful tool that, in the hands of a skilled wielder, can be used to control the battlefield, create strategic advantages, and deal devastating cold damage to enemies in a variety of environments. Its roleplay potential allows for creative and tactical gameplay, making it a prized possession for those who can wield it effectively.

Perception of Activation: Dragon’s Breath Blowgun
- Sight:
- Perceived: When the Dragon’s Breath Blowgun is activated, a surge of icy blue energy flows through the blowgun, causing the embedded crystals to glow brightly. A faint, frost-like mist begins to emanate from the barrel, and a subtle light-blue aura surrounds the entire weapon.
- Description: The visual spectacle is mesmerizing, as the cold energy seems to ripple along the blowgun’s surface, almost as if the weapon itself is coming alive with the essence of a dragon’s breath.
- Positives: The visual display can intimidate enemies, signaling the power about to be unleashed.
- Negatives: The glow and mist could give away the wielder’s position in a stealth scenario.
- Hearing:
- Perceived: A soft, deep hum resonates from the blowgun when activated, accompanied by the faint sound of crackling ice and distant, echoing dragon roars.
- Description: The sound is subtle but powerful, echoing with the chilling presence of ancient dragon magic. It creates an atmosphere of impending danger, as if the very air is warning of the cold death that is about to be unleashed.
- Positives: The sound can cause hesitation or fear in opponents who recognize the power of the blowgun.
- Negatives: The hum and roar might alert nearby creatures or enemies to the weapon’s activation, reducing the element of surprise.
- Smell:
- Perceived: The air around the blowgun takes on a sharp, crisp scent, reminiscent of fresh snowfall or a frozen winter landscape. There’s a hint of sulfur, as if the breath of a dragon has scorched the air before it was frozen.
- Description: The cold, clean scent is invigorating, almost refreshing, but the underlying sulfur adds a layer of menace, reminding the wielder of the weapon’s destructive nature.
- Positives: The scent could help focus the wielder, sharpening their senses as they prepare to fire.
- Negatives: The sulfuric undertone might be off-putting or unsettling, especially in confined spaces.
- Taste:
- Perceived: A faint metallic taste lingers in the mouth when the blowgun is activated, similar to biting into a piece of cold metal or inhaling icy air.
- Description: The taste is subtle and cold, with a slight bitterness that lingers on the tongue, a reminder of the weapon’s icy nature and the lethal precision required to wield it.
- Positives: The taste could heighten the wielder’s awareness, making them more alert to their surroundings.
- Negatives: The metallic taste might be distracting or uncomfortable for the wielder, especially if it intensifies during prolonged activation.
- Touch:
- Perceived: The blowgun’s surface becomes incredibly cold to the touch, almost to the point of being painful, with the frost-like energy making the wielder’s fingers tingle or even go numb if held too long.
- Description: The icy sensation is intense, as if the weapon is drawing heat from the wielder’s body. The chilling touch serves as a physical manifestation of the weapon’s power, reminding the wielder of the deadly cold within.
- Positives: The coldness could serve as a grounding sensation, focusing the wielder’s mind on the task at hand.
- Negatives: The extreme cold could make it difficult to maintain a grip on the weapon, or even cause frostbite in prolonged use without protective gear.
- Extra-Sensory Perception:
- Perceived: A deep, primal awareness of the weapon’s connection to dragonkind floods the wielder’s mind. They might sense the presence of nearby dragons or dragon-related magic, feeling a pull towards them. There is also a brief flash of the dragon’s last moments, as if the wielder is tapping into the creature’s final breath.
- Description: This awareness feels like an ancient bond being formed, as if the wielder is momentarily connected to the essence of all dragons. The sensation is overwhelming, carrying with it both the pride of the dragon’s power and the weight of its destruction.
- Positives: The wielder may gain an intuitive understanding of how to use the blowgun most effectively, or sense nearby threats that are connected to draconic energies.
- Negatives: The overwhelming connection could disorient the wielder, making them feel momentarily detached from their own body, or fill them with the sorrow or rage of the dragon whose essence powers the weapon.
- Summary of Positives and Negatives
- Positives:
- Intimidation of enemies through visual and auditory cues.
- Heightened focus and awareness through sensory stimulation.
- Potential to detect draconic threats or magic through extra-sensory perception.
- A deeper connection to the weapon, increasing combat effectiveness.
- Negatives:
- Risk of revealing the wielder’s position due to visual and auditory effects.
