From: Steamforged Foundry
Lore: The lore of Enchanted Locks and Keys dates back to a time when the need for securing valuable possessions grew alongside advancements in metallurgy and enchantment. The Steamforged Foundry, renowned for its expertise in crafting magical items, sought to create locks that went beyond mundane security measures. To achieve this, they combined the exceptional properties of Mithril, known for its strength and resilience, with intricate enchantments woven into the locks. The enchantments not only reinforced the locks’ physical security but also imbued them with magical protections against tampering and unauthorized access.
To match the elegance of the enchanted locks, the foundry’s master artisans crafted exquisite Elderwood keys, each uniquely attuned to its corresponding lock. As the reputation of these enchanted locks spread, they became highly sought after by nobles, wealthy merchants, and collectors of rare artifacts. The locks became more than security devices; they became symbols of wealth, prestige, and a refined taste in craftsmanship.
Enchanted Lock and Key:
- Cost: 800 gold pieces (GP) for a set (one lock and its matching key)
- Size: Medium (Lock: Approximately 6 inches in height, Key: Approximately 4 inches in length)
- Requirements: Proficiency with thieves’ tools to properly interact with the enchanted locks and keys for maintenance or in case of lockouts.
- Tags: Magical, Security, Valuable, Enchanted, Mithril, Elderwood, High Security, Anti-Tamper, Alarm Ward, Attuned Key, Luxury Item, Status Symbol, Foundry-Made
Tier One Stats:
- Enhanced Security: The enchantments on the lock provide a +5 bonus to the DC for picking the lock or attempting to bypass its magical protections.
- Tamper Detection: The lock is enchanted to trigger an audible alarm when tampered with, alerting nearby individuals to potential breaches.
- Elderwood Attunement: The Elderwood keys are attuned to their corresponding locks, making them impossible to use on any other enchanted locks.
- Fine Craftsmanship: The exquisite design of the enchanted locks and keys grants advantage on Charisma (Persuasion) checks when interacting with individuals who appreciate fine craftsmanship.
Skills:
- Investigation: Characters proficient in Investigation can analyze the enchanted locks and keys, potentially identifying hidden features, or learning about their origins and history.
- Arcana: Proficiency in Arcana allows characters to understand the intricate enchantments that fortify the locks’ security and potentially reveal hidden functionalities.
Where and How It Might Be Sold: Enchanted Locks and Keys are exclusive items, sold only in high-end specialty stores and luxury boutiques. The Steamforged Foundry itself showcases these sets in their flagship store, where potential buyers can witness demonstrations of their security features and appreciate the meticulous craftsmanship.
The Foundry also offers personalized consultations for clients with specific security needs, allowing them to commission custom-designed locks tailored to their requirements. These locks become focal points of interest and conversation, further adding to the allure and prestige of owning an enchanted set.
Environment and Usage: Enchanted Locks and Keys find their place in environments where the protection of valuable possessions is of paramount importance. Noble estates, luxurious manors, and secure vaults of wealthy merchants and collectors are some of the most common places to find these locks.
The locks are often used to protect treasures, ancient artifacts, precious artworks, and valuable documents. In museums and galleries, they safeguard rare exhibits and ensure the security of cultural treasures.
As symbols of wealth and status, enchanted locks become prized possessions for those who value not only the security of their valuables but also the aesthetic appeal and craftsmanship of the locks themselves. In social gatherings, owning such locks becomes a matter of prestige, reflecting the taste and refinement of their owners.
The presence of Enchanted Locks and Keys reinforces the reputation of the Steamforged Foundry as purveyors of luxury and quality. As these elegant security devices continue to guard precious possessions across the realms of Saṃsāra, they become a testament to the intersection of art, magic, and innovation in the Industrial Age.

Perception of Activation: (Enchanted Lock and Key)
- Event 1: Successful Locking/Unlocking (Using the Attuned Elderwood Key)
- User’s Perspective (Key Holder):
- Sight: The Elderwood key slides precisely into the Mithril lock’s keyhole. Turning the key results in a smooth, clean motion. The lock’s shackle clicks audibly and visibly into the secured position, or springs open cleanly upon unlocking. A very faint, brief pulse of soft light might emanate from runes on the lock or where the key meets the mechanism, signifying successful attunement recognition.
- Hearing: A distinct, high-quality click or snick sound is heard – solid and reassuring, yet quieter and more refined than a mundane lock. A subtle, brief resonant chime or hum might accompany the action, indicating the magical wards engaging or disengaging correctly.
- Touch: The key turns with almost no friction, feeling perfectly matched to the internal tumblers (or their magical equivalents). A solid tactile feedback – a ‘thunk’ or ‘click’ – is felt through the key as the mechanism engages or releases. The Elderwood key feels smooth, perhaps slightly warm or energetically resonant, while the Mithril lock body feels cool and unyieldingly solid.
- Smell: Not applicable.
- Taste: Not applicable.
