Lore: The Venomspitter Blowgun was first created by a tribe of jungle-dwelling hunters who used the poison of deadly jungle creatures to bring down their prey. Made from the gnarly branch of the poison Nabi apple tree. The design quickly spread, and now the Venomspitter is known throughout the land as a deadly weapon that can take down even the strongest foes.
Stats:
- Damage: 2d6+2 piercing damage
- Range: 150 ft.
- Level: Tier 1
- Common
- Tags: Poisonous, Accurate, Deadly, Ranged, Piercing, Jungle, Hunter, Tribe, Nabi Apple Tree, Strong Foes
- Properties: Ammunition (blowgun needles), Loading (Two-handed)
Special Ability: The Venomspitter Blowgun is coated in a potent venom that deals an additional 2d6 poison damage on a successful hit. Additionally, the target must succeed on a DC 18 Constitution saving throw or continue to be poisoned for 1 minute. The target takes an additional 1d6 poison damage at the beginning of each turn, and this may be stacked if successfully hit again. The target can repeat the saving throw at the end of each of its turns, ending the effect of all poison on a success.
Use: The Venomspitter Blowgun is a deadly weapon that can take down enemies from a distance. It requires skill to use effectively, as the shooter must carefully aim to ensure that the needle hits its mark. The venom coating makes this blowgun particularly deadly, as it can quickly take down even the toughest foes. However, the poison must be applied carefully, as it can be dangerous to the user if not handled properly.
Given the Venomspitter Blowgun 22’s properties and lore, here are some likely venues where it might be bought and sold in Saṃsāra:
- Hunter’s Guild Emporiums:
- Where: Found in most towns and cities, often near the outskirts or close to markets where hunters bring their spoils. Larger cities might have dedicated Hunter’s Guild districts with multiple competing emporiums.
- How: Transactions are typically direct purchases with coin. Haggling is common, especially if the buyer is a known hunter with a reputation or a member of the Hunter’s Guild. Trades for pelts, rare ingredients, or other hunting-related items might also be considered.
- Cost: 30 to 50 gold pieces. Prices could be higher in areas where venomous creatures are less common or if the blowgun has particularly potent venom.
- Exotic Goods Merchants:
- Where: Located in bustling marketplaces or within the affluent districts of larger cities. These merchants cater to those seeking rare or unusual items, often with a focus on luxury or novelty.
- How: Sales are usually straightforward coin transactions, though bartering with other valuable goods is possible. Merchants might inflate prices to gauge a buyer’s interest or willingness to spend.
- Cost: 50 to 80 gold pieces. The exotic nature of the Venomspitter and its venomous properties would likely command a premium price in these establishments.
- Shadowy Bazaars and Black Markets:
- Where: Hidden in the seedier parts of cities, accessible through whispers and connections. These markets deal in illicit or dangerous goods, often operating outside the law.
- How: Transactions are often clandestine, with an emphasis on discretion. Coin is the primary currency, but favors, information, or other under-the-table deals could be involved.
- Cost: 40 to 60 gold pieces. The price might be lower than in legitimate shops due to the reduced overhead and lack of regulation, but buyers risk encountering counterfeit goods or attracting unwanted attention.
- Traveling Traders and Caravans:
- Where: These nomadic merchants traverse the lands of Saṃsāra, setting up temporary stalls in towns and villages along their routes. They often carry a diverse array of goods, catering to a wide range of needs and desires.
- How: Transactions are usually simple coin-based purchases, though bartering is also prevalent. Traveling traders are often open to negotiation, especially towards the end of their stay in a location.
- Cost: 40 to 70 gold pieces. The price can vary significantly depending on the trader’s current inventory, the region they are in, and their perception of the buyer’s desperation or affluence.
Additional Considerations:
- Reputation: A buyer’s reputation as a skilled hunter, a noble individual, or a dangerous outlaw could influence the price and the willingness of sellers to part with a Venomspitter Blowgun.
- Rarity: In regions where the poison Nabi apple tree is scarce or the venom is particularly potent, the blowgun could be more expensive or even unavailable.
- Demand: During times of conflict or increased monster activity, the demand for weapons like the Venomspitter Blowgun could drive up prices.
