Lockpicking & Treasure¶
Tougher creatures drop treasure boxes — containers that are usually locked and sometimes trapped, holding loot scaled to the box's tier. Opening one safely is a three-skill procedure: disarm the trap, pick the lock, open the box.
Boxes¶
A box is a closed (and usually locked) container with tier-rolled contents. Its name follows a [condition] [material] [noun] grammar — e.g. "a scratched cedar chest", "an enruned mithril strongbox". Tier (1–10) drives material, contents, lock, and trap.
Material by tier¶
| Tier | Materials | Container nouns |
|---|---|---|
| 1 | wooden | box, coffer |
| 2 | balsa, poplar, cedar | box, coffer |
| 3 | beech, pine | box, coffer |
| 4 | elm, teak | coffer, strongbox, chest |
| 5 | iron | coffer, strongbox, chest |
| 6 | brass, steel | coffer, strongbox, chest |
| 7 | silver | chest, trunk, strongbox |
| 8 | gold | chest, trunk, strongbox |
| 9 | mithril | chest, trunk, strongbox |
| 10 | mithril/gold/mereglass, enruned | chest, trunk, strongbox |
Tier-10 boxes are always enruned — bound in shifting runes, the magical jackpot, and the only boxes that can carry a glyph trap.
Lock and trap by tier¶
| Tier | Lock difficulty | Lock chance | Trap difficulty | Trap chance |
|---|---|---|---|---|
| 1 | 10 | 46% | 9 | 3% |
| 2 | 20 | 52% | 18 | 11% |
| 3 | 30 | 58% | 27 | 19% |
| 4 | 40 | 64% | 36 | 27% |
| 5 | 50 | 70% | 45 | 35% |
| 6 | 60 | 76% | 54 | 43% |
| 7 | 70 | 82% | 63 | 51% |
| 8 | 80 | 88% | 72 | 59% |
| 9 | 90 | 94% | 81 | 67% |
| 10 | 100 | 95% | 90 | 75% |
Lock difficulty =
tier × 10; trap difficulty =tier × 9. Lock chance =clamp(40 + tier × 6, 0, 95)%; trap chance =clamp(tier × 8 − 5, 0, 80)%.
Working a box — always in order¶
Disarm before you open
Opening, picking, or forcing a trapped, un-disarmed box springs the trap on you. Trap damage routes through the combat death system and can kill.
DISARM <box>(UNTRAP) — defuse the trap.PICK <box>— pick the lock (needs a lockpick in hand), orUNLOCK <box>with the key.OPEN <box>— open it.GET <item> FROM <box>orLOOT <box>(EMPTY) — take the contents.
LOOK/EXAMINE on a box reports its lock state and warns if it may be trapped (the exact type stays hidden until you DISARM), so forcing one blind is a choice, not an ambush.
Step 1 — Disarming traps¶
disarm endroll = DisarmTraps bonus + DEX bonus + (INT bonus ÷ 2) − trap difficulty + d100
Success when endroll > 100.
On success the trap is neutralized; a scarab trap drops out as a lootable gemstone. A clean failure can be retried; a bad failure springs the trap.
Trap roster¶
| Trap | Effect on trigger |
|---|---|
| needle | poison — a small hit plus a bleeding/poison wound |
| acid | direct damage (acid spray) |
| sulphur | direct damage (choking fumes) |
| blade | direct damage (spring blade) |
| flame | direct damage (gout of fire) |
| spark | direct damage + stun (lightning arc) |
| blast | direct damage + stun (concussion) |
| glyph | direct damage + stun (rune backlash; tier-10 only) |
| cloud | room-wide gas — hits everyone present |
| scarab | direct damage; disarming drops a gemstone |
Trap damage =
max(2, trapDiff ÷ 2 + random(0, trapDiff ÷ 3)). Needle poison rate =clamp(trapDiff ÷ 15 + 1, 1, 8). Spark/blast/glyph stun =clamp(trapDiff ÷ 30 + 1, 1, 3)rounds. Trap damage is capped at roughly 70% of the victim's max HP, so a single trap will not one-shot a full-health looter — but can finish a wounded one.
Step 2 — Picking the lock¶
You need a lockpick in hand.
pick endroll = round( (PickingLocks bonus + DEX bonus + AGI bonus ÷ 2) × pickMod ) − max(0, lockDiff − sensed) − mismatchPenalty + d100
Success when endroll > 100.
| Endroll band | Result |
|---|---|
| > 100 | Click! — the lock opens |
| 81–100 | near miss — you sense the lock (sensed rises, easing the next try) |
| ≤ 80 | failure — little learned |
| very low / fumble | the pick may bend (condition −1) or break |
sensedaccumulates from near misses (andANALYZE), lowering effective difficulty — capped at half the lock's difficulty, so a lock always needs a real roll.- Quality mismatch penalty: a pick finer than your skill fights your hand. A pick "expects"
round((pickMod − 1.0) × 20)ranks; each rank short subtracts 1 from the endroll, capped at −40. Don't bring a starsteel pick to a 2-rank character.
Attempt roundtime¶
| Endroll | Roundtime |
|---|---|
| > 200 | 5 s |
| > 160 | 7 s |
| > 130 | 10 s |
| ≤ 130 | 15 s |
Lockpick materials¶
A pick's material sets its modifier (a multiplier on your skill + stats) and scrap value. Fresh picks have condition 12; each bend drops it by one, and a pick at 0 snaps.
| Material | Modifier | Value (silver) |
|---|---|---|
| copper | ×1.0 | 20 |
| steel | ×1.3 | 60 |
| alum | ×1.5 | 150 |
| invar | ×1.7 | 300 |
| wolfram | ×1.9 | 600 |
| kingsteel | ×2.1 | 1,200 |
| deepsteel | ×2.3 | 2,400 |
| mithril | ×2.4 | 4,000 |
| starsteel | ×2.5 | 8,000 |
ANALYZE — sensing a lock safely¶
ANALYZE <box> (ASSESS)
A no-risk read that uses Perception (no pick, no wear). It feeds sensed like a near miss and hints at a trap:
analyze endroll = Perception bonus + (PickingLocks bonus ÷ 2) + INT bonus − max(0, lockDiff − sensed) + d100
Use it to soften a hard lock before committing your picks.
Keys, opening, and looting¶
If you hold the matching key, skip picking:
UNLOCK <box> open with the key
OPEN <box> open an unlocked box
GET <item> FROM <box> take one item
LOOT <box> (EMPTY) dump everything onto the ground
A locked or closed box keeps its contents hidden. Keys follow their box — dropped with it, carried by a keyholder mob, or placed in a room.
Locksmith service¶
The Coldhollow locksmith offers paid help:
OPENBOX <box> pay a fee to have the lock cracked (refuses trapped boxes)
REPAIR <pick> restore a bent or worn lockpick
The OPENBOX fee scales with lock difficulty; the locksmith will not touch an armed trapped box, so DISARM first.
Selling contents¶
Take gems and jewelry to the gemcutter for a premium; coins pocket straight into your silver when you GET them (no selling needed); minor salvage sells for very little. See Vendors & Economy.
GM commands¶
/spawnbox [tier] spawn a random box (tier 1–10, default 3)
/spawnpick [material] spawn a lockpick (copper…starsteel, default steel)
/boxes audit every live box in the world
/debug <box> dump a box's lock/trap/contents vars
See also¶
- Skills & Training — Picking Locks, Disarming Traps, Perception
- Health & Wounds — trap-inflicted bleed and stun
- Vendors & Economy — selling what you find