- Extra-Sensory: A subtle feeling of ‘acceptance’ or ‘recognition’ flows between the key and lock. The user senses the internal warding magic aligning and either securing (locking) or retracting (unlocking) its protective field. A feeling of established security or granted access is perceived.
- Positives: Smooth, reliable function inspires confidence. Provides clear confirmation that the lock is secured or opened. The quality of the interaction is satisfying. Reinforces the feeling of owning a secure, high-status item.
- Negatives: Dependence on a unique, irreplaceable key; loss is a significant security issue. The obvious quality might attract unwanted attention to the secured item or the user.
- Observer’s Perspective:
- Sight: Observes the user insert the Elderwood key and operate the lock with apparent ease. Sees the shackle lock or unlock cleanly. May notice the faint pulse of light if observant and close by. The process looks secure and efficient.
- Hearing: Hears the distinct, clean click of the lock operating. Might notice the unusually quiet mechanism or the brief chime if nearby in a quiet environment.
- Touch: Not applicable.
- Smell: Not applicable.
- Taste: Not applicable.
- Extra-Sensory: Magically aware observers might detect a brief, controlled pulse of Abjuration magic as the lock’s state changes and its wards reconfigure.
- Positives: Perceives the lock as high-quality and effective. Understands that the user possesses the correct, unique key. Reinforces the impression of the user’s wealth or status.
- Negatives: Recognizes bypassing this lock would likely require specialized skills or magic, deterring casual observation or attempts. May inspire envy.
- User’s Perspective (Key Holder):
- Event 2: Tamper Detection Activation (Attempting to Pick or Force the Lock)
- User’s Perspective (Tamperer):
- Sight: Tools encounter unexpected resistance within the lock mechanism. Runes etched on the Mithril lock flare with bright, angry light. A brief, visible discharge of energy (sparks, light) might arc towards the intruding tools or hands.
- Hearing: A loud, piercing audible alarm – perhaps a shrill magical shriek, a dissonant chime, or a sharp klaxon sound – erupts directly from the lock itself, designed to carry and alert anyone nearby. A sharp crack or zap might accompany any energy discharge.
- Touch: Picking tools feel like they hit solid, unyielding wards rather than tumblers. A jarring vibration travels through the tools. A mild, unpleasant electrical shock or wave of force might be directed through the tools into the tamperer’s hands. The lock feels actively hostile.
- Smell: A faint smell of ozone might accompany any electrical discharge component of the alarm or warding effect.
- Taste: Not applicable.
- Extra-Sensory: A strong wave of defensive magic (Abjuration) forcefully rejects the attempt. The tamperer feels distinctly ‘detected’ and ‘repelled’. A minor psychic jolt, a feeling of being magically ‘marked’, or an unnerving sense of unseen watchers being alerted might occur.
- Positives: Confirms the lock is indeed magically protected and functioning. Provides information about the type of basic ward (audible alarm).
- Negatives: Immediate failure to bypass the lock. Loud alarm alerts guards, owners, or anyone nearby. Potential minor injury or damage to tools from magical feedback. Increases difficulty significantly.
- Observer’s Perspective (Nearby):
- Sight: Sees the lock suddenly flash with light, potentially illuminating runes. Witnesses the tamperer recoil or struggle unexpectedly.
- Hearing: Hears the loud, unmistakable alarm sound erupting from the lock’s location, clearly signaling an attempted breach.
- Touch: May feel vibrations through the floor or wall if the lock is attached nearby when the alarm sounds.
- Smell: May notice the scent of ozone if an electrical discharge occurs.
- Taste: Not applicable.
- Extra-Sensory: Detects a powerful surge of defensive magic from the lock. Senses a clear ‘alert’ signal being broadcast by the enchantment, possibly carrying a sense of urgency or hostility towards the intrusion.
- Positives: The security system works as intended, alerting responsible parties. Deters the current attempt and likely future casual attempts. Confirms the value placed on whatever the lock protects.
- Negatives: The loud alarm can be disruptive, potentially causing panic or confusion if the source isn’t immediately apparent. If occurring in a public or crowded place, it draws widespread attention.
- User’s Perspective (Tamperer):
Crafting Recipe: Enchanted Lock and Key Set
- Materials Needed:
- Mithril Ingots (2) – For lock body and shackle.
- Precision Lock Component Set (1, Hardened Steel or Bronze) – Internal tumblers, springs, levers (or magical equivalents).
- Fine Elderwood Block (1, suitable for a 4-inch key) – For the unique key.
- Powdered Adamantine (5 grams) – For reinforcing internal mechanisms against picking.
- Clear Quartz Shard (1, attuned) – Core component for the alarm ward.
- Silver Dust (1 pinch) – Conductor for enchantment energy.
- Resonance Binding Oil (1 vial) – For attuning the specific key to the lock.
- High-Quality Metal Polish (1 tin).
- Fine Wood Oil or Sealant (1 vial).
- Tools Required:
- Forge, Anvil, Smith’s Hammers, Tongs – For shaping Mithril components.
- Precision Files, Drills, Vice – For crafting and fitting internal lock parts.
- Masterwork Woodcarver’s Tools – For shaping the Elderwood key, especially the bit.
