The gist of the article is that:
1) Among humans, only alchemists can make poison
2) It can only be purchased from the Assassin's Guild
3) PCs, other than thieves and assassins, may only use type S (sleep poison).
4) Locksmith's can use poison as part of setting an appropriate trap.
5) AA is the weakest of the poisons, XX is the strongest, and their costs reflect that.
6) Poison gas (one of my favorites) is generally used only to guard the most valuable treasures.
It also gives info on coating blades, damage, etc.
It got me thinking about The Ever Expanding Dungeon (which I will get to play this week, so help me!), and my other dungeon crawls, and the frequency of poison needles and gas traps.
Are all of those poisoned traps set by the humanoids currently in the dungeon or are they holdovers from the past?
If they aren't holdovers, how are the humanoids making or acquiring poison which is essentially XX? That's really potent stuff, extremely expensive, and unlikely to be easily obtainable in such quantity that every few doors and chests are trapped with it.
Plus, I have been treating them all as Save or Die, with no other damage - so no 1/2 damage on save, and no chance of non-lethal traps. Is this a way to reduce the lethality of the dungeon in a manner that easily fits the narrative without my having to show any undo favoritism to my PCs?
As you probably have guessed, I'm working on a table to randomly determine the strength and type of poison, as part of my revisions of how traps are generated in The Ever Expanding Dungeon.
I hope to have a draft ready by the next session.