Keys of Krelner
by Jonathan NolanKrelner, a once-renowned Sage of the underworlds of Mystara, eventually retired to the Broken Spire Keep deep in the Thornwood of the Wild Lands. Once there, he began a new career - as a maker of fine quality locks, keys and keyrings.
A Krelner lock subtracts a percentage from the Thiefly chance of opening said lock as follows:
KRELNER LOCK
MODIFIER
COST of LOCK
COST of INSTALLATION
blackiron
-20%
200gp
20gp
painted iron
-20%
200gp
50gp
painted steel
-36%
500gp
100gp
polished steel
-50%
1240gp
240gp
crystal
-100%
5,000gp
250gp
A blackiron lock is a cold forged heavy lock, set through a door, window frame, portal or chest so as to deny access without an appropriate key. The lock takes 12 hits of damage and is considered AC2 due to strength and size.
A painted iron lock is a cold forged heavy lock, set through a door, window frame, portal or chest so as to deny access without an appropriate key. The lock takes 12 hits of damage and is considered AC2 due to strength and size. What sets this lock apart is that it is painted so as to closely resemble (treat as second level illusion or secret door for detection chances) the material of the surrounding item. Thus a wooden chest with a Krelner painted iron lock would look like a wooden chest with a crude wooden keyhole bored through it.
A painted steel lock is a tempered steel lock, lightweight but very tough, set through a door, window frame, portal or chest so as to deny access without an appropriate key. The lock takes 36 hits of damage and is considered AC1 due to strength and size. What sets this lock apart is that it is painted so as to closely resemble (treat as second level illusion or secret door for detection chances) the material of the surrounding item. Thus a wooden chest with a Krelner painted steel lock would look like a wooden chest with a crude wooden keyhole bored through it.
A polished steel lock is a tempered steel lock, set through a door, window frame, portal or chest so as to deny access without an appropriate key. Due to the near-magical heat-tempered smooth finish and the steel's composition, no acid or corrosive power short of actual magic can destroy the lock. The mirror finish also makes gaze attacks and electricity only half as effective as usual if used upon the lock. The lock takes 40 hits of damage and is considered AC0 due to strength, size and composition.
A blackiron lock is a cold forged heavy lock, set through a door, window frame, portal or chest so as to deny access without an appropriate key. The lock takes 12 hits of damage and is considered AC2 due to strength and size.
A crystal lock is a lock fashioned from magically shaped but not inherently magical clear or opaque crystal studded with purely decorative designs or glyphs. Such a lock can be set through a door, window frame, portal or chest so as to deny access without an appropriate key. Crystal locks can also be set at time of construction so as to be magically voice activated, either by any voice, by a class of people, by a class of beings, or by a nominated list of entities or people. Due to the near-magical faceted finish and the properties of the crystal, no magic can affect or destroy the lock. The crystalline surfaces also make gaze attacks only half as effective as usual if used upon the lock. The lock takes 100 hits of damage and is considered AC0 due to strength, size and composition.
Krelner, as a true artisan, makes all of his keys in the pattern of the legendary Keys of Mysterymoon. This pattern is as follows: a cut out key tongue set into a tiny ball of coloured glass or crystal. Thus the part of the key to be gripped is a decorated crystal or glass ball the size of a golf ball, with the key portion extending outwards from the centre of the spheroid.
Each Krelner lock requires an appropriate key. A key that shares the same relative strength as the lock for which it is intended costs 10% of the price of the lock exclusive of installation per key to be made.
In addition, Krelner makes any number of keys that hold one level 1 or level 2 Mage spell each. These keys typically are useable once per day to cast their spell. Their cost is a matter of the whim of Krelner as he has little interest in making what he sees as crude items of brute force. Cajoling him into making one is sometimes an adventure in itself, it is said.
Krelner Keyrings are magical items able to hold up to thirteen keys each. Each key held as well as the keyring itself are immune from Thievish pickpocketing, as they magically stick to the wearer or person rightfully carrying them.
Krelner equips his friends and relatives with this item but is not known to sell them. Due to the enchantment on the keyrings they are always found on corpses of wearers, the enchantment finally ending only after the person's death.