Keys
From Neverend
Keys and locks protect doors, chests, vaults, furniture, and chastity belts. Locks can be picked, which is why they require expert lockmakers with high skill in order to make impossibly hard locks.
Bashing something to unlock it is the same as attacking it, so a bashed door is the same as an attacked door. This is vandalism. Since the material around the door is weak enough to be attacked this way, it's a good idea to use stronger material that can't be bashed so easily.
Metal such as iron and steel, and special alloys, plus reinforcements or additional protection measures will help. This may include deadbolts, more locks, and reinforced materials. Magical doors can also resist specific attacks, and magical locks can resist picking. They are still vulnerable to things that dispel magic, however.
Keys are associated with a specific lock, both key and lock have a unique identifier number. When a lock is destroyed, they key is destroyed. Keys and locks are usually crafted or sold together. Thieves can use lockpicking skill, or they can try to guess the identifier number.
Keyrings act as a bag that contains all keys in one item. The player uses the keyring on a lock, and the lock is opened if the right key exists. Players can add keys by dropping keys on the keyring, but must use the keyring to open it as a container window in order to pluck out individual keys.
Since all locks can be picked eventually, there are additional measures that help provide security.
-Bodygaurds, will stand by an area and attack anyone who messes with a lock, vandalizes, or damages anything.
-Physical traps, these include net traps, forest traps, dungeon traps, and other traps made from materials and skill.
-Magical traps, these include triggers that cast a specific spell or unleash an effect on the target that used the trigger.
Traps can be placed on floors, walls, doors, chests, furniture, etc. The trigger and effect can be in the same place, such as a spike coming from a tile, or poison from an opened chest. The effect can also be in a different area than the trigger, such as a floor tile that activates an arrow from a wall. Forest traps include a ground trigger that activates a net trap or pit trap.
-Cursed items, this includes items laid out in the open that have an ill effect when picked up, or trigger OTHER trap triggers.
-Walls and barriers. This includes fences, cages, iron bars, wooden walls, metal walls, magical barriers, forcefields, glass, glass cases, and rice paper.
-Hiding. Things can be hidden physically in small spaces or unnoticed places. Magical hiding can make things invisible, place them in magical storage, or make an illusion duplicate while the real version is somewhere nearby.
