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# Tinkerers' Trinkets! For the creative Tinkerer When a Tinkerer get's bored, things get made. When things get made, interesting things happen. That is the downtime of many an adventurer, and following are a collection of some of the more... Unique adventuring gear industrious tinkerers have created. Largely a collection of the tinkering gnome extraordinaire, Orryn Mardnab's, work, this collection represents a mere years worth of interviews, research, and testing so that I may provide to you fine people some of the most useful items I've ever seen. * Unless noted, all "traps" can be triggered by trip-wires and pressure plates. Spider-Eyes can also be used. * Traps can be made to stand out, or be hidden, but this cannot be changed until a new one is built. ## Simple Traps & Trinkets * 1hr of downtime and 10GP in materials to construct. * Typically 1 pound or less. * Items labeled (Require Repair), cease to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. * You can have up to three such devices active at a time. ### Multi - Knife * An indispensable tool for any Tinkerer, this simple knife holds several blades and simple tools that can be folded up into a single tool roughly the size of a human's thumb. * Carrying one of these reduces repair times by 25% on DC 15 DEX (slight of hand) roll. Critical Failure means you lose / break it. * Does not require repairs.
### Chiming Timer (Requires Repair) * Palm sized wooden box with a dial on the side to control the timer. 1-60 minutes. * Once counted down, a loud chime will start striking until silenced by a small switch. \columnbreak ### Flash Cube * Palm sized cube that utilizes a small amount of pyrotechnic powder to create a blinding flash in 3 directions (Left-Right-Center). * Holding the cube, a switch is flipped causing the shutters to open, and triggering the powder. Exterior lenses disburse in nearly 270 degrees around the user. * Reload is required after every use. Roughly 10 minutes. Repair after every tenth use. Powder is 5 SP a use. * Beings within 15ft must succeed a DC 10 CON Saving Throw or become blinded until their next turn. ### Puzzle Toys * Simple hand toys made of metal or wood. Cannot store anything within them, but make for wonderful gifts and toys. * Do not require repairs.
### Crank-Fan (Requires Rewind) * A small personal fan that one may wind up to produce a sustained fanning action for 20 minutes. * Makes for an excellent gift! ### Puzzle Box I * A small 6"x3"x2" box crafted of fine Ironwood, bronze, copper, and silver. Simple manipulations are required to open the box through several movable inlaid strips and pegs. * Can hold something with rough dimensions of 5.5"x2.75"x1.75" * A DC 10 INT (investigation) required to open it. Critical Failures smash the box open. ### Music Box II (Requires Repair) * A slightly larger version of the tinkerer - traditional music box allows the selection and playing of up to 5 different tunes. * Each additional song above the first requires 15 SP and 30 extra minutes to install. \pagebreakNum # Tinkerers' Trinkets! For the creative Tinkerer (Cont.) ## Basic Traps and Trinkets * 5hr and 50GP in materials to construct * 1-10lbs typically. * Items labeled (Require Repair), cease to function after 24 hours (unless you spend 5 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. * You can have up to two such devices active at a time. ### Spring Plate (5 uses before repair) * 18”x18” plate that has a rise of 1” that is triggered by stepping upon it. * When stepped upon will: * Knock Small / Tiny Creatures prone if failed on a DC 17 DEX saving throw. * Knock Medium Creatures prone if failed on a DC 15 DEX saving throw. * Knock Large Creatures prone if failed on a DC 10 DEX saving Throw * Does not effect creatures larger than "Large". * Must be reset between uses. ### Folded Folding Chair of Folding * Sturdy, Full-sized chair that has been assembled to fold together into a scroll sized parcel.
\columnbreak ### Arrow Assembler * Medium sized table that assembles arrows. * Load shafts, fletching, and arrow heads, and the machine will assemble them into fully fletched arrows. * Can produce 15 per hour when manned. * Not portable ### Vermin Attractor / Repulsor (Requires Repair) * A 2" cube with a simple speaker on one side and a 3 stage switch on an adjoining side * Once active, it will produce sounds that will either repel or attract most basic vermin / insects. * Can be used for 1hr before repair required. ## Complex Traps and Trinkets * 15hr and 500GP in materials to construct * 10+lbs typically. * Items labeled (Require Repair), cease to function under specified conditions or 24hrs (unless you spend 10 hours repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. * You can have one such device active at a time. ### Spike Thrower Trap (Requires Repair) * 1' cube that can be placed as a trap. Throws spikes at an effective range of 30' (60' at half damage), until empty when triggered. * 2 Variants * Uni-Directional (aimed) * 100 2" wood or metal spikes can be loaded * 2d8 damage on failed save. * Spinning (360 degrees) * 60 2" spikes can be loaded * Any being within the range takes 1d6 if failed save * DC 15 DEX Saving throw to avoid being hit. (With Advantage when at > 30') ### Tangle Cube Trap (Requires Repair) * 1' Cube that once triggered, expels a 15' circle of highly sticky rope webbing. Area is centered on top of box. * May be mounted to floor, wall, or ceiling. * Can be thrown 10' * DC 17 DEX (acrobatics) to avoid the net. CR 12 STR to escape net.
