Adam Savage's Tested Trinkets and Inventions Workshop

by astralbaby

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Welcome to Adam Savage's Tested Trinkets, Baubles and Inventions Shop

Upon watching Myth Busters when I was a kid and Adam Savage's Tested show further later, I find myself in my twenties as a Dungeon Master feeling the necessity to write at least something about this amazing man. As I unconsciously tend to overwrite most of my explanations and descriptions, I started translating Adam's tested creations into trinkets, weapons, inventions, items and gadgets and thought of the idea of making properties to improve items to make them most significant and perhaps more interesting to use.

Important Disclaimer

First off, I'm from Argentina, so sorry for my english, I use this page for my campaigns and thought of sharing something I would like some feed back with. I've known this game for a couple years and I, to this very day, use all types of rules and mechanics in my game, mixing from here and there. Twisting them to build a nice story along with my players, with fine details which they have learned to love and embrace as much as I do, and now we create new shit almost every time we think the character should for story purposes. We have fun balancing and playtesting them afterwards (me, the DM, ultimately having the last word). Therefore, I want to clarify that in the campaign I'm running there has been a significant technological and mechanical improvements since the first campaign I ever ran, a somewhat-modern setting with trains, cars with basic engines, firearms, different sources of electrical energy other than magical. Magic still very much prevails, and since the creation of Arcane Reactors there has evolve a lot since the Industrial Revolution, that took place 500 years before the Covenant Wars.


This project, as all of my creations for my future book, is under constant testing. So don't be annoying. Thanks bro.

My Inspirations

I take inspiration from absolute everything, from mechanics and technology of videogames and comic books, to an idea that came from talking with friends or just looking at my dog as he does shit in the morning. I found it fascinating to translate real life or epic games details into Dungeons and Dragons mechanics, I think that that's where the magic of creativity is born and goes wild with your imagination as the ceiling. Just a friendly tip, find the fun balancing your own (or others) rules instead of looking at it as an overwhelming experience, specially if you are a DM, trust me I get you.

Want to Contribute?

If you want to contribute with some weird inventions, gadgets or devices, game mechanics, new properties, send me a dm me on my nerdy-instagram and we can talk through it. I'm currently writing a book with all my campaign settings and own stories, quests and side-quests, blabla. I'm always up for a good idea! Thanks for reading this.

Instagram @championofthesouth

Description

Right in the suburbs of _ city, going to the south, you will find a particular house blablabla.


The shop is a located in the garage of his humble abode, which is huge (150 feet wide and 300 feet tall). The shop has four stories where he keeps his inventions and multiple prototypes, connected by a long ladder and a basic elevator made out of a wooden platform with a pulley system. The place is filled with leather goods, pieces of wood, iron, glass, duct tape and glue, tons of books and thousands of millions of tools and crafting materials. The huge garage has plenty space with many worktables for different working scenarios, and it smells like wood being cut and iron being polished.

Lil Bit of Story

Adam is the owner of the shop, he is a middle aged bald gnome with leather overalls and big glasses with a layered magnifier on the right eye. He is a chaotic-clumsy inventor that always looks up for the next challenge, and hardly ever says no to a crafting request; if he has the time and crafting materials, he will accept, and if he lacks the materials he will flip through his various books to describe exactly what he needs in order to craft it. Adam has an iron golem (medium humanoid construct) named Doty that aids him to reach higher places.


He masters advanced engineering in gadget and item-crafting, weapon-forging, trinkets-progressive-improvement and a self-called professional in constructs and clockwork-building. He also has such knowledge about firearms and blackpower-functioning that he already has some prototypes of his own creation. He names every creation of his, and it. For the sake of basic stats, he has an Intelligence of 19, a Wisdom of 10 and a Charisma of 13.

Engine

Adam is a master of a mechanical engineering that runs off of magic-less energy, created by himself called Glowstone Reactor which is infused with glowstone dust into tiny glass viles called glowstone batteries (detailed in the For Sale Inventions List). Most of his inventions run out of this source of energy, but he has managed to create his own magicallish source of energy called Protone Reactor (also detailed in the For Sale Inventions List)

Adam's Features

Tools Expert. Adam has expertise when using any tool, he doubles his proficiency bonus (5x2) to any roll that rely on using his tools. Additionally he can improvise tools with any material he has near that he can manipulate. He can know if he has at least one way to produce electricity or a source of energy by succeeding on an Intelligence check.


Experienced Tinkerer.

Peculiarities

A character that enters the garage can make a Wisdom (Perception) check. They notice the following details, based on the result of the check:

Worker's Garage (DC 10). At first sight, there's a lot of materials hanging from coat racks. There are _ worktables and a lot of boxes and books distributed along the shop. There is no counter or table for accountants, which is not odd since its a shop within a house. Everything smells homelike and pencil and wood shavings.