- Locksmith’s Tools (or Thieves’ Tools used for construction) – Essential for assembling, calibrating, and testing the lock mechanism.
- Tinker’s Tools – For general fine assembly.
- Enchanting Table or prepared Ritual Circle.
- Arcane Focus.
- Aetheric Resonator (or similar device for focusing sonic/resonance magic).
- Mortar & Pestle.
- Skill Requirements:
- Proficiency with Smith’s Tools (or equivalent metalworking skill).
- Proficiency with Woodcarver’s Tools.
- Proficiency with Locksmith’s Tools (or Thieves’ Tools).
- Proficiency in the Arcana skill.
- High degree of manual dexterity and precision.
- Crafting Steps:
- Forge Lock Components: Heat the Mithril ingots. Using Smith’s Tools, forge the lock’s outer casing, shackle, and any internal structural Mithril parts according to the desired design. Ensure precise dimensions and superior strength. Quench and temper the Mithril.
- Craft Internal Mechanism: Using precision files, drills, and Locksmith’s Tools, craft or assemble the intricate internal locking mechanism from the component set. Integrate the Powdered Adamantine into key contact points or warding surfaces during this process to magically harden them against manipulation.
- Carve the Elderwood Key: Select the Elderwood block. With Woodcarver’s Tools, meticulously carve the key’s shape, paying extreme attention to creating the unique bit pattern required to operate the specific mechanism crafted in step 2. Finish the wood smoothly.
- Assemble and Test Mechanism: Carefully install the internal mechanism into the Mithril lock body using Tinker’s and Locksmith’s Tools. Insert the newly carved Elderwood key and test the mechanical locking and unlocking function. Make fine adjustments until the operation is perfectly smooth and precise.
- Infuse Security Enchantments: Place the partially assembled lock on the Enchanting Table. Grind the Quartz Shard using the Mortar & Pestle (if needed). Using an Arcane Focus and the Arcana skill, channel energy through the Silver Dust into the lock mechanism and the prepared Quartz. Empower the mechanism with wards against tampering (enhancing pick resistance) and imbue the Quartz with the audible alarm enchantment, setting its trigger (unauthorized force, magical bypass attempts, lockpicking attempts).
- Attune Key to Lock: Apply a small amount of Resonance Binding Oil to the key’s bit and within the lock’s keyway/mechanism. Place both key and lock within the field of the Aetheric Resonator (or within the enchanting circle). Using Arcana, initiate a resonance frequency that uniquely links the magical signature of the Elderwood key to the enchanted wards of the lock, making them exclusively paired. This prevents other keys from working and the key from working other locks.
- Final Assembly and Finishing: Complete the final assembly of the lock (e.g., attaching the shackle mechanism securely). Test the lock again with the attuned key to ensure all enchantments are stable and functional. Test the tamper alarm discreetly. Apply High-Quality Metal Polish to the Mithril exterior and Fine Wood Oil/Sealant to the Elderwood key.
Chronicle of the Speaking Lock and the One Tree-Key
It is recounted, from writings old and worn, of a time when prosperity grew, and with it, the fear of the taking hand. Certain persons, who held much gold and items of great value, found their storage chests and strong rooms were not safe enough against clever thieves or brute force. Their hearts were heavy with the worry of loss. They desired a locking-method stronger than simple metal, a magic to guard their belongings.
Word of this need reached the ears of the artisans at the place called the Steam-Powered Foundry. These were folk skilled in both the shaping of metals and the weaving of enchantments. They heard the call of the wealthy and declared, “We shall conceive a lock such as has never been seen, proof against both pick and prying spell.”
And so they worked. For the body of the lock, they chose Mithril, the star-gleam metal, known for its great strength and resistance to harm. Within this strong shell, they placed not just tumblers of metal, but also wards of magic. One enchantment made the lock refuse false tools, making the picker’s work tenfold harder. Another spell was laid upon it, a watching spell. If any tried to tamper, to force, or to use wrong magic, the lock itself would cry out, a loud alarm sound to wake the household and alert the guards.
For each lock they forged, a single key was made. Not of matching metal, but carved carefully from the heart of Elderwood, ancient and resonant. Each Tree-Key was uniquely shaped, yes, but more, it was magically bound to its one lock by secret rites. Like a mother knows her child, the lock knew its key. No other key, not even one looking the same, could pass its wards. No other lock would accept that specific key.
Soon, the great folk – nobles in their castles, merchants with vaults overflowing, collectors of rare things – they all sought these Speaking Locks and their unique Tree-Keys. They used them to guard treasure chests, library doors, artifact cases. But the locks became more than mere security. To possess such a lock was a mark of great wealth. To display it spoke of refined taste and an appreciation for the highest craft. It became a symbol of status, shown with pride.
Thus the locks guarded well what was placed behind them. Yet, the strength of the lock also rested entirely on possessing the one Tree-Key. Should the key be lost or destroyed, the lock remained steadfast, eternally closed. The treasures within were safe indeed, but safe even from their rightful owner. Access denied to all, friend and foe alike.
