Right now, my treasure table A is potions of healing, purity 1 Lyricum Draughts and Incense (see appropriate article), spell scrolls, potions of climbing. And bags of holding and driftglobes.
Let’s explore some more good low level commons and uncommons.
One idea, bottled pets. This isn’t so dissimilar to the potion of animal friendship; a homonculus that eats your actions (per beastmaster ranger) and lasts for up to an hour, consuming the drinker’s concentration else it turn on them.
Another, resistive gauntlets, act similar to gloves of missile snaring: as a reaction the wearer catches an appropriate attack on the glove, reducing its damage by 1d10 + dexterity modifier. To qualify, the damage must be either retributive (such as burning blood or body, damage dealt to melee attackers passively as a trait), aimed as an attack against AC (while the wearer has at least 1 free hand) , or the sort of environmental hazard one can imagine the glove helping against (reaching into a bowl of acid, grasping an electrified iron bar).
Roll on the ring of resistance table to determine elemental affinity. I’d probably let the force glove snatch magic missiles.
Wand of Cantrip. a single cantrip, 7 charges, crumbles 1-in-20 on last charge, yadda yadda. Probably only attack cantrips.
Nightcandle. Renders a 60′ area around itself dim light only to those already in its radius. Burns 1 hour.
Litmuscloth. These come in a variety of types; when touched to the sweat or blood of type of creature they identify, stepped upon or breathed upon by same, they change color to show the true face of the being who triggered the change. They have a 5% chance of failing to change when they should, or of changing when they should not; after changing they are no longer magical. Types include: werewolves (and anyone owning more than 10 dogs), vampires (also triggers for anyone possessing more than 100gp), Illyrians (and Spaniards), sick people and ghouls, ghosts and cursed people, guilty people (including overly conscientious innocent people, but not sociopaths; never works on worshippers of Luth!), “witches” (meaning spellcasters that are not clerics, paladins, monks or bards; also includes hags, virgins over 65, and great-grest grandparents), “madmen” (triggered also by worshippers of Qhlu, bards, lovers and barbarians), and so forth.
Their use is specialized at best, but at least they are often discovered in large numbers!
Polycake. A sort of baguette-shaped party-based iron ration, a polycake may also be spread on the floor to grease a 5′ area, burned as a torch which repels stirges and mundane insects, thrown as a +1 dart or broken into a gallon of wine to yield enough food and water for 10 people for a day, all while weighing in at 1/10th of a pound itself. It floats in water, in which it floats and slowly froths as soap, and makes an excellent vermin poison.
Found in packs of 10.
Remembering Strings. Intended for a lute or other instrument, these wires record about five seconds of sounds per inch of length when plucked — a minute per foot. When rubbed or bowed, they play this sound back. Edges of two remembering strings pressed together anneal seamlessly; rough handling (such as unstringing or falling too far out of tune) causes them to forget.
They can record and play back such sounds as harpy song, gibbering mouther gibber, etc; they cannot duplicate spells.
Kyton devils (among others) can influence remembering strings with their telepathy, changing their contents at will.
Weighted Weapon. Made of some ultradense material, these adjust their weight when swung. Weilder may spend their action “winding up” to give themselves doubled damage dice on the next round, as though one size larger.
Silent bells. Made of a single grain of adamantium alloyed with lead, these tough tinklebells do not make any noise at all. If shaken in an area of magical silence, they permit speech as loud as a whisper — and spellcasting. They peal a 10′ bubble of sound restoration, and are powerless against silence effects of 6th level or higher.