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Clockwork Trap Room Mushrooms for 5e

Clockwork Trap Room Mushrooms

Wondrous item, uncommon

These small clockwork figures are traditionally craft in the likeness of myconids and painted with comical expressions. The mushroom’s tin cap is just loose enough to ring like the bell on an innkeeper’s front desk when in use.

When wound and placed on level ground, the clockwork mushroom clanks, vibrates, rattles, an trundles forward on its little feet, moving in a straight line for 2d10 feet over the course of 1 minute, or half this distance over difficult terrain. Any obstacle halts the figure’s forward movement, leaving it to wind down while bumping against the obstruction. If the clockwork mushroom passes through a 5 foot cube containing a trap trigger, make an ability check (Dexterity for a mechanical trap, Wisdom for a magical trap). If you are proficient with thieves’ tools or tinker’s tools you are proficient with this check. If this check exceeds the DC of the trap, the trap triggers and the clockwork mushroom falls on its side, and while intact may be difficult to recover (e.g. at the bottom of a 20 ft pit trap or wedged under a fallen stone block). If this check equals the DC of the trap, the trap triggers and the clockwork mushroom is destroyed in the process. On a natural 20 the clockwork mushroom continues its forward progress, miraculously escaping the trap at the last second if triggered, and if it enters another 5 foot cube with a trap trigger it may be used to make another ability check. On a natural 1, the mushroom’s main spring breaks and must be replaced or repaired.

Myconids considered clockwork trap room mushrooms distasteful, and some unscrupulous artificers pass off common clockwork toys as these wondrous items.