Moral of the story: That which guards most strongly may also imprison most completely, if the way in is lost forever.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
- High-Level Overview: This lock represents formidable security, likely protecting items or locations of significant occult importance or immense mundane value. Its magical nature might be subtly unsettling, potentially tied to non-human craftsmanship (e.g., Serpent People remnants, Hyperborean tech) or powerful sorcery. The Elderwood key could have sinister origins, and the alarm might be more than just noise. Bypassing it should be a major challenge for investigators.
- Game Mechanics:
- Item: Ward-Sealed Lock and Resonant Key
- Description: A heavy, intricately designed lock (approx. 6 inches) crafted from an unusually resilient, silvery metal (Mithril equivalent). Cold emanates faintly from it. The matching key (approx. 4 inches) is carved from dense, dark wood that feels strangely alive or resonant.
- Security Measures: Bypassing this lock is exceptionally difficult.
- Lockpicking: Requires Locksmith skill. The attempt is made at Extreme difficulty (one-fifth skill value) and suffers one Penalty Die due to magical interference.
- Brute Force: The lock is highly resistant to physical damage (Hardness/Armor Value 12, Hit Points 30).
- Tamper Alarm: Any failed Locksmith attempt, application of significant brute force (e.g., dealing over 5 points of damage in one attempt), or unauthorized magical bypass attempt (e.g., failed POW check for a spell) triggers the alarm. This alarm manifests as a high-frequency, psycho-sonically disturbing chime audible up to 60 yards, potentially attracting unwanted attention (mundane guards or nearby unnatural entities at Keeper discretion). Anyone attempting the bypass when the alarm triggers must make a SAN roll (0/1d3 loss) due to the jarring psychic feedback.
- Unique Attunement: The Elderwood key is magically and perhaps psychically linked solely to this lock. No other key, mundane or magical (unless specifically designed to break such attunements), will operate it. Attempts to analyze the attunement require a Hard Occult or Cthulhu Mythos roll. Replication of the key’s properties likely involves complex rituals or alien science.
- Symbol of Power: Its obvious quality and likely arcane nature grant one Bonus Die on social rolls (e.g., Intimidate, Persuade) when dealing with individuals who recognize or covet such artifacts (e.g., certain collectors, cult leaders, scholars of the esoteric).
- Cost/Availability: Extremely Rare. Typically found in situ protecting something valuable or forbidden. Estimated value surpasses $25,000 if it were ever sold.
Blades in the Dark
- High-Level Overview: In Duskvol, this lock represents top-tier security, employed by powerful factions (Tier III+). It blends advanced spark-craft mechanics with potential spirit-binding or resonance magic. The Mithril is likely ghost-forged steel, the Elderwood perhaps petrified wood from the Deathlands imbued with echoes. The alarm could be sonic, electroplasmic, or even spectral. It’s a prime target or obstacle for scores involving infiltration or theft.
- Item Profile:
- Name: Steam-Forge Resonance Lock & Key
- Qualities: Fine, Secure (Tier IV), Warded, Alarmed (Audible/Electroplasmic), Attuned Key, Resonant.
- Tier: IV (Reflects difficulty and quality)
- Load: 0 (Lock is part of the environment; Key is 0 Load)
- Description: An ornate lock mechanism of polished ghost-steel, often integrated directly into a vault door or chest. The accompanying key is carved from dark, petrified wood that hums faintly with contained energy.
- Game Mechanics:
- Bypassing Security: Attempts to overcome the lock require actions like Tinker (for mechanical bypass) or Attune (for magical bypass). This is always a Risky or Desperate action. Set up a progress clock (e.g., 8-segment “Breach Resonance Lock”). Attempts suffer reduced Effect (at least -1 Effect level) due to the wards. Standard lockpicks might be ineffective; specialized spark-craft tools or arcane methods may be required.
- Alarm Trigger: On any failed attempt roll, or if the bypass method is particularly crude (GM call based on fiction), the alarm triggers. Consequence examples: Loud sonic alarm alerts nearby entities (start a 4-clock “Guards Alerted”); electroplasmic discharge targets the character (suffer Harm level 2-3 “Shocked”); spectral energy flares (suffer 2 Stress).
- Key Attunement: Only the specific resonant Elderwood key opens the lock smoothly (likely a controlled action, possibly still requiring Tinker if the lock is old or damaged). Duplicating the key requires a significant long-term project (e.g., 10-clock “Forge Resonant Key”) involving Crafting, Attuning, rare materials (ghost-steel, resonant wood essence, spark components), Coin, and likely generating Heat.
- Sign of Access/Wealth: Possessing the key, or having demonstrably bypassed the lock, grants Potency (+1d or +1 Effect) when undertaking social actions (Command, Sway) where proving access, capability, or flaunting acquired wealth is relevant.
Dungeons & Dragons (5th Edition)
- High-Level Overview: This set serves as a high-quality magical security item, likely classified as Rare. It surpasses mundane locks significantly in pick resistance and features an effective alarm system. The Mithril construction adds intrinsic value, while the Elderwood key and attunement provide magical flavor and function.