- Discomfort or distraction from cold, metallic taste and extreme cold touch.
- Potential for sensory overload or disorientation from extra-sensory perception.
- Physical strain from holding the weapon due to its extreme coldness.
- Positives:
Crafting Recipe: Dragon’s Breath Blowgun
- Materials Needed:
- Darkwood Branch (1 piece)
- Harvested from an ancient, enchanted forest where dragons are known to roam.
- Dragonice Crystal (5 shards)
- Rare crystals formed in the frozen breath of an ancient dragon.
- Frostbite Iron (1 ingot)
- A special type of iron forged in the coldest regions, known for its ability to retain extreme cold.
- Essence of Dragon’s Breath (1 vial)
- Collected from a dragon’s last breath, this essence contains powerful draconic magic.
- Silver Filigree Wire (10 feet)
- Thin strands of pure silver, used to enhance the magical properties of the weapon.
- Chilled Leather Straps (2 pieces)
- Leather from a cold-resistant creature, tanned and treated with ice magic to ensure durability.
- Darkwood Branch (1 piece)
- Tools Required:
- Carver’s Knife – For shaping the darkwood branch.
- Gem Cutter’s Kit – For cutting and setting the Dragonice Crystals.
- Arcane Smith’s Hammer – For forging and shaping the Frostbite Iron.
- Enchanter’s Wand – For infusing the blowgun with draconic magic.
- Frostforge Anvil – A specially enchanted anvil required to work with cold-based materials.
- Needle Mold – For creating the ammunition from Frostbite Iron.
- Skill Requirements:
- Woodcarving (Expert) – For shaping the darkwood into the blowgun’s main body.
- Gemcrafting (Skilled) – For cutting and embedding the Dragonice Crystals.
- Blacksmithing (Expert) – For forging the Frostbite Iron components.
- Enchanting (Master) – For successfully imbuing the blowgun with the Essence of Dragon’s Breath.
- Leatherworking (Skilled) – For attaching the Chilled Leather Straps securely.
- Crafting Steps:
- Prepare the Darkwood Branch:
- Step 1: Use the Carver’s Knife to carefully shape the darkwood branch into a long, slender blowgun. The branch must be hollowed out without damaging its integrity.
- Step 2: Carve intricate dragon motifs along the length of the blowgun, making sure to leave spaces for embedding the Dragonice Crystals.
- Forge the Frostbite Iron Components:
- Step 3: Heat the Frostbite Iron ingot using the Frostforge Anvil and Arcane Smith’s Hammer. The metal must be shaped into the blowgun’s mouthpiece and pointed tip.
- Step 4: Quench the metal in ice water mixed with the Essence of Dragon’s Breath to imbue it with draconic energy.
- Embed the Dragonice Crystals:
- Step 5: Use the Gem Cutter’s Kit to carefully cut the Dragonice Crystals into small, faceted shards.
- Step 6: Embed the shards into the carved spaces along the blowgun, ensuring they are securely set.
- Enchant the Blowgun:
- Step 7: Using the Enchanter’s Wand, carefully channel the Essence of Dragon’s Breath into the blowgun. This step requires precise control to bind the draconic magic to the weapon without overwhelming it.
- Step 8: Inscribe arcane runes along the silver filigree wire, then wrap the wire around the blowgun, focusing on areas near the embedded crystals. The runes will help stabilize the enchantment.
- Attach the Chilled Leather Straps:
- Step 9: Use the Leatherworking tools to cut and prepare the Chilled Leather Straps.
- Step 10: Attach the straps to the blowgun at key points, ensuring a secure grip and protection for the wielder’s hands from the extreme cold of the weapon.
- Final Inspection and Testing:
- Step 11: Inspect the blowgun for any flaws or imperfections. Ensure all components are securely attached and that the magic is stable.
- Step 12: Test the blowgun by firing a needle made from Frostbite Iron. Observe the activation of the draconic magic and ensure the cold damage is as expected.
- Prepare the Darkwood Branch:
Outcome: If all steps are followed correctly, the result will be a Dragon’s Breath Blowgun imbued with the icy essence of dragon magic. This blowgun will possess the same properties as the original, allowing the wielder to channel intense cold energy and strike fear into their enemies with a legendary weapon.
