In replying to Mark, yesterday I brought up the story about my last session which I used random locks to have my players draw conclusions about things I hadn’t even worried about thinking about. In honor of that here is the table of random locks which I used. I have given you links to all of the different types of Locking Mechanisms, so that i makes a little more sense, if you are willing to decipher the techno-babble of the locksmiths. It does make some interesting points. And one might be able to infer a whole room which is set up to be a giant lock, and the players need to set the tumblers to open the great big door. I think I may try it with my big bad vault that the players are quickly approaching in my game.
The Base DC that a Lock has is: DC 20. Any traps to be found in the lock will have their own SEARCH and DISABLE DC’s based on Trap Rules.
| 1d6 | Locking Mechanism | DC | |
| 1 | Disc Tumbler Lock | +2 | |
| 2 | Wafer Tumbler Lock | +0 | |
| 3 | Pin Tumbler Lock | +1 | |
| 4 | Lever Tumbler Lock | +1 | |
| 5 | Chubb Detector Lock | +5 | |
| 6 | Lever Lock | +0 | |
| 1d2 | Mechanism Container | DC | |
| 1 | Padlock | -1 | |
| 2 | Rim Lock | +0 | |
| 1d3 | Unlocking Mechanism | DC | |
| 1 | Key | +5 | |
| 2 | Combination | +2 | |
| 3 | Wheel Lock | +1 | |
| 1d6 | Tumblers | ||
| 1 | 3 | -1 | |
| 2 | 4 | +0 | |
| 3 | 5 | +1 | |
| 4 | 6 | +2 | |
| 5 | 8 | +4 | |
| 6 | 10 | +6 | |
| 1d4 | Quality | ||
| 1 | Poor | -2 | |
| 2 | Standard | +0 | |
| 3 | Good | +2 | |
| 4 | Excellent | +5 | |
| 1d4 | Locking Verbage | ||
| 1 | There are numbers on these tumblers from 0 to 9 | ||
| 2 | There are [LANGUAGE] letters on these tumblers. | ||
| 3 | There are Exotic Symbols on these tumblers. | ||
| 4 | Images of [CREATURES] are on these tumblers | ||
| 1d4 | Traps | ||
| 1 | This Lock is not trapped. | ||
| 2 | Poison Needle | +4 | |
| 3 | Acid Spray | +5 | |
| 4 | Magical Trap | +10 | |
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