- Stat Block and Mechanics:
- Enchanted Lock and Key Set Wondrous item, rare This set consists of a masterfully crafted lock made of mithral (approximately 6 inches tall) and a unique key carved from elderwood (approximately 4 inches long). The lock can be affixed to any object that can normally be locked, such as a chest, door, or gate.
- Superior Security: The lock requires thieves’ tools to attempt picking it. The DC for any Dexterity check made with thieves’ tools to pick this lock is 25. Any such check is made with disadvantage. The lock itself has AC 19, 30 hit points, a damage threshold of 15, and immunity to poison and psychic damage. It is resistant to non-magical bludgeoning, piercing, and slashing damage.
- Audible Alarm: If an attempt to pick the lock fails, or if the lock takes damage from any source other than the attuned key being used, it immediately emits a loud ringing alarm. This alarm lasts for 1 minute, can be heard clearly up to 300 feet away, and stops only if the lock is opened with the correct key, destroyed, or magically silenced.
- Attuned Key: Only the elderwood key created as part of this set can be used to open the lock. No other key, including those created by mundane means or most magical duplication (such as fabricate), will function. The knock spell or similar magic that bypasses locks can still open it.
- Symbol of Prestige: The exquisite craftsmanship is undeniable. Once per long rest, you can use the lock and key as a conversational piece or display to gain advantage on one Charisma (Persuasion) check when interacting with someone likely to be impressed by wealth, security, or fine artistry (e.g., nobles, guild leaders, collectors, master artisans).
- Value: Approximately 800 gp.
- Enchanted Lock and Key Set Wondrous item, rare This set consists of a masterfully crafted lock made of mithral (approximately 6 inches tall) and a unique key carved from elderwood (approximately 4 inches long). The lock can be affixed to any object that can normally be locked, such as a chest, door, or gate.
Knave (Assumed 2nd Edition Context)
- High-Level Overview: In Knave, this represents top-tier mundane security enhanced by magic. The high DC, disadvantage on picking, and alarm make it a significant obstacle. The unique key is a major factor. Its value is high, reflecting its effectiveness and status symbolism.
- Item Description and Mechanics:
- Item: Enchanted Mithral Lock & Elderwood Key
- Slots: 0 (Lock installed on object; Key takes 1 slot or is negligible)
- Description: A heavy, ornate lock (~6 in.) of gleaming mithral, paired with a dark, intricately carved elderwood key (~4 in.).
- Security: Requires Thieves’ Tools to attempt picking. Picking the lock is an Intelligence check against DC 18. The attempt is made with Disadvantage (-1d20 drop highest) due to magical wards. Breaking the lock requires dealing 20 damage to it (Item Save 16+).
- Alarm Ward: Any failed attempt to pick the lock, or dealing 5+ damage to it in a single instance without destroying it, triggers a loud magical alarm (chime or siren). The sound persists for 1 minute or until the lock is opened or silenced, audible up to approximately 300 ft.
- Attuned Key: Only the specific Elderwood key belonging to the set can open the lock without triggering the alarm or requiring checks. Mundane lockpicks or other keys simply fail. Powerful magic might bypass it (referee decides based on the magic).
- Status Object: Using the lock or key as a display of wealth or security grants Advantage (+1d20 take highest) on one Charisma-based check per day when interacting with NPCs impressed by such things (nobles, merchants, guild masters).
- Value: 800 gp.
Fate (Core/Condensed)
- High-Level Overview: In Fate, this lock and key set represents more than just physical security; it’s a narrative element signifying wealth, protection, and potential complications. The lock itself often functions as an Aspect on the location or object it secures, defining its high security. The key grants narrative permission and might be tied to a character’s own Aspects. The enchantments provide mechanical teeth through opposition bonuses or by triggering consequences/Aspects upon failure.
- Representation and Mechanics:
- As Aspects:
- Lock Aspect (on location/object): Protected by Steam-Forge Wards or Resonant Mithral Lock. This Aspect can be Invoked by defenders (+2/reroll against bypass attempts) or Compelled by the GM to represent the difficulty (“Your usual lockpicks are useless against the Resonant Mithral Lock; you’ll need specialized tools or magic, and risk the alarm.”).
- Key Aspect (on character): Bearer of the Elderwood Key or Attuned to the Vault Lock. This grants permission to open the specific lock easily and can be Invoked for social clout or Compelled if the key is lost, stolen, or its existence puts the character in danger.
- As Mechanics:
- Increased Difficulty: Attempts to Overcome the lock’s security using Burglary or Thievery face higher passive opposition (e.g., +4 or +5 difficulty) or active opposition if magically guarded. Alternatively, require players to first Create Advantages like Analyzing Ward Resonance or Finding Mechanical Weakpoint.
- Alarm Consequence: A failed Overcome roll against the lock likely results in a Consequence (e.g., Minor: Alarm Tripped, Moderate: Guard Patrol Converging) or the creation of a troublesome Situation Aspect like Shrieking Lock Alarm! with free invocations for the opposition.
