The various and sundry items available to adventurers depends upon the marketplace, but suffice to say, the list is long and creative. The list provided is a starting place and certain areas will not stock items listed and may have additional items. While most items are self explanatory, the following provides additional detail for certain items.
Items marked with a "*" in the weight column have no encumbrance weight (unless many are carried, per the GM).
Boots (hard). When wearing these, movement may be heard up to 60 feet distant. However, they provide better foot protection (per the GM, versus spikes, caltrops, oozes, etc.).
Vial, leaded steel. These vessels are rare to the point of requiring custom ordering. These are steel vials covered in lead sheeting. The stopper is similarly encased in lead and opening one will break the seal. A broken seal must be carefully resoldered using a bit of extra lead. If inexpertly done, the vial requires a major action to open (and drinking the contents must be done in another round). A properly prepared leaded steel vial makes a magic potion or other liquid contained within impervious to dispel magic effects.
Most liquids (potions, oils, etc.) are found or purchased in ceramic or glass containers (flasks are typically ceramic, while vials are crystal or glass). You can carefully wrap such items to protect them from breakage during a short fall or other types of violent movement. Wrappings are typically cloth and increase the encumbrance weight of the item by 50%. A wrapped item takes longer to retrieve and use than one that is unwrapped. A wrapped item gains a +4 bonus to applicable saving throws (such as the possessor taking a fall).
Adventurers use many different types of containers to hold their gear and spoils. If necessary, the GM will need to determine the volume of certain types of gear.
Coins. As stated previously, in the section on money, there are 10 coins to a lb. Coins are different sizes due to the differing density of metals. For details on (non-encumbrance) weight of coins by volume, see Adventuring, The Environment.
Backpack. This carrying device is special as it includes a frame that works with a humanoid’s body.
Scroll Case (bone). A bone scroll case comes with a water-tight waxed stopper connected to the case with a thong. This makes the case water-tight. However, it requires a delaying activity to open it. The case can be “readied” by breaking the seal. In this case, scroll retrieval is a simple activity (adding no extra time). A scroll case also a good place to store wands, although any papers can become damaged if stored together.
Scroll Case (leather). This is a leather tube with a loosely fitted top connected to the case with a thong, or simply a leather roll with a tie. This type of case will protect the paper goods from tears or incidental liquid splashes, but it is not water tight. Thus immersion or heavy rainfall will certainly affects any paper within. Accessing a scroll from a leather case is a simple activity. Special construction for water resistance is possible and all attributes (other than material) is equal to a bone scroll case.
Water skin (wine skin). This item will hold up to 4 pints of liquid. If filled with air (as an air bladder), it will provide one breath of air to a creature holding it's breath. See suffocating.
Bandages and Tourniquet. These are used to bind a creature’s bleeding wounds. One kit has approximately ten uses.
Crowbar. A crowbar may be used to break an exposed locking mechanism like a large padlock. Locks built into a portal or container cannot be broken by a crowbar. For normal (pad)locks, make a minor Strength check to break open using the crowbar. Unless precautions are made, this will make substantial noise. A crowbar may add up to 5% to a major Strength check if it can provide proper leverage for the task. A crowbar can also be used as a weapon (use the proficiency and statistics for a club).
Flour. This is purchased by adventurers contained in a small pouch. As a complex activity, you can spread the flour in a 10-ft. square area. Should any invisible creatures pass through this area (and you are watching it), you will note their passage and can pinpoint their location for the round following their passage. This item cannot normally be used to cover an invisible creature so it can be seen (although if a natural 20 is rolled on an attack, the GM may allow the tactic to work). Each pouch of flour can cover four 5-ft. squares.
Grappling Hook (grapnel). This metal device with multiple flukes is used to anchor a rope tied to it to be used for swinging or climbing. If thrown where there is a ready lip or other obstruction, the hook will automatically attach if thrown within 35-ft. Otherwise, the GM may require a successful attack roll for it to catch. These devices are loud when used—making noise in a 180-ft. radius (detectable in normal conditions) or 60-ft. if the hook is wrapped (possibly affecting its chance to catch, per the GM).
Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth or reeds soaked in light oil making them flammable) used to kindle a fire. Using it to light a flammable object—a torch-or anything else with abundant, exposed fuel-requires a complex activity (including retrieval, up to 10-ft. movement, etc.). Otherwise, lighting combustible objects takes 3 rounds.