- Regulation: Some cities or regions might have restrictions on the sale or possession of venomous weapons, making them harder to acquire through legitimate channels.
Defensive Use:
- Jungle Ambush: A lone hunter, sensing danger in the rustling leaves, readies their Venomspitter Blowgun. They take cover behind a massive tree trunk, its gnarled roots offering meager protection. Peering through the dense foliage, they spot a stalking jaguar, its eyes gleaming with predatory intent. With a silent prayer to the jungle spirits, the hunter takes aim and exhales, sending a poisoned dart towards the unseen threat. The jaguar, struck in the flank, roars in pain and confusion, its attack momentarily disrupted. The hunter uses this precious time to retreat, disappearing into the thick undergrowth, leaving the poisoned beast to its fate.
- Urban Alleyway: A merchant, cornered in a dimly lit alleyway by a group of would-be muggers, brandishes their Venomspitter Blowgun. They keep their back pressed against the cold brick wall, their eyes darting between the assailants, gauging their movements. With a swift motion, they load a dart and fire, striking the leader in the arm. The man cries out, clutching his wound as the poison courses through his veins. His comrades, startled by the unexpected attack and their leader’s sudden weakness, hesitate. The merchant seizes this opportunity, slipping past them and disappearing into the maze of alleyways.
- Mountain Pass: A band of travelers, traversing a narrow mountain pass, find themselves surrounded by a pack of ravenous gnolls. With cliffs on one side and a sheer drop on the other, there is no escape. One of the travelers, a seasoned adventurer, steps forward, their Venomspitter Blowgun at the ready. They calmly take aim and fire, targeting the alpha gnoll leading the pack. The poisoned dart finds its mark, sending the alpha into a frenzy. The gnolls, sensing their leader’s distress, turn on each other in confusion, giving the travelers a chance to fight their way through the chaos and escape the ambush.
Offensive Use:
- Tribal Warfare: A warrior, adorned with feathers and war paint, charges into the fray, their Venomspitter Blowgun held high. They weave through the chaos of battle, targeting enemy warriors with deadly precision. Each poisoned dart brings down another foe, weakening the enemy’s ranks and sowing confusion among their lines. The warrior’s courage and skill with the Venomspitter inspire their fellow tribesmen, turning the tide of the battle in their favor.
- Assassination Attempt: A cloaked figure, hidden in the shadows of a grand ballroom, raises their Venomspitter Blowgun towards their unsuspecting target. The noble lord, oblivious to the impending danger, continues his conversation with a group of dignitaries. With a silent breath, the assassin releases the dart, sending it flying across the room. The dart strikes the lord’s neck, delivering a fatal dose of poison. The lord collapses, chaos erupts, and the assassin melts back into the shadows, their deadly mission complete.
- Monster Hunting: A group of adventurers, venturing deep into a dark cave, encounter a monstrous spider, its multiple eyes gleaming in the torchlight. The creature lunges, its fangs dripping with venom. One of the adventurers, armed with a Venomspitter Blowgun, takes aim and fires. The dart strikes the spider’s abdomen, injecting a potent dose of poison. The creature recoils, its movements becoming sluggish. The adventurers press their attack, their weapons finding their marks with greater ease as the spider succumbs to the combined effects of the poison and their relentless assault.
Roleplay Considerations:
- Character Background: A character’s upbringing, training, and experiences will influence how they use the Venomspitter Blowgun. A hunter might favor a stealthy approach, using the blowgun to take down prey from afar. A warrior might use it as a weapon of intimidation, showcasing their skill and courage in battle. An assassin might rely on its silent and deadly nature to eliminate targets discreetly.
- Environment: The surroundings will play a crucial role in how the Venomspitter Blowgun is used. In dense forests or urban environments, its long range and accuracy make it ideal for ambushes and surprise attacks. In open terrain, it might be less effective, requiring the user to find cover or rely on distractions to get close enough to their target.
- Target: The type of creature or foe being faced will also influence the use of the Venomspitter Blowgun. Against heavily armored opponents, the piercing damage and poison might be less effective, requiring the user to aim for weak points or combine their attacks with other weapons or abilities. Against agile or flying creatures, the blowgun’s range and accuracy become crucial, allowing the user to keep their distance and avoid dangerous counterattacks.