Tale of the Dragon’s Breath Tube
In the long past days, when the sky was filled with winged serpents and the ground trembled with their mighty roars, there lived a small one, a being with no wings, no claws, and no breath of fire. This small one, named Ahtroc, was known for great courage but was of no size to match the beasts of the sky. Yet, Ahtroc desired not the riches or power that others sought but only to walk the lands without fear of the dragons’ shadows.
One day, a great serpent with scales like frozen stars descended from the highest peaks. It was known as Ylvorath, the Frost Dragon, whose breath could freeze oceans and whose gaze could shatter mountains. The people fled, for none could stand against such a force. But Ahtroc, small and unwise as he was, did not flee. He stood alone in the cold wind that carried the dragon’s icy breath.
Ahtroc carried with him a simple tube, a blowgun made from the branch of a tree that grew where no light touched. This was the weapon of Ahtroc, though it was weak and powerless against the great dragon. But as Ahtroc faced Ylvorath, a strange wind blew from the mountains, and the sky darkened as if the sun itself had hidden in fear. The tube in Ahtroc’s hands began to change, to glow with a cold light that pierced the darkness.
Ylvorath, seeing the tiny figure below, roared with laughter, for what could such a small creature do? But as Ahtroc placed a single needle in the tube and blew with all the breath in his lungs, something beyond understanding happened. The needle flew not with the wind but against it, straight into the heart of the great dragon. The air froze around Ylvorath, and the dragon’s roar turned to a cry of pain and then silence. The great serpent fell from the sky, its body encased in ice, shattering as it hit the ground.
The people, who had hidden in terror, emerged to find the dragon destroyed and Ahtroc standing amidst the icy remains, holding the tube that now glowed with the blue of dragonice. The weapon had become more than wood; it had absorbed the essence of Ylvorath, becoming the Dragon’s Breath Tube, a weapon of legend.
The tube was passed from hand to hand, but none could wield it as Ahtroc did, for it demanded not just strength or skill but the courage to face the impossible. Many sought to use its power, but it brought cold death to those who were not worthy. Over time, the story faded, the words lost, and the name of Ahtroc forgotten. The tube became the Dragon’s Breath Blowgun, but the tale remained, though twisted and unclear, a warning to those who sought to control what they could not understand.
Moral of the Story: Only the small one with a pure heart and true courage can wield the power that defies the great forces, for strength is not in the weapon but in the one who dares to stand when all others flee.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: Dragon’s Breath Blowgun
- Type: Mythic Artifact
- Damage: 1d10 (cold damage)
- Range: 20 yards
- Ammunition: 20 needles (replenished only by specific ritual)
- Mythos Power: Once per day, the wielder may channel the essence of Ylvorath, unleashing a blast of cold that deals an additional 5d10 cold damage. This attack requires a successful POW vs POW roll against the target’s resistance.
- Special Rules:
- Freezing Mist: Upon activation, a mist of freezing cold surrounds the area, causing all within a 10-foot radius to make a CON roll or suffer 1d6 cold damage.
- Sanity Cost: The wielder must make a SAN roll upon first using the blowgun, losing 1d4 SAN if they fail.
- Game Mechanics:
- Skill Required: Throw (Blowgun) – The wielder must succeed in a Throw roll to hit with the blowgun.
- Mythos Influence: Prolonged use of the blowgun may attract the attention of entities tied to Ylvorath, increasing the wielder’s Mythos knowledge but also their susceptibility to insanity.
Blades in the Dark
Name: Dragon’s Breath Blowgun
- Item Slots: 1 (heavy load)
- Quality: 4 (fine, legendary)
- Range: Medium (close to medium distance)
- Uses: 3 (recharges after downtime with special ritual or rare materials)
- Effect: The blowgun deals 3 harm on a successful hit, applying a powerful cold effect that can incapacitate or kill most targets.
- Special Ability:
- Frozen Strike: Once per score, the wielder may activate the blowgun’s special ability, dealing an additional 5 harm and freezing the target in place (desperate position, limited effect unless against weaker opponents).
- Attunement: To use the blowgun’s full power, the wielder must attune to the weapon, requiring a stress cost of 2 and a successful Attune roll. On a failure, the wielder takes level 2 harm from the backlash of cold energy.
- Game Mechanics:
- Attunement Roll: Requires a successful Attune roll to fully activate the blowgun’s special ability.
- Freezing Effect: Targets hit by the blowgun may be immobilized, requiring them to make a resistance roll to break free.
