Treasures found: 3 XP each player in total.
Bag of 30GP -1xp
Potion of Fire Breath -1xp
This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small drafts. One draft allows the imbiber to breathe a cone of fire 10' wide and up to 20' long that inflicts 1d4+1 points of damage. A double draft doubles the range and damage. A triple draft trebles the range and damage. If the entire potion is taken at once, the cone is 20' wide, up to 80' long, and inflicts 4d4+4 points of damage. Dex save vs DC 13 for half damage apply in all cases. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber's system, inflicting double damage with no saving throw allowed.
Potion of Fire Breath
This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small drafts. One draft allows the imbiber to breathe a cone of fire 10' wide and up to 20' long that inflicts 1d4+1 points of damage. A double draft doubles the range and damage. A triple draft trebles the range and damage. If the entire potion is taken at once, the cone is 20' wide, up to 80' long, and inflicts 4d4+4 points of damage. Dex save vs DC 13 for half damage apply in all cases. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber's system, inflicting double damage with no saving throw allowed.
Weighty glass bottle with a thick dark red liquid which only passes some of light through. Gently shaking this bottle generates slow opalescent eddies of oranges and yellows. There are four distinct marks on the side which you now know indicate dosages.
Potion of Treasure Finding -1xp
A potion of treasure finding empowers the drinker with a location sense, so that he or she can point to the direction of the nearest mass of treasure. The treasure must be within 240 yards, and its mass must equal metal of at least 10GP or 1 gem or any combination. Note that only valuable metals (copper, silver, electrum, gold, platinum) and gems and jewelry, are located. The potion won't locate worthless metals or magical items that don't contain precious metals or gems. The imbiber of the potion can "feel" the direction in which the treasure lies, but not its distance.
Intervening substances other than special magical wards or lead-lined walls cannot withstand the powers that the liquor bestows upon the individual. The effects of the potion last for 5d4 rounds. (Clever players will attempt triangulation.)
A glass bottle containing a thin clear fluid, like water, which moves freely agains the sides of the bottle as you give it a little shake and myriad tiny flecks of gold and silver swirl around inside, with a tiny glint of blue, red or green appearing here and there as well.