Sailing For Adventure
Vials and Potions
11 Empty Vial(s)
1 Vial of Snail sludge (Fire Resistant)
2 Vial of Snail Angler bulb (Explozone) 5×5 2d8 + 2d6 burn/acidic (- AC at the discretion of the DM)
1 Vial of a Metal Cross (Volatile) (missing)
1 Vial of Slippery Goo (from Grant, Slip Slip bounty)
1 Vial of my own thumb.
5 Healing Potion(s) +15HP
6 Major Healing Potion(s) +25HP (Healing Pot + Blue Moss)
4 Ultra Potion(s) + 50HP
1 Gush Bombs 3 turns. (Causes Paralysis)
8 Poison Potion(s) 1d4 poison + 1d4 Turns
1 Confusion Elixir(s) 1d4 Turns
16 Fire Bomb potion(s) 3×3 1d8 + 1d4 Burn
1 Toxic Explosion Bomb(s) (Fire Bomb + Poison potion)
5 Acid-ophilus potions. -1d4 AC plus 1d4 if it touches skin.
1-4 Potions of Water Breathing/Healing (Red/Green Algae + Healing Pot, Duration: 5-10 mins)
0 Potion of AC Boosting ( + 6 to AC and – 3 to attack rolls for 4 rounds)
1 Confusion Bomb 5×5 2d10 …. DC 14 (Grenade Casing + Confusion)
0 Nuclear Explozone 5×5 2d10 + 2d8 + 2d6 + (1d4 -AC) (Grenade Casing + Explozone)
0 SpearsToxicity – 5 poison dmg up front, roll d6 every turn on the victim unless dc 13 endurance save is made.
BaseFire Potion – Able to ingest for fire breathing cone 1, 2 ,3, 4.
Fungus, 1 Healing, 1 Poison, Fire Starter to heat it. (Electric to infuse) (AC boosting)