An Inventor at Work (DC 15). In the distance of the shop hear a hammer hitting a nail, following by "Agh! My fucking finger, Doty bring me my bandages, it hurts like hell" that echoes through the garage from the bottom.

Tiny Security (DC 20). Adam's shop is always under the eye of 1+1d4 clockwork spies (tiny robot spider constructs with a red lens) that look up and down every costumer and client that walks through the shop's door. The clockworks have a Perception +8 in order to overcome thieves and muggers. The clockworks have 90 feet of blindsight to overcome the Invisibility spell.

Worktables

Adam has numerous worktables, drawers and many crated-shelves, tons of boxes and pelican cases filled with crafting materials and spare tools, tools and gadgets.


General Worktable. Here's where all the magic comes to life, a long embalmed wood table that can endure any work damage. General tools that can be found here are various rulers and items that can be found in any pencil case. Pieces of paper, metallic and glass cuts, lots of foam and raft wood cuts laying around. Susan, his handmade black coffee machine rests in the middle of the table.


Smithing Table. This table include hammers, tongs, charcoal, rags, a whetstone. Next to it there's a huge anvil with a various hammers and a big iron pot filled with molten rock.


Metal Worktable. A shear break and roll machinery to cut all kinds of thin metals, suitcases with all kinds of bearings, a rotary tool kit, saw blades and other type of sharp blades.


Wood-Cutting Table. This wooden table includes tiny presses a circled saw machine powered by a pedal. This table is usually used for scale models and mock-up creation with styrene, the first step before the assemble of all the parts of the project.


Chemistry Supplies. This particular table includes five glass beakers, a couple metal frames to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common chemical ingredients including some reacting materials such as baking soda and industrial wastes, leather bags of salt, some cooking utensils, powdered iron, and purified water.


Advanced Tinker's Tools. An aluminum box that includes a variety of hand tools, screws and screwdriver thread, needles and needle sharp tweezers, a whetstone and grip straps, scraps of cloth and leather, a small pot of glue.


Painting Supplies. Painting cans, brushes and different type of coloring spray cans, including lacquer for sealer coat when masking the layers to create more endurable-finishing touches.


Stonegrinder. A limestone grinder that can turn to dust any type of precious minerals.


Ammunition. Adam has a variant mix of plumb ammunition generally to apply when crafting firearms.


Manual of Clockworks. This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level Spell Slots.

Adam's Gear

Glasses of Increasing Magnifying. Everything through the glasses look 10 times bigger. As an action, five glasses of decreasingly size overlay sliding on his right glass, increasing the magnification of the overlayed glasses by 5 times each. This allows him to zoom into precious minerals and objects to appreciate precise minor details.


Intricate Goggles. In his forehead he has these metallic goggles. When weared, they grant 20 feet of blindsight and immunity to being charmed by spells of level 3 or lower.


Components Belt-Pouch. Adams has three belt-pouches with 150 gp worth of materials in each one.


Little Thwacker Hammer. A tiny wooden-handle, golden hammer. It extraordinary power grants him incredible strength. The tiny hammer deals 2d12 bludgeoning damage. It is considered a tool, but it could be used as a light weapon.


Tinkerer Set. Adam possesses three different sets Tinker's Tools; standard, mechanical and advanced, each of which fulfill a specific and different role. Standard. Tinker's Tools are for creating and repairing common, uncommon and rare items (Small and smaller). Mechanical. Adam uses these for more skeptical work, using specific tools from the box. Mechanical Tinker Tools are used for crafting and repairing common, uncommon, rare and very rare items and constructs (Medium and smaller). Advanced (Require Proton Charger). Adam has two limited uses magic infusion through a Proton Converter by using them, which he regains when he uses at least 2 hours of his long rest to recharge his.

Inventions' Properties

Adam's inventions have their own properties, such as being able to be improved. Adam's inventions can have the following properties:

Prototype. Most of Adam's inventions are volatile and have a chance to malfunction or backfire. This is determined by its invention's misfire modifier.


Misfire. Inventions that have the prototype property have a Misfire score. Whenever the item requires you to make a roll to use it, and the dice roll is equal to or lower than the item’s Misfire score, the item backfires. The roll fails, and the item cannot be used again until it is repaired. If you are proficient with Tinker's Tools, you can spend an action to try and repair it with Tinker's Tools. To repair the item, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the item is broken and must be mended out of combat at a quarter of the cost of item (gp worth of materials). Creatures who use an item that they are not attuned to increase the item’s misfire score by 2. An artificer or a creature with an Intelligence of 20 or higher that is proficient with Tinker's Tools may attempt to try to improve an item to release it from having a misfire score.