- Attunement: Represented by the unique key Aspect granting permission. Attempting to use other keys simply fails narratively. Magically duplicating the key’s attunement would require a significant challenge, possibly involving overcoming the lock’s Aspect with Arcana or Crafts.
- Status Symbol: Invoking the lock or key Aspect can provide a bonus (+2/reroll) on social rolls (Rapport, Provoke) when leveraging its prestige or security implications.
- As Aspects:
Numenera / Cypher System
- High-Level Overview: This set is a functional piece of ancient technology (an Artifact). The “Mithril” lock employs advanced materials and likely incorporates energy fields or sonic deterrents. The “Elderwood” key is a unique bio-keyed or coded device required for deactivation. The system provides robust security beyond simple mechanics.
- Artifact Profile:
- Name: Harmonic Lock and Key Set
- Level: 6 (Complex and difficult to bypass or replicate)
- Form: Lock: Dense, silvery metallic lock mechanism (~15 cm) with glowing seams. Key: Smooth, dark organic-polymer key (~10 cm) that faintly vibrates.
- Effect: Provides advanced security for a portal or container.
- Security Enhancement: Any task attempted to open or bypass the lock mechanism without the paired key is hindered by three steps (difficulty increased significantly).
- Tamper Response: A failed attempt to bypass the lock, or application of significant force (GM determines threshold, e.g., >6 points damage), triggers a defensive response: a powerful sonic burst audible up to 150 meters that also potentially disorients the tamperer (requiring an Intellect defense roll, difficulty 5, or suffer 4 points of Intellect damage [ignores Armor]).
- Harmonic Key Attunement: Only the specific paired key deactivates the lock’s security fields and allows it to be opened (typically an action, no roll needed unless under duress). Replication of the key requires understanding its harmonic frequency and advanced technology (likely a level 7+ task involving Numeneraology and potentially bio-engineering).
- Depletion: 1 on d20 (Check when the tamper response is triggered. If depleted, the sonic/disorienting effect fails, though the lock remains secured and difficult to bypass). Repair requires level 6 parts and an Intellect-based repair task (difficulty 6).
- Prestige Object: Its sophisticated nature provides an asset on social interaction tasks when attempting to impress others with advanced technology, security measures, or apparent wealth.
Pathfinder (2nd Edition)
- High-Level Overview: This item functions as a Rare magical lock and key set, offering significantly enhanced security compared to mundane locks through increased DCs, magical wards, and an alarm system. The Mithril and Elderwood contribute to its value and description, with Mithril potentially affecting Hardness/HP.
- Item Stat Block:
- ENCHANTED LOCK AND KEY SET ITEM 9 RARE, ABJURATION, MAGICAL, MECHANICAL Price 700 gp Usage lock installed, key held; Bulk L (Lock, installed), — (Key) This lock, crafted from mithral and incorporating complex wards, offers superior protection. It comes with a single, uniquely attuned key carved from elderwood. Affixing or removing the lock typically takes 1 minute.
- Superior Ward Lock: The lock requires the Pick a Lock action to bypass with Thievery. The DC for this check is 30. The check suffers a -2 circumstance penalty due to interfering magical wards. Forcing the lock requires a successful DC 30 Athletics check. The lock has Hardness 15, HP 60 (BT 30).
- Alarm Ward: A critical failure on the Thievery check to Pick the Lock, any failure on the Athletics check to Force Open, or if the lock takes 10 or more damage from one source activates its alarm. The lock emits a loud magical ringing (as alarm, 120-foot radius emanation) for 1 minute or until deactivated by the key or destroyed. The alarm can be mentally perceived by designated creatures if attuned via a special ritual (GM discretion).
- Attuned Key: Only the specific elderwood key paired with this lock can open it via a standard Interact action. Other keys fail. Spells like knock can bypass the lock. Replicating the key’s attunement requires powerful magic or rituals.
- Mark of Quality: The obvious expense and craftsmanship grant a +1 item bonus to Diplomacy checks to Make an Impression or Request something when the lock/key set is used to subtly demonstrate status or resources.
- Craft Requirements Requires mithral worth at least 35 gp. Must be master in Crafting and expert in Thievery or Arcana.
Savage Worlds (Adventure Edition – SWADE)
- High-Level Overview: This is high-end security Gear, significantly better than standard locks. It imposes a hefty penalty on Lockpicking attempts and features an unavoidable alarm upon failure or brute force. The attuned key is essential. Its cost reflects its reliability and the status it confers. Ideal for protecting truly valuable assets in almost any setting (magic, weird science, etc.).
- Representation and Mechanics:
- Gear: Steam-Forge Security Lock & Key
- Description: A heavy, ornate mithral lock mechanism (~6 lbs) paired with its unique, finely carved elderwood key.
- Security: Attempts to pick this lock with the Lockpicking skill suffer a -4 penalty. Attempts to break the lock treat it as having Very Heavy Armor (+8 Armor, Toughness likely 14+) against physical damage.
