Bolts, Open Lock and Thief Tools

Thieve's and Sneakiness..

If I was a real thief in a DnD setting.. and was looking at adventuring into the depths of a treasure laden dungeon..here are my answers:

Thieves Kit..includes, among other things:
Small saw, capable of cutting an inside bolt, or a set of manacles a guard put on me.
Slim-jim, capable of manipulated an inside bolt for those cases were locking the door behind me is a good thing.
Various pick and spikes for forcing locks to turn.
Hammer, with a padded striking surface.
5 wax candles.
Wand of Unseen Servant.. for unlatching doors and stuff from the other side.
A couple vials of strong acid for pouring into Amazing Locks.. turning them into Amazing goo :p
.. and if the character is rich.. a Portable Hole (the Warner Brothers variety :lol: )

A well prepared theif can break most natural defenses. A saying I strongly beleive in, for the real world as well as DnD, is that locks exist to keep honest people out...

As to the Rules involved, use an Open Locks skill check and a Move Silently check for sawing the door open. A skill check would be a standard action in combat. The DC would depend on the material and thickness of the latch/bolt. Treat the latch/bolt the same as any other lock, so DC 20 for a simple lock is the same as a small diameter metal bolt, etc..

Now.. if you as the DM want to force a noisy entrance, the latch could be double latched in a manner unreachable from the other side of the door. The DC of such a latch would be 40, same as an Amazing lock.

That being said, and being a player who prefers to play roguish characters.. having an Amazing lock on the door to the pantry is patently silly. Have your defenses make sense. Only the key doors, such as to the outside or treasure vaults, would have major locks built in. Doors latched from the inside, by default, need to have someone on the inside to latch them.

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