Reload. This item, usually a ranged weapon, can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. If you have a Dexterity score of 15 or higher, you reload with your bonus action.


Improvable. This item can be perfected overtime. A creature proficient with the appropriate tools (such as Tinker's Tools or Smith's Tools), worktime and gp worth of materials can improve an invention. Each tool has its own rules to using them. An improved item can increase or decrease its DC, modifiers, damage dice, HP and AC (if any). When improving an invntion, you can also give it resistances and vulnerabilities to specific types of damage if you have the tools or enchantments needed.


Difficulty Class. Some items require creatures to make a saving throw. Each item has its own DC.


Explosive. Some items, usually ammunition, upon a hit it ignites and everything within a certain range (usually 5 ft) of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.


Glowstone Battery. Some of Adam's items run with charges, limiting its power to use a couple times per day. So he created batteries to extend a little bit longer.


Overheat. Inventions with charges usually have an overheat property. When you used half of all its charges within the next 20 minutes, the invention overheats. If this happens, the Misfire score increases by 1 each time you use it. If it doesn't have a Misfire score, it gains a Misfire score of 2.


Deoxidizer Membrane. An thick black oil that when

Rusty (Condition)

A certain amount of or being merged in water can rusty nonmagical metallic inventions. A rusty material has the following penalties:

  • Speed (if any) reduced to 10 feet.
  • Damage against it deals 2d4 extra damage.
  • If it doesn't have a Misfire score, it gains a Misfire score of 3. If it has a Misfire score, it increases by 2.
  • A rusty invention can be repaired or mended out of combat. If its size is Tiny it costs 5 gp worth of materials to be mended, and the cost increases by 10 for each size bigger than Tiny.

What can Adam do for the players?

Adam charge for his services to adventures with enthusiasm.

Repair Armory

Adam can repair and reforge armor and weapons. If the armor or weapon has magic properties, he might not have all the materials since he is not used to manipulate arcane materials.

Sell or Trade Inventions

Adam, almost as every inventor ever known, is a very curious man. He will sell most of their items, but if the price is too high he might be willing to trade it for an item of equal value or equal price. If he is not decided a character may try to persuade him by making a Charisma (Persuasion) check against Adam's Intelligence check.

Prices

Adam is a refine and professional self-taught inventor, builder and crafter and has no intention in charging low money for his services.

Worktime

Since he is a passionate inventor that lives merely from his creations, Adam spends from 2d8 hours up to 2d4 months straight in a single invention if necessary, so is possible that when someone shows up at his shop, he is working.

Material Upgrade

Adam knows perfectly how to incorporate unusual materials into armory and weapons. This allows him to improve the cabilities of player's armor and weapons. Adam can forge or apply one of the following materials to a weapon, armor, shield and even to his inventions:

  • Crystal. An armor, shield or weapon emanates up to 10 feet of dim light.
  • Stone. An armor reduces fall damage by 1 for every 5 feet fell to a maximum of -10 to the fall damage.
  • Iron/Steel. An armor or shield increase your AC by 1 to a maximum of 18.
  • Ironwood. An armor, shield or weapon HP can be healed with normal healing spells.
  • Diamond. An armor or weapon gains resistance to one type of damage. A weapon scores a critical hit with 19-20.
  • Mythril. An armor or shield increase your AC by 1 to a maximum of 20. A weapon gains a +1 to attack rolls.
  • Adamantine. An armor or shield increase your AC by 1 to a maximum of 21. A weapon gains a +1 to attack rolls and deals an extra damage die on a critical hit.
  • Graphene. An armor, shield or weapon gains immunity to one type of damage of your choice. A weapon deals an extra damage equal to 3d6 + your Strength modifier against structures.
  • Netherite. An armor, shield or weapon turns into a matte black. An armor or shield increases your AC by 2 to a maximum of 23 and reduces non-magical slashing bludgeoning and piercing damage by 1d8. A weapon gains a +2 to attack rolls and scores a critical hit with 18-20. The damage is also magical to overcome damage resistance.
Mineral Rarity and Cost Table
Mineral Rarity Cost
Crystal common 50gp
Stone common 100gp
Iron/Steel common 150gp
Ironwood uncommon 400gp
Diamond rare 1.000gp
Mithril rare 1.800gp
Adamantine very rare 2.500gp
Graphene very rare 3.000 gp
Netherite extremely rare 5.000 gp

Rarity of Adam's Inventions

Such as items and weapons, Adam's inventions have a specific rarity type. As a side note, Adam's inventions are just items, so therefore, if not stated or clarified, they all have HP and AC according to the Objects section detailed in the Dungeon Master's Guide.