Dungeons & Dragons (5th Edition)
Name: Dragon’s Breath Blowgun
- Weapon Type: Ranged Weapon (Martial, Blowgun)
- Damage: 1d10 cold damage + Dexterity modifier
- Range: 60/120 feet
- Ammunition: 20 needles (replenished with a short or long rest, if materials are available)
- Special (once per day): As an action, the wielder can unleash a burst of icy breath from the blowgun, causing the next needle fired to deal an additional 5d10 cold damage. This attack has a range of 60 feet.
- Properties: Ammunition, Loading, Special
- Rarity: Legendary (requires attunement)
- Game Mechanics:
- Attunement: Requires attunement by a character with proficiency in Martial Weapons.
- Cold Resistance: Targets hit by the blowgun must succeed on a DC 15 Constitution saving throw or be paralyzed by the intense cold until the end of their next turn.
- Recharging: The special ability recharges at dawn each day.
Knave
Name: Dragon’s Breath Blowgun
- Weapon Type: Ranged Weapon
- Damage: d8 (cold damage)
- Range: 60 feet
- Uses: 20 needles (replenished during a downtime phase if appropriate materials are gathered)
- Special Ability: Once per day, the wielder may spend an action to empower the next shot with the essence of Ylvorath, dealing an additional 5d8 cold damage. This shot also has a 2-in-6 chance of freezing the target in place, preventing them from taking any actions on their next turn.
- Encumbrance: 1 slot
- Value: 3d6 x 50 silver pieces
- Game Mechanics:
- Special Activation: The wielder must spend an entire round activating the blowgun’s special ability before making the empowered attack.
- Freezing Effect: After using the special ability, roll 2d6; if both dice show a 1, the blowgun becomes too cold to handle for 1 hour, and the wielder takes 1 point of cold damage.
Fate Core
Name: Dragon’s Breath Blowgun
- Aspect: “Imbued with the Frozen Breath of Ylvorath”
- Weapon Rating: +2 to attacks using the Blowgun
- Special Ability (Once per session): The wielder can invoke the blowgun’s Aspect to channel the icy breath of Ylvorath, causing the attack to deal an additional 4 shifts of cold damage. This can be used to create an advantage, such as Frozen Solid or Icy Terrain, which opponents must overcome to act normally.
- Complication: Each time the special ability is used, the GM may compel the blowgun’s Aspect to cause the weapon to temporarily freeze over, requiring the wielder to overcome a physical challenge to continue using it.
- Game Mechanics:
- Creating Advantages: The wielder may use the blowgun to create advantages like Frozen Path or Chilled to the Bone during combat.
- Invoking for Effect: The blowgun’s Aspect can be invoked to automatically succeed on a cold-based action, such as freezing a door shut or creating a makeshift ice bridge.
Numenera & Cypher System
Name: Dragon’s Breath Blowgun
- Level: 7
- Damage: 7 points of cold damage
- Range: Long
- Ammunition: 20 needles (replenished with specific esoteries or scavenged materials)
- Special Ability: Once per day, the wielder can use the blowgun to unleash a powerful blast of icy breath. This attack deals an additional 10 points of cold damage and automatically freezes the target in place for one round, or inflicts 2 additional points of Intellect damage from the cold shock.
- Cost: 20 XP
- Game Mechanics:
- Activation: Requires 1 action to use the blowgun’s special ability, which also inflicts 1 level of Speed depletion due to the energy required to channel the icy breath.
- Freezing Effect: Targets struck by the special ability must succeed on a Might defense roll (difficulty 5) or be frozen, unable to take any actions for 1 round.
Pathfinder (2nd Edition)
Name: Dragon’s Breath Blowgun
- Item Level: 10
- Weapon Type: Martial Ranged Weapon
- Damage: 1d10 cold damage + Dexterity modifier
- Range: 60 feet
- Ammunition: 20 needles (replenished after an 8-hour rest with the necessary materials)
- Special (1/day): As an action, the wielder can channel the breath of Ylvorath, causing the next needle fired to deal an additional 5d10 cold damage. This attack also forces the target to make a DC 22 Fortitude save or be slowed 1 for 1 minute.
- Bulk: 1
- Traits: Cold, Magical, Uncommon
- Game Mechanics:
- Activation: The special ability requires an Interact action to prepare, followed by a Strike.
- Freezing Effect: On a critical hit with the special ability, the target is also immobilized for 1 round unless they succeed on the Fortitude save.