A regular torch is an oil or pitch soaked flammable bundle of reeds. A wood torch is a wooden club wrapped in flammable material and may be used as a club (in both proficiency and weapon statistics) doing an extra 1 point of fire damage per hit. A strike that does maximum damage means the torch is extinguished. A "club torch" can be used for 2 hours before becoming useless as a weapon. Touching a creature with a torch is a contact attack. A fresh reed-torch will burn for 1 hour if held upright. A dropped torch will continue to burn for 1d4 rounds with half the light radius before guttering out. Any torch can be rigged with a metal collar that keeps a dropped torch off the ground and burning (cost 1 gp; encumbrance weight 3-lbs.; collars can be re-used). A torch of any kind can be thrown out to 30-ft. (treat as a club)—armor defense is ignored if simply attempting a ranged contact attack, although range adjustments do apply.
Block and Tackle. A set of pulleys with a 20-ft. light chain threaded through them and two hooks to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift (up to 1,600 lbs.). The contraption must be hooked to a very stable/strong anchor.
Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Magnifying Glass (reading monocle). This small convex lens is used for aid in reading small hand writing or runes. It aids in seeing details on small items but does not otherwise alter search or other checks. In areas of bright sunlight, it may aid in lighting tinder (per the GM).
Manacles. These metal restraints can bind a Small or Man-sized (typically humanoid) creature. Escaping the manacles requires a successful major Strength check. Each set of manacles comes with one key. Without the key, a successful open locks check must be used. Manacles are considered hard metal.
Alchemical substances. Common substances include alum and sulfur. Rare examples include blood or mercury.
Animal parts. These include scales, a tongue, or a piece of bone from animals common the region.
Herbs. Common herbs can be gathered for free. Uncommon herbs include amaryllis and skunk cabbage.
Pouch, Spell Components. Spell casters use this water-tight pouch to hold their back up spell components. Spell components “ready to use” are located in pockets or folds in the spell caster's garments.
Spell Book. See Spell Books.
Acid. A creature that is doused with 1 pint of acid will take 2d4 acid damage. A splash from a missed flask will cause 1 acid damage. A vial of acid will do 1d3 points of acid damage on a direct hit and 1 point of acid damage if it breaks in an occupied space (it does not otherwise splash).
Anti-toxin. This draught is kept in a vial and, if consumed by a living creature not under the effects of poison, it will provide a +4 bonus to poison saves for 1 hour. If consumed by a creature currently under the effect of a poison, it will grant an immediate (extra) saving throw at a +4 bonus (and then it becomes impotent). Damage previously caused by a damaging poison is unaffected unless that damage will cause the creature to die (in this case, a successful save will halt the poison damage at -9 and stabilize the creature). If a creature is suffering from more than one poison effect, the bonus to the save is lost but a save is allowed against the effect of each poison. Cost/scarcity. 50 g.p./Rare. (alchemical, non-magical)
Belladonna. Also known as deadly nightshade, belladonna is a poisonous perennial herbaceous plant. The bell-shaped flowers are dull purple with green tinges and faintly scented. The fruits are berries, which are green, ripening to a shiny black. The berries and/or root is extremely toxic when ingested—Treat as a Type A ingested poison. If a dried sprig is ingested (or consumed through an infusion), the individual must make a save vs. Poison or become sickened for 1d4 hours. It is said the herb may help one that has been infected by a lycanthrope to throw off the curse.
Dark Salve. If rubbed upon the eyes, this blessed oil will restore sight to one creature under the effects of a light spell targeting it's ocular organs. The salve does not otherwise remove the light effect. This oil is usually found in a small pot (1-3 doses) and is a greasy solid at temperatures under 100 degrees (F). Cost/scarcity. 100 g.p. per dose/Rare. (alchemical, non-magical)
Garlic. It is said strong garlic (or freshly crushed garlic) will cause a vampire to pause before attacking a creature holding it for 1d4 rounds.
Holy water. A vial of holy water can be thrown as a small splashing grenade-like weapon. Any undead or lower planes creature doused with a vial of holy water will burn for 1d6+1 damage. A splash from a missed vial will cause 2 damage to undead or lower planes creatures. If ingested, a vial of holy water will delay the onset of lycanthropy for 10-40 minutes. If ingested by the victim of a death poison (that will die at the end of the coma period due to the effect of the poison), the coma period will be extended for 10 minutes. Unholy water. Any paladin doused with a vial of unholy water will burn for 1d6+1 damage. A splash from a missed vial will cause 2 damage to paladins.
Oil. See Using Oil below.
Wolfsbane. This plant has blue-purple hooded flowers and the root is very toxic. A tincture made of fresh root is poisonous—treat as a Type B ingested poison. If a sprig from the top of the plant is consumed, it may help one that has been infected by a lycanthrope to throw off the curse (as per belladonna). If three or more sprigs are hung in a small area (10-ft. square), it is said vampires will not enter.
A typical flask of oil is kept in a leather container and used to fill lanterns or lamps. A lantern (of any type) filled with a flask’s worth of oil will stay lit for up to 4 hours.
