Tools

*Camp Rations (load 1, cost 3+). Food, drink, soap, etc. Enough for 1 medium humanoid for 1 day.
Backpack (load 1, cost 15+). A sturdy, reinforced, splash-proof pack with many compartments.
Bedroll (load 2, cost 20+). A quilted sleeping bag with horn buttons and an oilcloth cover to keep water off.
Beltglass (load 0, cost 25+). A small tempered belt sandglass, used for timing.
Beltlamp (load 0, cost 25+). A small tempered belt lantern, providing light and flame. Magical versions exist.
Caltrops (load 1, cost 8+). Tiny four-pronged spikes, scattered as traps, puncture the feet.
Chalk (load 0, cost 1+). Used to write messages on surfaces, or for drawing things.
Cordspool (load 1, cost 25+). A roll of tripwires, pitons and tiny bells for rigging up easy traps and alarms.
Crowbar (load 2, cost 25+). A bar-shaped tool for prying and mechanical advantage.
Greasepen (load 0, cost 10+). Colored wax pencils, used for writing and drawing, water resistant.
Jawtrap (load 1, cost 25+). A sawtooth steel ring that snaps shut when a plate is depressed, dealing d10 damage.
Lamp Oil (load 1, cost 5+). A flask holding 1 pint of flammable oil.
Magnifier (load 0, cost 150+). A tempered magnifying glass, used to examine in minute detail.
Manacles (load 0, cost 15+). A set of metal handcuffs for restraining humanoid captives.
Map (load 0, cost 10+). A map of a given area. Usually on heavy waxed paper for durability.
Medbag (load 2, cost 30+). Full of needles, thread, gauze, disinfectant, tools, tiny amounts of healing potion, etc.
Net (load 2, cost 15+). A braided net with weighted ends. Used for capture, camouflage, pit traps, slowing falls, etc.
Rope (load 2, cost 12+). A classic toolfor climbing, binding, traps, etc.
Scrollcase (load 0, cost 8+). A waterproof case with compartments for holding scrolls.
Spade (load 2, cost 15+). A short shovel used for digging, burying loot, trenching, etc.
Spyglass (load 0, cost 600+). Telescoping lenses used to magnify and view remote places. Magical versions exist.
Syringe (load 0, cost 250+). A tempered glass instrument for intravenous injection.
Tinderbox (load 0, cost 5+). A container holding flint, tinder, charcloth, and oil for setting fires.
Torch (load 1, cost 1+). A stick covered in resin and pitch, used for light and flame.
Umbrella (load 2, cost 20+). A big waxed cloth umbrella for keeping off rain and snow.
Warhorn (load 1, cost 60+). A portable horn, used to give signals remotely.
Waterskin (load 3, cost 20+). A container for holding up to 4 pints of liquid, usually water.
Whistle (load 0, cost 10+). A small signal whistle on a thong, very loud, used as an alarm. Very useful.
Journal (load 0, cost 50+). A book filled with drawings, notes, and adventuring history.

Alchemy

Acid (load 1, cost 10+). Deals 2d6 acid damage when splashed.
Annointum (load 1, cost 60+). Cremated sacred ash trees. (2d12 radiant to demons & undead)
Arcbrand (load 1, cost 25+). An alchemical torch that burns for 8 hours. Not extinguished by water.
Cobra Oil (load 0, cost 15+). A common weapon poison. (+1d12 poison, Fort-15 half)
Cologne (load 0, cost 5+). A liquid scent, usable as an identifier or for tracking.
Firewax (load 0, cost 10+). Used on arrowheads, makes them deal +1 fire damage.
Ritual Salts (load 0, cost 25+). If used to create a line, fiends and undead cannot cross. (2d8 psychic to demons & undead)
Sacred Water (load 1, cost 40+). Good old-fashioned holy water. (2d12 radiant to demons & undead)
Sanguinaire (load 1, cost 30+). This pot gushes red smoke that smells like blood. Useful for traps or luring monsters.
Soporific (load 0, cost 30+). A powerful ingested sleeping drug. (Sleep 1d6 hrs, Fort-22)

Explosives

Ashbomb (load 0, cost 400+). Blind (1 rnd, 15’ radius, Per-15), Damage (3d12 radiant, 2 rnds, 15’ radius, fiends/undead, Ref-15).
Dynamite (load 0, cost 50+). Damage (4d6 crushing, 10’ radius, +1d6 per stick, 10d6 max, Ref-15).
Firecrackers (load 0, cost 10+). A string of exploding poppers that make noise and smoke when lit.
Grenade (load 1, cost 100+). Damage (3d8 crushing/piercing, 15’ radius, Ref-15).
Firepot/Molotov (load 1, cost 25+). Damage (2d8 fire, 10’ radius, Ref-15).
Fireworks (load 1, cost 30+). A rocket that shoots into the air and bursts.
Flashbomb (load 0, cost 15+). Blind (1 rnd, 15’ radius, Per-15).
Paintbomb (load 1, cost 20+). Splatters paint all over. Glow-in-the-dark versions exist.
Satchel Charge (load 1, cost 50+). Damage (3d12 crushing, 10’ radius, Ref-15).
Smokebomb (load 0, cost 30+). Obscurement (20’ radius, 3 rounds). Pellet versions exist.

Medicines

Antidote (load 0, cost 30+). Grants poison resistance for 1 hour.
Healing Elixir (load 0, cost 50+). Restores 10+ drinker’s LVL or doctor’s medicine bonus in health (15+ if injected).
Lifespool (load 0, cost 500+). Suture thread infused with elixir. Adds +4 to medicine bonus for wound treatment.
Painkillers (load 0, cost 5+). Pills that reduce pain. Useful if wounded. Also restore 1 point of sanity per week. Addictive.
Panacea (load 0, cost 30+). Grants an immediate save to overcome poison or disease. Versions that give advantage exist.
Troll Serum (load 0, cost 100+). Restores 60 health if injected during an interlude or full rest.

Fun Facts

Acid can be used to destroy locks, doorknobs, and hinges, especially when applied skillfully by someone with the right expertise.
Annointum
and Sacred Water can deal damage to incorporeal creatures in a container, because the container passes “through” the undead and the substance inside brushes their ectoplasm. It is not used up by doing this, so adventurers often keep satchels on a rope to use as a poor man’s ‘flail’ against such creatures.
Antidote. Taking an alchemical antidote right before an expected encounter with poisonous creatures is a smart move. 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.