\'\'introduction:\'\' Why is it that when players plan their attacks, spells or movements, they are done with such precision, but when a Thief picks a lock, it is just another roll of the dice? Not any more! Locks can come to life in any campaign. They can be named and take time to learn and pick. Some tricky locks need special tools, others have extra magical security. Eleven distinct levels of locks are provided. Feel free to add your own notes, create additional locks and amend the figures to suit your campaign.