Why is it that when players plan their attacks, spells, or movements, they are done with such precision, but when a Thief picks a lock, it is just another roll of the dice? Not anymore! Locks can come to life in any campaign. They can be named and take time to learn and pick; some tricky locks need special tools, while others have extra magical security. Eleven distinct classes of locks are described below.
Given the proliferation of thieves in the fantasy campaigns, artisans have been called upon to construct intricate, even fiendish, locks to challenge the most skilled of burglars. These locks are classified by level, ranging from Class 1 (the simplest) to Class 10 (the pinnacle of difficulty). As in real life, notable lock manufacturers have made a name for themselves. The quality (or lack thereof) and durability of these locks have become a staple in society.
Class 1 and 2 Locks (poor to below average quality, Tier-1 and 2) – These are the simplest of locks, typically made of common materials such as copper, bronze, and sometimes of brass and tin. They are the most common locks. Locksmiths must achieve a base difficulty of 5-10 to craft these locks, forcing a thief to score the same +1-2 (on his pick locks roll) to bypass them. The inner workings of these locks are simple and typically have large and easy-to-assemble parts. They are prone to rust and often fail with prolonged exposure to the elements. The most common variety of these locks are large padlocks and those installed into chests and doors. A thief may identify a common lock listed below with a successful perception check at base difficulty 7.
Class 3, 4, and 5 (average to above average, Tier-3 and 4) - These locks are typically made of common materials such as Brass, Bronze, and Iron. They are the standard locks used by most merchants. Locksmiths must achieve a base difficulty of 8-14 to craft these locks, forcing a thief to score the same +2-3 to bypass them. The inner workings of these locks are simple and typically have parts that are easy to assemble. They fare better under prolonged exposure to the elements but will fail under powerful blows. The most common variety of these locks are padlocks and those installed into chests and doors. A thief or locksmith may identify a common lock listed below with a successful perception check at base difficulty 8.
Class 6 and 7 locks (good to superior, Tier-5 and 6) - These are locks typically made of common materials such as Iron or Steel. They are the standard locks used by most law enforcement personnel and slavers. Locksmiths must achieve a base difficulty of 14-20 to craft these locks, forcing a thief to score the same +3-5 to bypass them. The inner workings of these locks are often complex and hard to assemble. They fare much better under prolonged exposure to the elements and can resist blows by even the strongest men. The most common variety of these locks can be found on manacles, reinforced doors, and chests. A thief or locksmith may identify a common lock listed below with a successful perception check at base difficulty 9.
A large group of these locks require two keys to open and often have redundant internal workings. Combination locks often fall into this category, as do simple puzzle locks. On average these locks take twice the normal time to bypass (2d4+2 rounds) and require ‘two’ lock deactivations for purposes of spells that open a number of locks.
Class 8+ (Exceptional and specialized locks, Tier-7) - These are the final tier of locks typically made of rare materials such as Steel, Mytheral alloys, or Adamantine alloys. Some of these locks are made of very rare materials that resist magic, rendering them immune to magical spells. Locksmiths must achieve a base difficulty of 21-30 to craft these locks, forcing a thief to score the same +4-8 to bypass them. The inner workings of these locks are often complex and hard to assemble. They do not fail due to exposure to the elements and can resist blows delivered by most giants. Finding a lock of this quality is not common and is always a deliberate attempt to safeguard valuables. A thief or locksmith may identify a lock listed below with a successful perception check at base difficulty 12.
Nearly all of these locks require two to four keys to open and always have redundant internal workings. Combination locks often fall into this category, as do puzzle locks. On average, these locks take four times the normal time to bypass (4d4+4 rounds) and require ‘three to four’ lock deactivations for purposes of spells that open a number of locks.
Quite often, Class 8 locks require additional tools to open successfully. Further, some of them have clever countermeasures within that snap or deface thieves’ tools. A fumble on a pick locks roll always results in damage to the tools used.