Here is a list of handy items to consider buying in town before venturing out:
- 2 weeks rations & water: They're quite light!
- Winter's clothing is always good in the winter
- A tent will protect you from the elements
- A compass, or compass-equivalent like a wayfinder, will help you find your way
- A Healer's kit will help you bring your allies back up.
- Adventurer's kit gives you rope, but more can always be useful.
- Climbing kit contains pitons, grappling hooks, other climbing essentials (like more rope).
- Disguise kit if you want to infiltrate the mostly non-human locals
- Thieves' tools if you're trained in thievery. Traps are everywhere!
- Basic tools: a knife, a hammer, a crowbar, a shovel. Do you think you'll need to cut some rope or cloth, drive a piton into the ground, force open a door or chest, or bury something in the hard ground? Yeah, tools.
- Consumables: a spare healing potion or three, talismans placed on your weapons and armor. Every character can benefit from some talisman. If you're a spellcaster, obviously scrolls for niche spells on your list.
- Scrap cloth. Towel or bedsheet, or just rough squares of cloth can occasionally come in handy.
- Writing set, or at least paper and pen
- Depth gauge, rubbing set, other dungeoneering equipment.
- Fishing tackle in case you run out of rations.
Also, consider the goals of your quest, as well, and try to prep things that you wouldn't normally have on you:
- Will you need to capture prisoners, or use languages the party doesn't have? Manacles, scrolls or books to comprehend languages could come in handy
- Will you need to crawl stealthily, or infiltrate a fortress or town? Scrolls for silencing, climbing, or hiding the party might be great.
- One of the rewards for completing a quest is 1 week of Downtime for every non-report XP you earn. If there is a certain feat or skill that might come in handy on an upcoming quest, consider retraining.
- More to be added when people think of more.