Some of the items that Adam has are magical, which he acquired overtime and managed to spice them up with his own touch and creativity, but he does not manipulate magic, therefore every effect the items have are not magical and that's why he is an inventor and not an artificer which is important to highlight. An inventor creates items through technological and mechanical materials and components, whereas an artificer creates items through the manipulation of arcane materials and components.

Cherished

Adam has a deep relationship with his creations. Some items are not for sale, and it takes a 25 Charisma check to even convinced him to start thinking of selling some of his inventions. Perhaps he wants to finish them properly, perhaps he has a strong feeling towards certain items, perhaps he just wants them for himself for his own reasons. Cherished items are cherished for a reason.

Sentient

Some inventions develop a strange sentiment towards its creator, or in some odd cases by its wielder or holder. This sentient may be determined by some kind of magic or simply because of a very strong bond caused by a yet inexplicable reason. Sentient items have a personality, and as the bearer grows with it, a sentient item matures as well. Sentient items develop magical effects of their own with a matter of time and dedication to build up this bond. Sentient items always require attunement.

For Sale Inventions List

Price: 250 gp (each)

Glowstone Battery

Tiny device, very rare


A tiny metallic cylinder that stores energy powered by glowstone dust. The device burns the dust and converts it into electrical energy that fuels inventions that have charges. The battery does no effect on inventions without charges. The content of the interior of the battery has 20gp worth of glowstone dust. The battery has a positive pole and a negative pole, that when in contact with a metallic reactor it propels the item. An item with one battery has one more charge to use for the next 1d6-1 days.


Metallic Reactor Compartment. The glowstone battery is placed in a metallic case which has an oozy glue that attaches to the invention you want to charge. Each case stores one glowstone battery.


Sizes. The glowstone batteries can fuel tiny items and gadgets. Small glowstone batteries can fuel small items, gadgets and constructs.

Price: 2.000 gp

Glowstone Reactor

Medium device, very rare


A 5x5-foot wide cylindric glass vile that stores energy powered by glowstone dust. The device burns the dust and converts it into electrical energy that fuels mechanical inventions and constructs. The content of the interior of the battery has 500gp worth of glowstone dust. The battery has a positive pole and a negative pole, that when in contact with a metallic reactor it propels the item. An item with one battery has one more charge to use for the next 1d4-1 days.


Iron Reactor Compartment. The glowstone reactor is placed in an iron case which goes inside of the invention or construct. Each case stores one glowstone reactor.


Sizes. The glowstone reactor can fuel medium and large inventions and constructs.

Proton Converter

Small/medium item (device), very rare


Through years of fail and success, explosions and eurekas, Adam has managed to take advantage of energetic friction of proton molecules to transform them into magic infusions for his mechanical inventions. A proton converter is generally a boxed device with an on/off button and three tiny colored light bulbs on one corner of the device that show the current state of the converter as a general warner for the user (detailed below).


Charge. Light Bulbs. Green (Fully Charged). Yellow (Half . Red (Overcharged).

Price: 4 gp

Retractable Dipstick

Small item (staff), uncommon


This aluminium dipstick is 5-foot long has a retractable property which you activate and dismiss with your action. When you swing it, it extends to a 15-foot long stick. It can be used as a weapon, dealing 1d4 slashing damage.

Firearms

Price: 1200 gp

DL-44 Blaster

Wondrous weapon (firearm), very rare, overheat, prototype

Range: 60/300, damage: 1d8 lightning, reload 5, misfire 1


A powerful, highly modifiable and accurate blaster pistol. It has an open cannon and packs a spell instead of ammunition compared to other pistols. When you press the trigger, the pistol releases a beaming blast of lightning striking towards one target. The weapon has 5 charged magazines with 20 charges each. You change the magazine with a


Holster. The pistol has a dark-browned leather holster that pins to a back-and-chest belt. If you are proficient with firearms and have a Dexterity score of 15 or higher, you draw it with your bonus action.


Magazines Pouch. The holster has a magazine pouch located on the back belt of the holster. You reload the gun by using your action to pull a magazine from the belt and into the lower part of the gun. If you are proficient with firearms and have a Dexterity score of 15 or higher, you reload it with your bonus action.

Price: 10 gp

Nerf Gun

Tiny toy (firearm), rare

Range: 10/80, reload 1


A red and orange toy pistol that shoots harmless yellow foam ammunition. It could be useful for just kids to play with or to distract enemies in the middle of a battle. You may shoot a creature and make a Charisma (Persuasion) to try to catch its attention and, if it has a bad temper, perhaps turn it hostile towards you.