- Ethics and Morality: The use of poison can be a controversial tactic, with some characters viewing it as dishonorable or cowardly. Others might see it as a necessary tool for survival or a way to gain an advantage against powerful foes. A character’s moral compass will guide their decisions on when and how to use the Venomspitter Blowgun, potentially leading to internal conflict or external judgment from others.

Perception of Activation: Venomspitter Blowgun 22 — When the user activates the Venomspitter Blowgun 22, attuning their magical energies to its potent venom and deadly purpose, the following perceptions are experienced:
- User’s Perspective:
- Sight: The intricate carvings on the blowgun’s surface seem to writhe and pulse with a faint greenish light as the venom within awakens. The dart loaded in the barrel takes on a subtle sheen, its tip glistening with deadly poison.
- Sound: A low hum emanates from the blowgun, resonating with the user’s own heartbeat. The air around the dart seems to crackle with faint static as the venom’s magic intensifies.
- Smell: The pungent aroma of exotic herbs and poisonous blossoms fills the user’s nostrils, a reminder of the blowgun’s deadly origins.
- Taste: A metallic tang lingers on the user’s tongue, a hint of the venom’s potency should it come into contact with their own flesh.
- Touch: The blowgun feels warm and alive in the user’s hands, its surface thrumming with barely contained power.
- Extrasensory: A sense of predatory focus washes over the user, sharpening their senses and heightening their awareness of their surroundings. The blowgun feels like an extension of their own will, ready to strike with deadly precision.
- Observer’s Perspective:
- Sight: The observer might notice a faint green aura surrounding the blowgun and the dart, a subtle visual cue of the activated venom.
- Sound: A keen-eared observer might detect the low hum emanating from the blowgun, a barely audible warning of its activated state.
- Smell: Those with a sensitive nose might catch a whiff of the pungent venom, a subtle olfactory signal of the impending danger.
- Extrasensory: Individuals attuned to magical energies might sense a surge of power emanating from the blowgun, a clear indication of its activated state.
- Positives:
- Enhanced Focus: The activation process heightens the user’s senses and concentration, allowing them to aim with greater precision and react more quickly to threats.
- Confidence Boost: Feeling the power of the Venomspitter Blowgun coursing through their hands, the user experiences a surge of confidence and determination.
- Intimidation: The subtle visual and olfactory cues of the activated venom can serve as a deterrent to potential adversaries, showcasing the user’s deadly capabilities.
- Negatives:
- Distraction: The sensory overload of the activation process can be overwhelming for some users, potentially hindering their ability to focus in chaotic situations.
- Temptation: The power of the Venomspitter Blowgun can be intoxicating, tempting users to rely on its deadly poison rather than their own skills and judgment.
- Vulnerability: The act of activating the blowgun can draw unwanted attention, potentially alerting enemies to the user’s presence and intentions.
Crafting Recipe: Venomspitter Blowgun 22 Replica — This recipe guides you through recreating a blowgun similar to the famed Venomspitter, though achieving the exact potency of the original’s venom will depend on the quality of ingredients and the crafter’s skill.
- Materials Needed:
- Blowgun Body:
- 1 Gnarled branch from a Poison Nabi apple tree (at least 2 feet long, 1-inch diameter)
- Fine-grit sandpaper or polishing stones
- Linseed oil or other natural sealant
- Venom:
- Venom sacs from 3 different poisonous creatures (jungle vipers, scorpions, or similar)
- Mortar and pestle
- Glass vials or containers for venom storage
- Rare jungle herbs (specific varieties depend on the chosen venom sources, consult herbalism guides)
- Darts:
- Thin, sturdy reeds or sharpened bone fragments
- Fletching feathers
- Fine thread or sinew for binding
- Blowgun Body:
- Tools Required:
- Saw or sharp cutting tool
- Carving knife or small chisel set
- Sandpaper or polishing stones
- Mortar and pestle
- Small cauldron or heating vessel
- Stirring rod
- Measuring spoons or scales
- Skill Requirements:
- Herbalism: Knowledge of poisonous plants and their properties, ability to identify and harvest safely.
- Venomcraft: Skill in extracting and handling venom, understanding of its effects and potential antidotes.
