TEXT:  
  writing Jeff Gomez
   
  editing Felipe Real
   
  color art Phil Stone
   
  layout Xanditz
  Anatomy of a
  Prisons are a staple of fantasy storytelling, and a good jail break  
  always gets the PCs’ blood pumping. Use the following tables to generate 
  an intriguing and memorable prison.
  Prison
  EN World EN5ider | Anatomy of a Prison
  
  Protection & Escape
  Many fantasy prisons are so much more than 
  simple cells and guards. Use the following table to 
  generate a means of protection and possible way 
  of escape. For high security prisons, roll more than 
  once. Choose one or roll a d12.
  1.
  Blast Collars. Each prisoner is equipped with
  a blast collar, set to detonate if the prisoner
  escapes. Escape: Removing blast collars is tricky
  without the right tools. But maybe somebody in
  the prison has the expertise? Alternatively, shut
  down the system that detonates the blast collars.
  2.
  Brick and Mortar. Sometimes, the simplest
  methods are the best. Guards patrol hallways
  of cells, and either let the prisoners go into the
  dining areas or bring food to them directly.
  Escape: Over the course of months, a prisoner
  may dig an exit beneath their cot or behind a
  poster. However, the route must be hidden from
  regular inspection at all times.
  3.
  Creatures. Terrible creatures guard this prison.
  Usually of some base intelligence, they realize
  that any escapees must be returned or eaten.
  Escape: The creatures are dangerous, but they
  are not smart. It is best to determine their
  weaknesses and then take advantage of it.
  4.
  Deep Underground. The walls of this prison are
  solid rock thousands of feet thick. This prison
  is so far underground that most conventional
  means of escape simply won’t work. Escape:
  Teleportation or digging are the only way out.
  Stone shaping magic is extremely useful, though
  it may take months to craft an exit. Alternatively,
  try to navigate the tunnel through which the
  guards arrive, though this can be blocked off at a
  moment’s notice.
  5.
  Floating. When you are high in the sky, the only
  place to go is down. This prison floats in the
  high atmosphere, and any winged prisoners lose
  their flying limbs upon arrival. Guards arrive
  through teleportation or flight. Escape: Prisoners
  should build their own hang gliders, capture
  flying creatures or cast flying magic.
  6.
  Force Field. The outer wall of this prison is made
  from arcane energy. An immense force field
  surrounds the prison grounds in their entirety.
  Escape: Enough force can destroy a force field,
  but there may be easier ways out. Prisoners
  should seek out and disrupt the source of the
  field (a meditating yogi, power crystals or an
  enchanted tome, for example).
  7.
  Hostage Situation. This prison has no locks
  and no keys. It may simply be a village on the
  border. However, each citizen knows that if
  he leaves, his captors will murder a loved one
  (either kept in a separate prison or completely
  unaware of the danger). Escape: Each escape
  must also be a rescue mission. A prisoner must
  reach his hostage and flee before the authorities
  catch on. It is either that or getting their freedom
  by losing a loved one.
  8.
  Illusory Town or Pocket Dimension, The
  prisoners live in a simple town which is
  actually an illusion or a pocket dimension. This
  town provides everything the prisoners need,
  including ample distractions from the truth of
  the situation. Some towns are terrible places,
  but most are pleasant. Some prisoners may
  have no idea that this is not reality. Escape:
  Wizards who craft such prisons usually leave
  emergency escape routes hidden by passcodes
  or invisible passages. The trick is understanding
  the creator well enough to find these safeguards.
  Alternatively, if the condition of the town
  deviates far enough from its original state, then
  it may fall apart completely.
  9.
  Island. This prison is on an island in the middle
  of the ocean.  Escape: Once a prisoner gets past
  the more traditional defenses, they have water
  to contend with. Swimming is usually not an
  option, so prisoners must build makeshift rafts
  and then hope for the best.
  10. Labyrinth. The prison is at the heart of an
  immense maze, often complete with traps
  and monsters. Such prisons are prohibitively
  expensive, so are usually repurposed from
  EN World EN5ider | Anatomy of a Prison
  
