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Locks and keys
"Bored" Lock In order to pick a lock, a thief needs to be able to reach the lock with his or her lockpicks, correct? This lock should be set in the wall next to the door. For it to work, the wall must be 3 or more feet thick. The lock is set in a hole bored into the wall approximately a foot or two deep. The result is that a longstemmed key will open the lock (say, a mace pommel that screws off to reveal a key?), but lockpicks will not unless the thief carries very long, hard to conceal lockpicks! Glyph of Warding Lock This lock is a specially prepared magical lock. The keyhole plate has a small glyph of warding inscribed around the keyhole. The glyph is enspelled against any metal objects being put through the keyhole to do an electrical discharge at the offending item (for damage, see Glyph of Warding spell in the Player's Handbook). Said charge travels through the lockpicks of whoever is trying to pick the lock, and (hopefully) deters them from trying again. The lock would have to be "reset" per the Glyph of Warding spell. Tapestry Lock and Key The first component of this duo is a sapphire pearcut necklace, about the size of a typical key without the stem. When both sides of the necklace are pressed, an illusion of a keystem appears to sprout out the point of the necklace. The key is attuned to a tapestry typically a large tapestry with a door bearing a keyhole somewhere in the picture. When the illusionary key is inserted into the keyhole on the tapestry, the tapestry shifts into an extradimensional portal. Lockpick eating lock The way this trapped lock works is that there are a pair of small textured rollers that snap together from either side to trap a lockpick. The rollers turn and "suck" the key into the lock (presumably out the other side), much like the rollers in a pitching machine throw a ball. If the thief gets through the lock without understanding its nature, it will be amusing to see a reaction when a pile of lockpicks is described on the floor beyond the door! Doorknob key A fairly simple trick, but one that players will not necessarily think of. Have a door with a rotating doorknob (like a typical modern door) leads into a room. The only other door in the room can only be opened with a magical key. The doorknobs and the stem connecting them are the key to the magical lock. The key is produced by pressing in the doorknob on both sides of the door, twisting the knobs in opposite directions, and pulling, which gives you a knob, and a knob with the stem, which is the key to the other door. There may be clues you can give the characters, such as having a round depression in the other door that the keyhole is in. You could also clue the PC's in by using a verse inscribed in the door perhaps "The way in is the way out" or "Your method of entry is the key to your departure". As an added unpleasant twist, removal of the doorknob may cause the entry door to shut and permenantly lock, and force the characters to face what lies beyond the exit door. Word of Recall Lock This is a specially made padlock with a variant of the clerical spell Word of Recall cast upon an item in the lock. There is a small clay tile in the lock that the modified Word of Recall is cast upon. When the lock is opened, the tile is broken. Whoever is in contact with the lock when the tile is broken is teleported with the lock to a preset location (a jail cell, the bottom of a dry well, on a pillar in a volcano, etc.).
except there is darkness past the window opening. but party members still have to pick the locks and relock the doors to get out the top. perhaps 3050 feet long. The weight limit of the eighth rung up is drastically less than the rest of the ladder. The door may simply not open. There are doors every 10 feet. a stone hand shoots out of the door (presumably stone also)and grabs the hand of the offending thief. The wires will slice through anything that is not metal or magically enchanted (leather boots. The thief would get a Dexterity check at 1/2 to avoid the trap. The rungs of the ladder are actually hollow. so the party is now standing at the bottom of a shaft. When you get to the end of the hallway and try to open the last door. could be a blank wall (sucks to be them!). . Once the hallway stops at vertical (takes 2 rounds). a barrier (magical or non. Could be more of the place the PC's are exploring. When the full weight of the person on the ladder crashes to the rungs below. then deanimates. The heart of the matter The setup of this trap is that there is a grossly obscene looking growth at the end of a corridor. with small 1 foot by 1 foot barred windows in them. The trap may or may not reset itself at DM option. A successful Dexterity check cuts the damage in half. revealing diamond dusted wires. or if you are in a nasty mood. The doors are locked but can be picked. The wire is much stronger than the rung and will not break. your choice) moves aside and pressurized water begins to fill the hallway. What is at the top is up to the DM. Animated Stone Lock This lock necessitates a number of powerful spells (Contingency. Animate Stone. The heart is the seal for a highly pressurized fluid filled chamber that keeps the ceiling suspended over the hallway. Traps Pivoting Waterfilling Hallway All right. The windows in the doors allow the water level to pass the doors. the seal is ruptured and all the liquid is let out. The net result is that if the proper key is not used.). leaving the thief with his hand embedded in the stonework. opening the door leads to a small closet where a prearranged fireball detonates. looking like a large veiny heart. However. The last door in line looks like the others. The first instinct of a player is likely to be to shoot it. the one before it must be closed and locked. The water level rises 10 feet every 2 rounds (10'/round if you have an exceptionally tough party). Breakaway Ladder This 20' ladder looks like a standard wooden ladder with one rung every two feet. etc. gloves. If the heart is pierced. pulls it into the door. they also will break. causing the ceiling to come down and crush the party in the hallway. a mechanism is triggered that pivots the entire hallway from horizontal to vertical. Dispelling the darkness shows blank stone beyond the window (there's nothing there yet).). with a thin diamonddusted wire running through the center of the rung. End result: anyone on the ladder when it breaks takes 1d4 damage for every rung up the ladder they are. before the next door in the hallway can be opened. you come up with a better name for it! This trap centers in a hallway. etc.Fake Door/Panel Door Simply a misdirection effort here have the opening of a lock in a door actually unlock a sliding panel next to the door (or across the room).