- Woodworking: Ability to carve and shape wood, knowledge of wood types and their properties.
- Fletchery: Skill in crafting arrows or darts, understanding of aerodynamics and flight.
- Crafting Steps:
- Prepare the Blowgun Body:
- Carefully harvest a gnarled branch from a Poison Nabi apple tree, ensuring it is free of diseases or infestations.
- Use a saw or cutting tool to remove any excess branches or leaves, leaving a straight section of at least 2 feet.
- Use a carving knife or chisel set to shape the branch into a smooth, hollow tube, ensuring a consistent diameter throughout.
- Sand or polish the exterior of the blowgun until it is smooth and free of splinters.
- Apply linseed oil or another natural sealant to protect the wood and enhance its appearance.
- Concoct the Venom:
- Carefully extract venom from the chosen poisonous creatures, taking precautions to avoid being poisoned yourself.
- In a mortar and pestle, grind the venom sacs together with the rare jungle herbs, following specific recipes based on the chosen venom sources.
- Heat the mixture in a small cauldron or heating vessel, stirring constantly until it reaches a thick, viscous consistency.
- Allow the venom to cool and store it in glass vials or containers for later use.
- Craft the Darts:
- Select thin, sturdy reeds or sharpened bone fragments for the dart shafts.
- Attach fletching feathers to the shafts using fine thread or sinew, ensuring proper balance and aerodynamics.
- Sharpen the tips of the darts to a fine point, ensuring they are strong enough to pierce flesh.
- Apply the Venom:
- Carefully apply a thin layer of the prepared venom to the tips of the darts, taking care not to get any on your skin.
- Allow the venom to dry completely before using the darts.
- Test and Refine:
- Test the blowgun and darts on a suitable target, observing the venom’s effects and making adjustments to the recipe as needed.
- Refine the crafting process through practice and experimentation, striving to create a blowgun that is both deadly and reliable.
- Prepare the Blowgun Body:
- Important Notes:
- The potency of the venom will depend on the quality of the ingredients and the crafter’s skill.
- Handling venom is extremely dangerous. Take all necessary precautions and seek expert guidance if needed.
- The use of poisonous weapons may be restricted or prohibited in certain areas. Be mindful of local laws and regulations.
- The Venomspitter Blowgun is a deadly weapon. Use it responsibly and only in self-defense or for lawful purposes.
First Whisper of Death
From the fragmented scrolls of the Elder Shamans, translated through generations of oral tradition
In the time before time, when the jungles of Saṃsāra were young and the whispers of spirits filled the air, there lived a hunter named Kahless. Kahless was renowned for his skill with the spear and his knowledge of the jungle’s secrets, but his heart was heavy with sorrow. A plague had swept through his village, taking the lives of many, including his beloved wife. Desperate to protect his people from further suffering, Kahless ventured deep into the heart of the jungle, seeking a weapon that could vanquish death itself.
He wandered for many moons, guided by the spirits of the animals and the whispers of the wind. One day, he stumbled upon a clearing bathed in an eerie green light. In the center stood a gnarled tree, its branches twisted and contorted like the limbs of a tortured beast. Kahless felt a strange power emanating from the tree, a mixture of fear and fascination.
As he approached, a voice whispered in his mind, promising him the power he sought. The voice instructed him to take a branch from the tree and fashion it into a weapon, imbuing it with the essence of the jungle’s most venomous creatures. Kahless, driven by his grief and desperation, obeyed.
He carved the branch into a long, hollow tube, and then sought out the deadliest creatures he could find: vipers with fangs like needles, scorpions with tails of fire, and spiders with venom that could melt flesh from bone. He collected their venom, mixing it with rare herbs and whispering incantations learned from the spirits.
With the final touch, the blowgun was complete. Kahless named it the “Whisper of Death,” for it could slay silently and swiftly, leaving no trace but a fading whisper of life. He returned to his village, wielding his new weapon with a heavy heart.
The plague still lingered, but Kahless used the Whisper of Death to hunt the creatures that spread disease, protecting his people from further harm. Yet, with each kill, he felt a growing darkness within him, a reflection of the weapon’s deadly power.
