
Tools
*Camp Rations (load 1). Food, drink, soap, etc. Enough for 1 medium humanoid for 1 day.
Backpack (load 1). A sturdy, reinforced, splash-proof pack with many compartments.
Bedroll (load 2). A quilted sleeping bag with horn buttons and an oilcloth cover to keep water off.
Beltglass (load 0). A small tempered belt sandglass, used for timing.
Beltlamp (load 0). A small tempered belt lantern, providing light and flame. Magical versions exist.
Caltrops (load 1). Tiny four-pronged spikes, scattered as traps, puncture the feet.
Chalk (load 0). Used to write messages on surfaces, or for drawing things.
Cologne (load 0). A liquid scent, usable as an identifier or for tracking.
Cordspool (load 1). A roll of tripwires, pitons and tiny bells for rigging up easy traps and alarms.
Crowbar (load 2). A bar-shaped tool for prying and mechanical advantage.
Firecrackers (load 0). A string of exploding poppers that make noise and smoke when lit.
Greasepen (load 0). Colored wax pencils, used for writing and drawing, water resistant.
Jawtrap (load 1). A sawtooth steel ring that snaps shut when a plate is depressed, dealing d10 damage.
Lamp Oil (load 1). A flask holding 1 pint of flammable oil.
Magnifier (load 0). A tempered magnifying glass, used to examine in minute detail.
Manacles (load 0). A set of metal handcuffs for restraining humanoid captives.
Map (load 0). A map of a given area. Usually on heavy waxed paper for durability.
Medbag (load 2). A satchel full of needles, thread, gauze, disinfectant, tools, tiny amounts of healing potion, etc.
Net (load 2). A braided net with weighted ends. Used for capture, camouflage, pit traps, slowing falls, etc.
Rope (load 2). A classic toolfor climbing, binding, traps, etc.
Scrollcase (load 0). A waterproof case with compartments for holding scrolls.
Spade (load 2). A short shovel used for digging, burying loot, trenching, etc.
Spyglass (load 0). Telescoping lenses used to magnify and view remote places. Magical versions exist.
Syringe (load 0). A tempered glass instrument for intravenous injection.
Tinderbox (load 0). A container holding flint, tinder, charcloth, and oil for setting fires.
Torch (load 1). A stick covered in resin and pitch, used for light and flame.
Umbrella (load 2). A big waxed cloth umbrella for keeping off rain and snow.
Warhorn (load 1). A portable horn, used to give signals remotely.
Waterskin (load 3). A container for holding up to 4 pints of liquid, usually water.
Whistle (load 0). A small signal whistle on a thong, very loud, used as an alarm. Very useful.
Journal (load 0). A book filled with drawings, notes, and adventuring history.

Alchemy
Acid (load 1). Deals 2d6 acid damage when splashed.
Annointum (load 1). Powder made from cremated sacred ash trees. Deals 2d12 radiant damage to demons & undead.
Antidote (load 0). Grants poison resistance for 1 hour.
Cobra Oil (load 0). Used on blades & arrows (2d12 poison, Fort-15, onset 1 minute).
Firebomb (load 1). Incendiary liquid, 10’ radius, 2d10 fire, Ref-15.
Firebrand (load 1). Alchemical torch, 8 hours, not extinguished by water.
Firewax (load 0). Used on arrowheads, makes them deal +1 fire damage.
Fireworks (load 1). A rocket that shoots into the air and bursts.
Flash Powder (load 0). Creates a flash that blinds for 1 round. Perception roll to resist.
Healing Elixir (load 0). Restores 10 plus the drinkers level in health, or 15 plus the drinkers level if injected. Can also be used sparingly to boost medicine checks.
Painkillers (load 0). Pills that reduce pain, useful if wounded.
Paintbomb (load 1). A flask with a powder charge that splatters paint all over. Glow in the dark versions exist.
Panacea (load 0). Grants an immediate save to overcome poison or disease. Versions that give advantage exist.
Ritual Salts (load 0). Burns fiends for 2d8. If used to create a line, fiends and undead cannot cross.
Sacred Water (load 1). Deals 2d12 radiant damage when splashed on demons and undead.
Sanguinaire (load 1). This pot gushes red smoke that smells like blood. Useful for traps or luring monsters.
Smokebomb (load 0). This flask gushes white smoke when lit, filling a 20 foot radius. Magical pellet versions exist.
Soporific (load 0). Sleeping drugs, ingested, Fort-22, 1d6 hours.
Troll Serum (load 0). Restores 60 health if injected during an interlude or full rest.

Fun Facts
Acid can be used to destroy locks, doorknobs, and hinges. Especially if it is applied skillfully by someone with the right skills.
Annointum can deal damage to incorporeal creatures while it remains in a container, because the container passes “through” the undead and the dust inside brushes their ectoplasm. The annointum is not used up by doing this, so adventurers often keep satchels of annointum on a rope to use as a poor man’s ‘flail’ against such creatures.
Antidote. Taking alchemical antidote right before an expected encounter with poisonous creatures is smart. Pack as many fights with poisonous creatures into that one hour window as possible.
Healing Elixir can be used to supplement medicine rolls. Soaking bandages in elixir, dripping it onto a freshly sutured or splinted injury, and so forth can all be used to ‘stretch’ or ‘enhance’ medicine checks that would otherwise be difficult to justify. Using healing elixir this way allows a medic to grant a +4 bonus on a total of 10 medicine checks to heal injuries before the potion is used up. A potion used this way can no longer be consumed for an instant burst of healing.
Paintbombs can be used to reveal invisible creatures, or mark creatures in bright colors so they cannot easily hide.
Ritual Salts can be laid out in a line to prevent fiends and undead from crossing. The height of this barrier is 10 feet (it is possible to fly over the barrier they exude). They can be used to block off passages or doorways.
Sacred Water kept in an aspirator can be used to quickly and easily “test” creatures, objects, or places for unholy magic. A fiend or undead creature sprayed in the face will be burned, while cursed or evil items will “sizzle” or react violently.
Smokebombs can block line of sight, which means they can be used to deny enemy spell casters the ability to use “single target” spells that force a saving throw instead of an arete attack roll. Spells like charm, paralyze, petrify, and similar are all useless if the caster cannot establish a clear line of sight with the target.