I think we can all agree that the processes of tinkering, crafting, and brewing in Dungeons and Dragons can be convoluted and intricate, dissuading many adventuring parties from engaging in such endeavours. Unless you are participating in an exceptionally lengthy campaign with ample periods of downtime, the likelihood of exploring these aspects is rather slim. Even when you do, the difficulty class' (DCs) associated with these activities vary significantly, and the cost and time required to create even the most basic poison can entail dedicating days of valuable adventuring time to meticulously tending a Bunsen Burner.
But what if the process was simplified, a single difficulty class (DC) remaining consistent across all checks, the survival check to find your raw materials, crafting check to brew your poisons and even saving against the effects. Imagine the possibility of crafting a poison in only an hour instead of enduring an arduous task spanning 25 days. After all, if you possess a poisonous plant as a starting material, why should it demand nearly a month's time and more than 1000 gold pieces to procure a single bottled dosage?
This Supplement adds:
A simplified posion crafting system.
11 Foragable flora to add to your game.
Advice for posion crafting and foraging in Urban Campaigns.
11 Craftable Poisons with variable effects and delivery methods.
A cheeky lil' stat block for an undead wasp, don't say we never gave you anything!
- from the publisher's blurb