One day, while hunting a monstrous beast, Kahless was overcome by a bloodlust he had never known before. He fired dart after dart, not to protect his people, but to revel in the power of death. The spirits of the jungle, witnessing his corruption, turned against him. The Whisper of Death, sensing his darkness, became a curse, its venom turning against its creator.
Kahless, consumed by the poison he had wielded, perished in agony, his body dissolving into the jungle floor. The Whisper of Death, its purpose fulfilled, vanished into the mists, leaving behind only a legend and a warning.
Moral of the Story: Power without compassion is a path to destruction. Even the noblest intentions can be corrupted by the allure of death, and the weapons we create can become the instruments of our own demise.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Venomspitter Blowgun:
- Damage: 1D6+2 + poison (see below)
- Range: 150 feet
- Ammo: Blowgun needles (poisoned)
- Malfunction: 99-00
- Poison: On a hit, the target must make a CON roll vs. the poison’s POTENCY (determined by the Keeper based on the venom used). Failure results in 2D6 damage and the poisoned condition. Each round, the poisoned victim takes 1D6 damage and must make another CON roll to resist. Success ends the effect.
- Game Mechanics:
- Treat poison as a separate attack after a successful hit with the blowgun.
- Keeper discretion on the poison’s POTENCY and duration based on the narrative.
- Potential for long-term Sanity effects if the poison causes horrific physical changes or induces madness.
Blades in the Dark
Venomspitter Blowgun:
- Effect: 2 harm (piercing) + poison (see below)
- Range: Long
- Load: 1
- Tags: Silent, Subtle, Dangerous
- Poison: On a hit with the blowgun, inflict the poisoned condition. At the start of each of the target’s turns, they suffer 1 harm and must roll to resist the poison (GM sets position based on potency). Success removes the poisoned condition.
- Game Mechanics:
- Use the blowgun’s effect level to determine success/failure in combat.
- Poisoned condition can hinder actions or add complications to the target’s plans.
- GM can adjust the poison’s severity and duration based on the fiction and the type of venom used.
Dungeons & Dragons (5th Edition)
Venomspitter Blowgun:
- Weapon (blowgun), rare
- Damage: 2d6 + 2 piercing
- Range: 150/600 ft.
- Weight: 1 lb.
- Properties: Ammunition (blowgun needles), loading, two-handed
- Poison: Hit: The target must make a DC 18 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. The target is also poisoned for 1 minute. The poisoned target takes 1d6 poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect of all poison on itself on a success.
- Game Mechanics:
- Standard weapon attack rules apply.
- Poison damage and the poisoned condition follow the rules outlined in the Dungeon Master’s Guide.
- Consider adding additional magical properties (e.g., +1 to attack rolls) for higher rarity versions.
Knave
Venomspitter Blowgun:
- Damage: d6 + 2 (piercing) + poison (see below)
- Range: 40 (long)
- Load: 1
- Tags: Accurate, Deadly
- Poison: On a hit, roll d6. On a 4+, the target is poisoned. Each round, roll d6. On a 5+, the poisoned target takes 1d6 damage. On a 6+, the poison ends.
- Game Mechanics:
- Use Knave’s standard combat rules for ranged attacks.
- The poison’s simple d6 mechanic aligns with Knave’s minimalist design.
- The GM can introduce additional effects or complications based on the specific type of poison.
Fate Core/Condensed
Venomspitter Blowgun:
- Aspect: Whisper of the Jungle’s Fury
- Skill: Shoot
- Stunt: Venomous Strike – When attacking with the blowgun, spend a Fate Point to inflict a poison that inflicts a moderate consequence (or mild consequence with a minor cost).
- Game Mechanics:
- Use the blowgun with the Shoot skill in conflict.
- The Aspect can be invoked or compelled for narrative effect (e.g., to gain a bonus when hidden in foliage or to create a distraction due to the blowgun’s distinctive appearance).
- The Venomous Strike stunt provides a mechanical benefit for inflicting poison, with the consequence severity and cost determined by the GM based on the situation.
Numenera & Cypher System
Venomspitter Blowgun:
- Level: 1
- Damage: 2 points
- Range: Long
- Effect: The blowgun inflicts poison. The target resists with Might. On a failure, they take 3 points of damage at the start of each of their turns. They can spend an action to attempt to recover.