- Alarm Ward: Any Lockpicking roll resulting in a Critical Failure, or any physical attack that fails to break the lock, triggers a loud magical alarm (siren or chime). The sound is easily audible within a Large Burst Template centered on the lock and lasts for 1 minute or until the lock is opened or disabled. Anyone attempting the bypass when the alarm triggers must make a Spirit roll or be Shaken.
- Attuned Key: The specific elderwood key opens the lock automatically (no roll needed unless Distracted/Vulnerable). No other mundane key or tool works. Magic or powers that specifically bypass locks may work (GM call based on Power Trappings).
- Weight: 6 lbs (Lock); negligible (Key).
- Cost: $3,000
- Rarity: Rare (+2)
- Status Symbol: Grants a +1 bonus to Persuasion or Intimidation checks when its security or the wielder’s ability to afford/possess such an item is relevant to the social situation.
Shadowrun (6th World / 6e)
- High-Level Overview: In the Sixth World, high security blends physical toughness, magical wards, and Matrix defenses. This lock represents a top-tier integration of these elements, likely found protecting corporate R&D labs, secure data vaults, or the private sanctums of powerful individuals. The “Mithril” and “Elderwood” components are analogous advanced materials or magically significant substances like Orichalcum. Bypassing it requires a multi-pronged approach.
- Representation and Mechanics:
- Gear: Steam-Forge Integrated Security System (Lock & Key)
- Availability: 18F
- Cost: 65,000 Nuyen
- Description: An advanced security system featuring a reinforced physical lock (Rating 6) made from high-tensile alloys, integrated with magical wards (Rating 5) and potentially linked to a Matrix host. The “key” is typically a unique item like a bio-resonant fob crafted from treated wood or an enchanted token.
- Multilayered Security: Attempts to bypass require addressing multiple layers:
- Physical Lock: Requires an Extended test: Mechanics + Logic [Mental] (Threshold 20, Interval 1 minute). The attempt suffers a -3 dice pool penalty due to magical interference. Brute force requires overcoming significant Structure + Armor ratings (e.g., 12 Structure, 15 Armor).
- Magical Wards: Resists magical bypass attempts (e.g., Unlock spell) with its Ward Rating of 5. May be part of a larger magical security system (Mana Barrier, Watcher Spirits).
- Matrix Security (If applicable): Attempts to hack electronic components require bypassing the associated Host’s security (Firewall + Data Processing) and potentially specific IC (e.g., Patrol, Track, Killer).
- Alarm System: A failed attempt on any security layer (Physical, Magical, Matrix) or substantial physical damage triggers multiple alerts: a loud localized sonic burst (potentially causing Disorientation), a silent Matrix alert to security personnel, and a magical signature flare alerting astral observers or designated guardians. The individual triggering the alarm may suffer magical feedback (Resist with Willpower + Intuition against 6P Stun damage).
- Unique Key: The specifically attuned key (fob, token, etc.) deactivates all security layers simultaneously when used correctly (Complex Action). Duplicating the key requires mastery in relevant skills (Arcana, Mechanics, potentially Cracking/Electronics) and access to rare materials or data, likely representing a significant undertaking or mini-campaign arc.
- Status Conferral: Possession or installation of this system signifies extreme security investment. Grants Edge Boost (1 Edge) on social tests (Intimidation, Negotiation, Etiquette) where demonstrating security, wealth, or access to high-end technology is a factor.
Starfinder
- High-Level Overview: This lock set represents high-level security integrating advanced technology with magical principles, suitable for protecting valuable assets on starships, stations, or planetary facilities within the Pact Worlds or beyond. The materials are advanced alloys and bio-polymers, while the enchantments translate to energy fields and sophisticated electronic/magical countermeasures.
- Representation and Mechanics:
- Hybrid Item: Resonant Lock System (Series 800)
- Level: 12; Price: 36,000 credits; Bulk: 1 (Integrated system components); — (Key Interface)
- Description: An integrated security lock system combining reinforced physical mechanisms, protective energy fields, and a unique resonant key interface (often a handheld device or biometric scanner). Requires power source connection.
- Security Layers: Bypassing involves multiple challenges:
- Physical/Technological Lock: Requires Thieves’ Tools. DC 38 Dexterity or Engineering check to disable mechanical and basic electronic components.
- Warding Field: Protected by an energy field requiring a DC 34 Mysticism or Engineering check to temporarily disable. Failure triggers alarms.
- Computer Interface (Optional): May link to a Tier 4 computer system, requiring DC 32 Computers check to bypass access controls.
- Alarm Suite: Any failed bypass check or significant physical force (attacks must overcome Hardness 25, HP 75) triggers: a loud sonic alarm (600 ft. range) and a silent alert (magical or electronic) to a designated monitor. The tamperer might also be targeted by a minor defensive effect (e.g., nonlethal electrical discharge dealing 3d6 E damage).
- Resonant Key: The specific paired key interface (device, biometric scan) deactivates all layers simultaneously (standard action). Replicating the key’s unique resonance/code requires exceptional skill (DC 40+ checks in relevant fields like Computers, Engineering, Mysticism) and potentially rare components or data fragments. Standard magical bypass spells face increased difficulty (e.g., +5 DC).
