📖
Hexhunt
  • HEXHUNT
  • 📓Of Sword & Sorcery
    • Character
      • Abilities and Perks
      • Character Generation
      • Health Points
      • Alignment
      • Classes
        • Warrior
        • Priest
        • Witch
        • Pariah
      • Starting Money
    • Equipment
      • Weapons
      • Armour
      • Camping
      • Clothing
      • Containers
      • Cooking
      • Specialist Kits
      • Tools
      • Transportation
      • Writing
      • Market Goods
    • Combat
      • Combat Sequence
      • Initiative
      • Attacking and Damaging
      • Actions, unengaged
      • Actions, engaged
      • Facing
      • Morale
      • Terrain
      • Mounted Combat
      • Alternate Combat Rules
      • Monster Tactics
      • To Hit Matrix
    • Magic
      • Zeal
      • Soulstone
      • Corruption
      • Spellcasting
      • Spells
      • Revealing
      • Brewing
      • Spellbinding
      • Enchanting and Blessing
  • 📕Of Crypts and Wilderness
    • Gameplay
    • Units of Measurement
    • Mechanics
      • Deck and Cards
      • Checks and Saves
      • Movement
      • Encumbrance
      • Hunger and Thirst
      • Weather
      • Humours, Diseases, Surgery
    • Actions
      • Delve Actions
        • Search
        • Loot
        • Listen
        • Enter
        • Sup
        • Respite
      • Exploration Actions
        • Survey
        • Forage
        • Fish
        • Hunt, Track, Set Traps
        • Cook
        • Harvest
        • Graze Animals
        • Rest and Encamp
        • Mountaineering
    • Events
      • POI Events
        • POI Incidents
        • POI Objects
        • POI Monsters
      • Overland Events
        • Incident
        • Object
        • Monster
    • Missions
      • Tasks
      • Quests
      • Hunts
      • Contracts
    • Factions
    • Retainers
    • NPCs
    • Divination
    • Coinage and Trade
    • Tomes and Scrolls
    • Company Rules
    • Domain Rules
      • Construction
    • Maritime Affairs
    • Appendix A
      • Traps
      • Treasure
      • Secret Doors
    • Appendix B
      • Alchemical Materials
      • Armour
      • Beverages
      • Camp Equipment
      • Charms
      • Cloth
      • Clothing
      • Concoctions
      • Container
      • Cooking Equipment
      • Corpse, Carcass
      • Dairy
      • Essences, Perfumes
      • Field Rations
      • Flowers, fresh and dried
      • Fruit
      • Gemstones
      • Grain, feed
      • Herbs, spices, nuts
      • Liquids
      • Lumber
      • Meat
      • Metals, Metalloids
      • Minerals, Stones,Pigments
      • Misc. Tools
      • Mould, Fungi
      • Mundane Items
      • Oils
      • Oils, Spirits
      • Seasonings
      • Specialist Kits
      • Spellbound Items
      • Stones, bricks
      • Talismans
      • Tomes, scrolls
      • Transportation
      • Trinkets
      • Valuables
      • Vegetables
      • Vitriols
      • Waters
      • Weapons
      • Writing Materials
  • 📘Of Men & Monsters
    • Men
      • Humans
      • Abhumans
    • Monsters
      • Beasts
      • Legendary Monsters
        • Bugbears
        • Ogres
        • Giants
        • Trolls
        • Dragons
        • Demons
    • Appendix C
      • POI Generation
    • License
Powered by GitBook
On this page
  1. Of Crypts and Wilderness
  2. Appendix B

Trinkets

d66

11

A pair of six-sided dice. Rolls only doubles when you throw.

12

A wolf’s-head amulet. Pairs nicely with a silver sword.

13

A simple iron ring which gives a trace of light to all your arrows shot.

14

A gold nail; when used on creatures does not harm the flesh.

15

Left-handed gauntlet, leather. Only allows you to wield swords.

16

A tiny wooden ball which grows into one-yard diameter when squeezed.

21

A horseshoe. When wet, emits a fresh fragrance.

22

Executioner’s hood, black. People tend to leave you alone, if worn.

23

A dried humanoid ear. Emits strange noises when you whisper into it.

24

A sock (left foot), which, when worn, turns your voice into a wolf’s call.

25

Hilt of a broken sword. Points to north when placed on ground.

26

An old leather belt, when wrapped around a broken wooden piece completely, makes it whole again.

31

Ancient lucky coin, silver. If put in the same container with any other coin, all other coins disappear.

32

A demon’s-tooth pendant. Serves as a whistle for calling hyenas.

33

A nasty smelling liquid in a vial. When inhaled, causes you to puke.

34

A rusty arrowhead. Returns to you whenever thrown.

35

Ring of keys. Occasionally unlocks dungeon doors. (6 on a d6 roll)

36

Playing cards. Always deals you the best hand.

41

A silver spoon, when put into mouth, gives a sweet aroma.

42

A dirt cloth sack. If you put any magic items into it, it disappears.

43

A pair of glass eyes; one shows while the other sees.

44

A glass vial full of dragon blood. Glows in darkness.

45

Single hoop earring, gold. If worn, deafens you for 1 minute when touched.

46

A dried flower. When smelled, puts you to sleep immediately.

51

A metal whistle. Plays a melody when blown.

52

A torch, which, when (un)lit, emits darkness.

53

A shovel. Digs only unholy ground.

54

A hair comb. Dyes your hair to a random colour when used.

55

A leather waterskin. Turns urine into ale.

56

A sheet of papyrus. Anything written on it disappears after a watch.

61

A candle that emits only heat, but no light.

62

A tin pot. Cooks any fish put in it without any heat.

63

A tiny metal hammer. Smaller than index finger, heavier than a horse.

64

A golden tooth. When put into water, purifies it.

65

Hemp rope (5 yards). Works like rope, strong as iron chain.

66

A simple pendant. Can only be worn by heathens.

PreviousTransportationNextValuables

Last updated 2 years ago

📕