Oil can also be kept in a ceramic container and used as a weapon. A typical ceramic flask of oil can be thrown as a grenade-like small splashing weapon, and if the attack is successful, the container must roll a save or break. If the creature has tough hide or armor, the save is vs. Crushing Blow and if the creature is soft and/or fleshy, the save is vs. Normal Blow. If the save is made, the flask bounces off and must save vs. Crushing Blow (if the ground is hard) or break on the ground, possibly splashing those nearby (see Small Splashing Weapons). If the save is missed, the creature is doused in oil. The flask can be scored giving it a -2 penalty to saves against breakage.
Any application of open flame will ignite oil. A splash will cause 1d3 fire damage. A creature doused in oil will take 2d6 fire damage on round one and if the oil continues to burn, 1d6 fire damage in round two before being extinguished. Clothing may be destroyed. A creature on fire can use a complex activity to drop and roll to extinguish the flame (treat as prone; this stops the fire damage on round 2 and removes the possibility of clothing being burned). See Catching on Fire.
Typically, open flame is applied to a creature doused or splashed with oil using a torch. A torch used to light oil on a creature is treated as a melee or ranged contact attack. See Catching on Fire.
A readied flask of oil can be prepared as a "fire bomb" as a complex activity, stuffing it with a soaked rag and, if an open flame is nearby, lighting the rag. The bomb must then be thrown within 2 rounds before the oil lights spewing flames from the container (causing 1d6 fire damage to anyone holding it). A ranged contact attack using a fire bomb follows the same procedure for throwing a flask of oil, except that the oil lights immediately when striking the target.
A lantern, if relatively full of oil—within the first hour of being lit, can be used as a weapon. It can be thrown as a fire bomb but the saving throw is as Soft Metal or the lantern will not break. A lantern can be smashed against a foe (using a regular attack with a non-proficient melee weapon; also note the hand it is being wielded in) and on a successful strike it will do 1 point of damage and will break, dousing the target in oil if a save vs. Glass is missed (against the appropriate type of surface, Normal or Crushing).
A flask of oil, if broken or poured on the ground, will form a 3-ft. wide pool. If lit, it will burn for 2 rounds. Any creature moving through the area (if using a grid map, the 5-ft. square) must save vs. Petrify or take 1d6 fire damage.
Many adventurers carry similar supplies in the form of an adventurer’s pack.
Cost. 48 g.p.
Encumbrance Weight. 43 lbs. (or 10.5 lbs. without back pack; Backpack weight is 32.5 lbs.)
Gear Included. Clothing (traveling clothes, traveling cloak, soft leather gloves, soft low boots, leather belt); Large pouch (tallow candles (2), 2 sticks of chalk [one white, one black], 2 iron spikes); Large pouch (quill, 2 sheets of papyrus, tinderbox); Neck pouch (empty); Backpack (2 wrapped flasks of oil, crowbar, bandages, small mallet, 3 pitons, ink pot, folded small sack, sewing needle and thread, 1-lb. of soap, whetstone, 3 reed torches, 5 days of iron rations, bed roll; Attached: 50-ft. hemp rope, grapnel, and a full waterskin).
A caltrop is an area denial weapon made up of two or more sharp nails or spines arranged in such a manner that one of them always points upward from a stable base (for example, a tetrahedron). They are used to slow the advance of troops, especially horses or camels. Caltrops are large with each tine being some 2-inches long (shorter tines are ineffective).
Spreading caltrops in a 5-ft. area is a complex activity.
In order to be effective, at least 10 caltrops must be placed in 5-ft. area (square). Creatures with an Intelligence of Low or higher can move through the area at one-quarter speed to avoid stepping on a caltrop assuming the caltrops are seen/noted (determined by the GM).
Any creature moving through a single 5-ft. area filled with caltrops at a faster speed must make a Dexterity save vs Petrify or step on one (save per 5-ft. area; save avoids). Damage is 1d3 and the caltrop becomes lodged in the creature's foot causing it 1 point of damage per round spent moving and limiting movement to half speed (melee is considered moving unless the victim remains immobile). If the caltrop does maximum damage, the victim has been lamed and can only move at 1/3rd of their speed until the damage is healed/cured. Removing a stuck caltrop is a complex activity.
Hard boots offer a +4 bonus to the saving throw. Some creatures will be immune due to skin-type or size (ie. those 18-ft.+ tall).
Using half the number of caltrops in an area grants a +4 bonus to the save and using more than 10 grants a penalty of -2 per +5 caltrops to a maximum penalty of -6.
Caltrops are uncommon (rare outside of areas where a military operates), take 1 day to make (unless familiar with the process), and cost 1 gp per 10 units (unless pre-made, then 2 sp). Caltrops must be stored in small iron boxes holding 10 (10-lb encumbrance including the box) or 20 (10-lb encumbrance including the box).