- Mark of Affluence: Its presence signals high status and resources. Grants a +2 circumstance bonus on Diplomacy or Intimidate checks when security, wealth, or access control is being negotiated or demonstrated.
Traveller (Mongoose 2e)
- High-Level Overview: In Traveller’s setting, this is ultra-high-tech security, likely TL 14-16, combining advanced materials, sophisticated electronics, potentially gravitic manipulation, and possibly psionic safeguards in specific campaigns. Found protecting state secrets, corporate headquarters, critical starship sections, or ancient artifact vaults. The “key” is likely biometric, psionic, or uses multi-factor electronic authentication.
- Representation and Mechanics:
- Security System: TL-15 Integrated Security Lock
- Tech Level: 15
- Cost: Cr 500,000+
- Description: A multi-spectrum security system for high-value portals or containers. Incorporates hardened materials, advanced electronic sensors (IR, sonic, gravitic), potential energy field deterrents, and requires multi-factor authentication (e.g., biometric + code + temporal key). Requires dedicated power and links to a security network.
- Security Layers: Requires defeating multiple systems in sequence or simultaneously:
- Sensor Spoofing: Electronics (sensors) check (Very Difficult, -4 DM).
- Electronic Bypass: Electronics (computers) check (Formidable, -6 DM) to defeat encryption and access controls.
- Field Disruption (if present): Requires specialized equipment and Engineer (fields) check (Difficult to Formidable).
- Physical Lock: Advanced mechanical/material lock requires Mechanic or Engineer check (Formidable, -6 DM). Structure/Armor ratings extremely high (e.g., Armor 20+, Structure 30+).
- Alarm & Countermeasures: Failure on any bypass attempt triggers layered alarms (silent network alert, localized sonic/visual alert, deployment of defensive systems like gas, stun fields, automated weapons). Unauthorized access attempts are logged and traceable.
- Multi-Factor Key: Requires correct biometric signature(s), rolling electronic codes, and possibly psionic imprint (if applicable) presented via a specific interface device or scan (Interface action). Duplication is virtually impossible without insider access or nation-state level resources.
- Symbol of Authority/Power: Represents the highest level of security. Grants DM+2 to DM+4 on social checks (Administer, Diplomat, Intimidate, Persuade) where control over access, security protocols, or state/corporate power is being asserted.
Warhammer Fantasy Roleplay (4th Edition)
- High-Level Overview: (Assuming WFRP 4e) This represents the pinnacle of magical and mundane locksmithing, likely a unique item or one of very few. Crafted by a legendary Runesmith, an Elven Loremaster, or a consortium of Imperial Engineers and Gold/Light Wizards. Uses Gromril/Ithilmar and magically attuned woods. Its protections are formidable, and the alarm potent. Found guarding treasures of immense power or significance.
- Representation and Mechanics:
- Item: Masterwork Rune-Lock of Unfailing Ward & Key
- Encumbrance: 120+ (Installed Lock); 5 (Key)
- Price: 1000+ GC (Unique item value)
- Availability: Unique / Exotic
- Description: A heavy, exceptionally crafted lock made of gleaming Gromril or Ithilmar, inscribed with multiple potent runes of warding and alarm. The matching key is of polished Weirwood or Star-metal, bearing corresponding runes. Requires significant structural support for installation.
- Impenetrable Warding: Attempts to Pick Lock face an Impossible (–30) penalty, and any Critical Failure triggers the Alarm Rune. Attempts to Force Open also face an Impossible (–30) penalty, and the lock itself is effectively immune to non-magical damage and highly resistant to magical damage (AP 15+, Toughness Bonus +8).
- Thunderous Alarm Rune: Any failed attempt to bypass (Pick Lock, Force Open, failed magical attempt) or significant magical disruption triggers the rune. It emits a deafening magical thunderclap (audible to 200+ yards) AND forces the tamperer and anyone within 2 yards to make a Challenging (+0) Endurance Test or gain 1 Stunned Condition. The alarm rune resets after 1 hour or if deactivated by the key.
- Sole Attuned Key: Only the specific runic key can operate the lock (Interact action). The key itself might be magically protected against scrutiny or duplication (e.g., causes minor magical feedback if studied improperly). Even powerful spells like Open are unlikely to succeed without extensive ritual preparation (GM determines requirements and difficulty, likely Extremely Hard or Impossible).
- Symbol of Ultimate Security: Represents nigh-impregnable security. Grants +2 SL on relevant social tests (Intimidate, Leadership, Charm) when its presence or the owner’s control over it is used to demonstrate absolute security, immense wealth, or connection to legendary crafters.

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One response to “Enchanted Locks and Keys”
[…] Enchanted Locks and Keys: Mithril locks enhanced with intricate enchantments, paired with matching Elderwood keys. These locks provide heightened security for valuable possessions, and their intricate designs have become a symbol of wealth and status. […]