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.
|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|
|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|
|1||This Lock is not trapped.|