  minotaur’s lairs or other dungeons. The 
  prisoners are teleported into the center of the 
  labyrinth to fend for themselves and supplies 
  are regularly teleported in. Escape: The only 
  way out is to play or break the game. Prisoners 
  should collaborate with their peers to slowly 
  draw a map of the prison.
  11. Sentient Prison: The prison itself is alive. It
  is either an organic creature or it has been
  animated by supernatural means. This prison
  keeps careful watch over its occupants, but may
  be somewhat limited in its ability to directly
  influence them. Escape: Prisoners have a few
  options when dealing with a sentient prison.
  All sentient prisons have a blind spot, and it
  may simply be a matter of finding the correct
  route out (through vents, for example). Most
  sentient prisons have a central brain which can
  be destroyed. And some sentient prisons can
  simply be convinced of the error of their ways.
  12. Sleep Containment. Prisoners who check into
  this prison are placed into permanent sleep
  or time stasis, and are then stored like books.
  Escape: Escape from a sleep containment prison
  is virtually impossible.
  A prisoner must rely on
  incompetence from the
  guards or a prison break
  from the outside world.
  In addition to the security 
  measures detailed above, 
  most well equipped fantasy 
  prisons block teleportation 
  magic.
  One method of escape is 
  available in every prison 
  with guards: find out how 
  the guards get in—and 
  out—and copy that. This 
  may involve a mass prison 
  riot, disguises or simple 
  stealth. However, the guard 
  passageways are often the 
  most thoroughly protected in a prison, so other 
  options should be explored. 
  Atmosphere
  The quality and mood of a given prison varies 
  dramatically from facility to facility. Choose one or roll 
  a d6.
  1.
  Chaos. The prisoners are unruly and the halls
  ring with the sound of angry screams. Made
  tired and cruel by the endless racket, the guards
  never let the prisoners out of their cells.
  2.
  Filthy. Blood, feces, and dirt streak every surface
  of this foul-smelling place. Water (or something
  else) drips endlessly.
  3.
  Incompetent. The staff is poorly trained and
  easily corruptible. Prisoners openly mock them
  and prison breaks are not uncommon.
  4.
  Resigned. Both guards and prisoners have
  reached an unspoken understanding. They are
  both in this for the long haul and, accordingly,
  they try to make the best of a bad situation.
  Friendships can even form between members of
  the two groups.
  EN World EN5ider | Anatomy of a Prison
  
  5.
  Sterile. This prison is quiet, clean, and orderly.
  Prisoners sit in dejected silence through all
  activities and guard routes are meticulously
  planned and followed.
  6.
  Tyrannical: The prisoners have been beaten into
  submission by horrific guards. These guards
  take every pleasure in torturing and taunting
  their captives.
  Guards & Leverage
  Most prisons have guards to take watches, escort 
  prisoners, and respond to emergencies. All guards 
  can be subjected to some sort of leverage based on 
  their personality. Choose one or roll a d6.
  1.
  Cety tries to get along with the prisoners, but is
  mocked behind his back. This wimpish fellow
  thinks he can mingle with the rabble. Leverage:
  Cety is a coward and can be intimidated with a
  simple display of strength of any kind.
  2.
  Dainarv constantly smirks and takes great
  pleasure in bullying weaker prisoners and
  guards alike. Leverage: Dainarv actually should
  be in a cell, but nobody knows the truth of his
  misdeeds. Blackmail might be an option here.
  3.
  Fisinder is portly and sweats through his armor.
  A blunt scar on his forehead indicates that he
  suffered some kind of brain damage. Leverage:
  Fisinder can easily tricked by even the simplest
  ruse.
  4.
  Gorguy is extremely lazy. Slow and obnoxious,
  it’s a wonder that the prison staff keeps him at
  all. Leverage: Gorguy is always looking for the
  easy way out. If a prisoner can offer him riches,
  he will take them.
  5.
  Hammond is a tall and lithe, with dark hair and
  sharp features. He is quiet, but can be extremely
  cruel. Leverage: Hammond has a penchant for
  hard drugs.
  6.
  Tigsman is a down on his luck adventurer with
  better things to do. He wears non-regulation
  armor and shows off. Leverage: Tigsman will
  exchange almost anything for a lead into a
  fascinating quest.
  Prisoners
  You meet the most interesting people in prison. 
  Just don’t forget: they are all in there for a reason. 
  Choose one, or roll a d6.
  1.
  Dobar is a slow, pudgy, and happy fellow.
  From his constant dull smile, you would
  never suspect he massacred almost his entire
  town. Nobody knows why, and Dobar is
  only confused when the topic is brought up.
  Guilty of: mass murder.
  2.
  Ethes Finchley is a babbling ex-priest who
  awakens screaming in the middle of most nights.
  His ramblings got him thrown out of the church
  and into prison. Guilty of: heresy.
  3.
  Gauwalt has been in here so long that even the
  guards don’t know his crime. The normally
  sunny old man refuses to speak on the issue.
  Guilty of: an unspeakable crime.
  4.
  Indrig knows that he got unlucky. He
  accidentally pickpocketed a wealthy duke and
  wound up with an inflated sentence. Indrig is
  constantly hatching escape plans, but needs a
  few allies to make it out. Guilty of: thievery.
  5.
  Osbec is a scowling, holier than though ex-guard
  captain who thinks he doesn’t belong in here. In
  truth, he doesn’t. He was frame by a rival who
  wanted his position. Guilty of: corruption, but
  he is actually innocent.
  6.
  Symath doesn’t understand why adultery is a
  crime. He loved the woman, and the woman
  loved him. And why is he in jail while she goes
  free? Guilty of: adultery.
  EN World EN5ider | Anatomy of a Prison
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 155 - Anatomy of a Prison.pdf