Part 2 | Trinkets
\pagebreakNum # Tinkerers' Trinkets! For the creative Tinkerer (Cont.) ### Razor Top and Spin-up Base Trap (Requires Repair) * 2' tall spinning top. 4 sickles attached (two on top, two mid-way down) * 4d4 slashing damage on hit. Speed of 15. * Will spin and ricochet off walls / obstacles for 2 minutes or is stopped by hitting a being / creature. * A DC 15 DEX is required to avoid the top as it travels around the map and approaches you.
\columnbreak ### Assassin Collar (Single Use) * A palm sized cylinder with a loop of braided wire mounted to one end and fed in to the device on the other. * Slipped around a target's neck, or other body part, the device begins cinching the wire tight. * DC 20 CON saving throw required to resist passing out each turn until removed by another person / creature. Critical Failure means decapitation or severed limbs.
Part 3 | Trinkets
\pagebreakNum # Tinkerers' Trinkets! For the creative Tinkerer (Cont.) ### Auto-Cart (Requires Repair) (Large) * An automated hand cart with a bed capacity of 3'Wx4'Lx2'H and 500lb carrying capacity. * It has a 3 mile continuous operational distance that can be turned on/off as needed. * Once limit is reached it can be operated as a normal cart. * Repairing cart "recharges" the power source. * Repairing only takes 1 hour. * Requires a new cart to retrofit. ### Paddle-Aid (Requires Repair) * A small contraption roughly 1' by 2' that is attached to the stern or side of a boat. * A "paddler" on the bottom of the devices spins in the water, and will lightly propel the boat forward. * Will propel the vessel forward at roughly 1.5 knots for 3 hours. After that it will need to be repaired to be "Recharge." * Repairing only takes 1 hour. * Can be attached to most small boats. ### Auto-Climber * Run an anchored rope through the mechanism, attach it to yourself, and the simple 3-stage controls control your ascent/descent. * Can only once before repair is required. * Cannot traverse knots. * Cannot carry greater than 300lbs.
### Tempo Box * A palm sized unit with several controls that allows to set a very specific, rhythmic ticking. * Great for pranks and distractions.
Part 4 | Trinkets
## Intricate Traps and Trinkets * 50hr and 250GP in materials to construct * Items labeled (Require Repair), cease to function under specified conditions or 24hrs (unless you spend 50 hours repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. ### Vacuum Box (Trap) (Requires Repair) * 1'x1'x2' Box that when placed or attached to a room, will begin removing air from up to a 15' square room. * Has 3 settings * Max: Full room in 1 minute * Medium: Full room in 5 minutes * Low: Full room in 15 minutes * DC 15 CON Saving throw to stay avoid passing out.
### Harmonic Tuner (Requires Repair) * Book sized * Can imitate a variety of sounds, but either requires manual tuning or short recording to do so. * Dials and switches on top make the adjustments. * If used for deception, DC 17 Cha (deception) to fool the intended target. ### Messenger Plate (paired) * Hand sized keyboard set that runs a ticker tape when a message is received, and can send messages to its twin. 1 to 1. * Requires Enchantment with the spell Message to be paired. * Follows requirements for blocking spell, but will receive message later if obstacle is removed. \pagebreakNum # Tinkerers' Trinkets! For the creative Tinkerer (Cont.) ### Puzzle Box II * Small 6”x3”x3” box that requires several exact manipulations to open. * Breaking or forcing the box will result in a small explosion hurting the holder and destroying the contents. * Deals 1d10 fire damage * DC 15 INT (investigation) required to open if unfamiliar with the box.
### Spider Eye Mini-bot (Accessory) (Repair Impossible) * A palm sized walking eye that will act as a sensor for any “trap type” trinket. Must be paired with the trap to be activated. Will follow basic directions about placement including walls and ceilings. Can distinguish friend/foe if told. * Highly delicate. Unable to be “repaired” even by a Mending spell. A new one must be built if the prior one was damaged. * Cannot disassemble for parts. * Limit 2 on your person at a time. \columnbreak ### Tentacle-Knife Box (Trap) (Requires Repair) * A one square foot box that, when triggered, will sprout a large metallic tentacle that will flail around in a 10ft circle. Affixed to the end are razor sharp blades. * Anyone caught within the perimeter while it's active needs to make a DC 11 DEX saving throw per turn to avoid 1d6 damage * Box goes dormant after 4 turns.
### Ore Detector * Contraption the size of a cigar box that has 6 slots (3 small drawers on each of the long ends), in which can be place any ore or gem. Lights reside over each drawer, and a small chime speaker resides in the middle. * Requires a “Location” enchantment be placed upon the “Detector” in order to get it to function. Restrictions of the spell stand as written. * Function: when a slotted material is within 100 feet, the corresponding light will illuminate. When pointing towards the material at 30 feet or less, the device will chime. * Cannot be used to detect items like: “coins” specifically, just the material they’re made of. * Cannot be used to detect "Organic" materials.
Part 5 | Trinkets