Savage Worlds (Adventure Edition)
Name: Dragon’s Breath Blowgun
- Weapon Type: Ranged Weapon
- Damage: 2d6 cold damage
- Range: 12/24/48
- Ammunition: 20 needles (replenished through rare materials or alchemical processes)
- Special Ability (Once per day): The wielder can activate the blowgun’s icy power to deal an additional 3d6 cold damage. The target must also make a Vigor roll at -2 or suffer the effects of the Stunned condition due to the intense cold.
- Weight: 2 lbs
- Cost: $1500
- Game Mechanics:
- Activation: The blowgun’s special ability can be activated as a free action before making an attack.
- Freezing Effect: If the special ability attack results in a raise, the target is automatically Shaken in addition to the damage dealt.
- Reloading: Reloading the blowgun with a new needle is an action. The special ability recharges after 24 hours.
Shadowrun (6th Edition)
Name: Dragon’s Breath Blowgun
- Weapon Type: Exotic Ranged Weapon
- Damage: 10P (cold damage)
- Accuracy: 5
- Range: 12/24/48 meters
- Ammunition: 20 needles (must be recharged with a special ritual or rare materials)
- Special Ability (1/day): The blowgun can unleash a concentrated blast of draconic cold, dealing an additional 8P cold damage. The target must make a Body + Willpower test (threshold 3) to avoid becoming Frozen (immobilized) for 1 round.
- Availability: 14F
- Cost: 80,000 nuyen
- Game Mechanics:
- Exotic Skill: Requires the Exotic Ranged Weapon skill (Blowgun) to use effectively.
- Freezing Effect: Targets hit by the special ability must succeed on a Body + Willpower test or suffer the Frozen status effect, losing their next action.
- Recharging: The special ability can be used once per day, with the blowgun requiring downtime to recharge using specific esoteric materials or rituals.
Starfinder
Name: Dragon’s Breath Blowgun
- Item Level: 9
- Weapon Type: Small Arm
- Damage: 1d10 cold damage
- Range: 60 feet
- Capacity: 20 darts (requires special materials to replenish)
- Usage: 1 dart
- Special Ability (1/day): As a standard action, the wielder can unleash the blowgun’s full draconic power, causing the next dart fired to deal an additional 5d10 cold damage. The target must succeed on a Fortitude save (DC 20) or be staggered for 1 round.
- Bulk: L
- Price: 25,000 credits
- Game Mechanics:
- Proficiency: Requires proficiency with Small Arms to use without penalty.
- Freezing Effect: If the special ability is activated, the target must succeed on a Fortitude save or be staggered, unable to perform full actions on their next turn.
- Recharging: The blowgun’s special ability can only be used once per day and requires the wielder to perform a ritual or use rare components to replenish its power.
Traveller (Mongoose 2nd Edition)
Name: Dragon’s Breath Blowgun
- Weapon Type: Advanced Ranged Weapon
- Damage: 3D (cold damage)
- Range: 30 meters
- Ammunition: 20 needles (crafted from specific materials)
- Special (1/day): The wielder can activate the blowgun’s special ability, causing the next shot to deal an additional 6D cold damage. The target must make an Endurance check (8+) or be rendered unconscious for 1d6 minutes.
- Traits: Rare, Cold
- Cost: Cr500,000
- Game Mechanics:
- Skill: Requires proficiency in Gun Combat (blowguns) to use effectively.
- Freezing Effect: The special ability’s additional damage requires an Endurance check to avoid incapacitation due to the extreme cold.
- Recharging: The special ability can be used once per day and requires special materials or a lengthy ritual to recharge.
Warhammer (Warhammer Fantasy Roleplay 4th Edition)
Name: Dragon’s Breath Blowgun
- Type: Exotic Missile Weapon
- Damage: 8 (cold damage)
- Range: 20 yards
- Reload: 2
- Ammunition: 20 needles (crafted from rare materials)
- Special Ability (1/day): The wielder can activate the blowgun’s unique power, dealing an additional 5d10 cold damage with the next shot. Targets struck by this shot must make a successful Toughness Test or suffer a -20 penalty to their next action due to the intense cold.
- Encumbrance: 1
- Price: 500 Gold Crowns
- Game Mechanics:
- Skill: Requires Exotic Weapon (Blowgun) proficiency to use without penalty.
- Freezing Effect: If the special ability is used, targets must pass a Toughness Test or suffer penalties to their next action due to the debilitating cold.
- Recharging: The special ability can be used once per day, requiring the wielder to seek out a specific ritual or rare materials to recharge.