Magazines Pouch. The gun comes with a bag with 100 of these foam ammunition.

Scopes

Scopes are single magnifiers that you can apply to ranged weapons, according to its size. Not all ranged weapons can have a magnifier scope and it is ultimately up to the DM to allow scopes at the game.

Minor Scopes (tiny, light). Simple scopes that don't make much difference other than giving a +1 bonus to the attack roll. Red dot is the most common scope. You choose what the color of the dot you want it to be, it is important that the dot should be in a highlighted color in comparison to the colors of the landscape that you are looking through the scope.


Medium Scopes (small, light). Comfortable scopes that provide a significant useful aid to the shooter, magnifying to where it is aiming at. Scopes x2 an x3 are the most common medium scopes. Scopes x2 have a dot in the middle and magnifies the image to be two times bigger, giving a bonus of +2 to the attack roll, whereas scopes x3 give a bigger circle and a dot in the middle and magnifies the image to be three times bigger, giving a bonus of +3 to the attack roll. These scopes cost are from 400 to 600 gp worth each.


Advanced Scopes (small, heavy). War scopes, used be military armies to see through very long distances and spy their enemies. Scopes x4, x6 and x8 are the most common advanced scopes. Scopes x4 have a cross in the middle and magnifies the image to be four times bigger, giving a bonus of +4 to the attack roll, and so on. These scopes have a scroll wheel to be adjusted to be used as smaller scopes, changing the modifiers to resemble smaller scopes. These scopes cost are from 1.000 gp worth and they increase by 500 gp for each increasing magnifier glass.

Expensive Gear

Price:

Mask Helm-3t

Wondrous item, light armor (helmet), prototype


A bulky-aesthetic helmet . It is an extremely useful tool when the time comes to travel to places without a breathable atmosphere.


Prototype. If the wielder receives any damage above 15 from one attack, there's a 66% chance that the helmet breaks and the oxygenation property stops working until a creature proficient with Mechanical Tinker's Tools uses its action to try to repair it using 10gp worth of materials.


Amphibious. The helmet can be merged in water and still working.


Enhanced Visions. As an action, the wielder can press one of the three buttons on the side of the helmet to turn on/off one of the following visions:


Darksight. When it's on, the glasses of the helmet glow in a bright green light and gives the wielder 60 feet of darkvision. The user sees in differentiating shades of green. creatures and


Thermalsight. When it's on, the glasses of the helmet glow in a doll orange light and gives the wielder 60 feet of Thermalsight. The wielder sees heated or warm objects and creatures in a redish-orange spectrum and cold objects and creatures in a yellowish-blue spectrum. Everything beyond looks completely black.


Stellarvision. When it's on, the glasses of the helmet turn completely black with thin white trails of energy. The user gains 40 feet of evilsight. The user sees creatures as faded gray shapes.


Oxygen Tanks. The helmet has two tiny tanks attached to both sides of the jaw, both regulate oxygen usage allowing the user to breathe in odd atmospheres. A creature can turn or/off this option by . The tanks

Not For Sale

Susan

Small coffee machine


This is the first invention ever created by Adam, a black coffee machine that barely works. It makes a lot of noise, and in the process of grinding the coffee grains and heating the water up, lots of liquid spread everywhere as the machine shakes and sounds annoyingly like the engine of a train. The machine only has one on-off button which brights a red light when turned on. Your awful coffee will be ready in about 25 minutes, so be patient.

Doty

**

Bird Drone

Tiny construct, prototype

Remote Device (small device). A plumbed stick with four buttons around it. The user controls the bird if it is within 5 km. away, otherwise the signal is lost and the drone falls uncontrollably.

Price:

Chain of Returning

Legendary item (chain), requires attunement


A chain that can be attached to a melee weapon. A weapon attached this way gains a thrown property of 40 feet. Make a ranged attack against one target. On a hit, the target takes the damage of the weapon. You attune to this weapon once you gain proficiency with thrown weapons, which you do if you train at least one week.

Hasted. You can use your bonus action to drag the chain and make another ranged weapon attack against a creature within range.

Lost and Found Section

Cask of Ale

Very rare item (keg)


An empty wooden keg that magically fills with any drink or cream-alike the bearer thinks of. For instance, the keg can be filled with mayonnaise, beer, water, hot sauce. The liquid resembles the exact taste and consistency as the thought drink and heals the bearer a number of hit points equal to 5d4. The keg takes an action to be filled and drank. The keg has 3 uses per day.

mage slayer **

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