Adventure Gear is generally considered what a character can reasonably carry with them while away from the safety of their home or temple. In D&D, a character can buy just about anything if they gain enough gold but it is impractical and unrealistic to believe that adventurers would carry a large chest or a four poster bed while wandering around the countryside. The item categories presented here represent equipment that can mainly be carried by a character on their person or with the aid of a mount.
In general, a character can sell something for half its listed price.
Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.
The listings here come from Dungeons and Dragons supplements as well as several sources from the internet. Prices in official supplements override anything on this webpage. The prices that I have settled on take into account availability and "import" costs for exotic items. DMs are encouraged to use common sense when adjusting price due to non-standard campaign settings. Also, I know that I have made errors here so please be patient with me.
Simply enough, these items are used by characters to carry items, equipment, supplies, or special substances. Some of these items are too cumbersome to be carried by the players but can easily be strapped to a spare mount or pack animal and can hold useful items for long trips or special circumstances.
Not everyone can see in the dark. These are various items which are used to light dark areas.
Although some suppliments have basics such as a Bedroll or Tent, there are many other things that are important for traveling adventurers.
Not everything can be cured with magic. What's more common, a healer is simply unable to muster enough strength to care for all the wounded in some situations. Also, it isn't uncommon for there to simply be so many wounded that those who aren't healers by trade must help out stabilizing the wounded.