- Game Mechanics:
- Use the standard Cypher System rules for ranged attacks.
- The poison’s effect aligns with Numenera’s damage track and recovery mechanics.
- The GM can adjust the level of the blowgun and the poison’s severity based on the narrative and the character’s tier.
Pathfinder (2nd Edition)
Venomspitter Blowgun:
- Item Level: 2
- Price: 30 gp
- Usage: held in 1 hand
- Bulk: L
- Damage: 2d6 piercing
- Range: 150 feet
- Reload: 1
- Traits: ammunition, blowgun, finesse, ranged
- Poison: Injury; Save DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage (1 round); Stage 2 1d6 poison damage (1 round)
- Game Mechanics:
- Standard Pathfinder 2e rules for ranged weapons apply.
- The poison follows the injury poison rules, with the saving throw DC and damage aligned with the item’s level.
- Consider adding additional traits or abilities for higher-level versions of the blowgun.
Savage Worlds (Adventure Edition)
Venomspitter Blowgun:
- Range: 24″
- Damage: 2d6
- Rate of Fire: 1
- Shots: 1(2)
- Min Str: d4
- Weight: 1
- Cost: $300
- Notes: The blowgun inflicts a Vigor roll at -2. If failed, the target is poisoned. Each round, the poisoned target suffers 2d6 damage and must make another Vigor roll to resist.
- Game Mechanics:
- Use Savage Worlds’ standard ranged combat rules.
- The poison’s effect is resolved with a Vigor roll, with the penalty and damage reflecting the potency of the venom.
- Wild Cards and Extras can use their Bennies to resist the poison or shake off its effects.
Shadowrun (6th Edition)
Venomspitter Blowgun:
- Damage: 6P
- Accuracy: 5
- AP: -1
- Ammo: Needles (10, with poison)
- Concealability: 1 (pocket)
- Availability: 12R
- Cost: ¥300
- Poison: On a successful hit, the target must make a Body + Willpower Test. Failure means they take 6S damage and are poisoned. Each Combat Turn, the poisoned target takes 3S damage and must make another Body + Willpower Test to resist.
- Game Mechanics:
- Use standard Shadowrun ranged combat rules.
- The poison’s damage is based on Stun damage, reflecting its debilitating effects.
- The Availability and Restricted status reflect the blowgun’s dangerous nature.
Starfinder (First Edition)
Venomspitter Blowgun:
- Level: 1
- Price: 30 credits
- Damage: 1d6 P + poison
- Critical: —
- Range Increment: 100 ft.
- Capacity: 10 needles
- Bulk: L
- Special: Injection
- Poison: Injury DC 18; Onset 1 round; Frequency 1/round; Effect 1d4 Con damage; Cure 2 consecutive saves
- Game Mechanics:
- Follow Starfinder’s rules for ranged weapons and poisons.
- The Injection special property allows the blowgun to bypass some forms of damage reduction.
- The poison’s statistics align with Starfinder’s condition track and saving throw mechanics.
Traveller (Mongoose 2nd Edition)
Venomspitter Blowgun:
- Damage: 2D
- Range: Short
- Ammo: Needles (10, poisoned)
- TL: 3
- Weight: 1 kg
- Cost: Cr300
- Poison: On a hit, the target must make an END check. Failure results in 2D damage and the poisoned condition. Each round, the poisoned target takes 1D damage and must make another END check. Success ends the effect.
- Game Mechanics:
- Use Traveller’s standard ranged combat rules.
- The poison’s damage is based on the target’s END characteristic.
- The GM can adjust the poison’s effects based on the specific type of venom used.
Warhammer 40,000 (Current Edition)
Venomspitter Blowgun
- (for use with a custom character or faction)
- Range: 12″
- Type: Assault 1
- Strength: 3
- AP: 0
- Damage: 1
- Abilities:
- Poisoned: When resolving an attack made with this weapon, the target suffers 1 additional point of damage.
- Game Mechanics:
- Incorporate the blowgun into a custom character datasheet or faction rules.
- The Poisoned ability reflects the blowgun’s venomous effect.
- The weapon’s profile can be adjusted to fit the specific needs of the game and the power level of the character or faction.
