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  DUNGEON DRESSING: 
  RAGING SWAN PRESS
  CAPTIVES
  OSR
  
  	
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  DUNGEON DRESSING: CAPTIVES 2.0 
  Tired of your dungeons lacking in verisimilitude? Want to add cool little features of interest to your creations but don't have the time to come 
  up with non-essential details? Want to make your dungeons feel more realistic? Then Dungeon Dressing is for you! Each instalment focuses 
  on a common dungeon ﬁxture such as stairs, pillars or pools and gives the harried GM the tools to bring such features to life with interesting 
  and cool noteworthy features. 
  This instalment of Dungeon Dressing presents loads of great captives to add to your dungeon. Designed to be used both during preparation 
  or actual play, Dungeon Dressing: Captives is an invaluable addition to any GM's armoury! 
  C RE DI TS 
  Design: Josh Vogt 
  Development: Creighton Broadhurst  
  Art: William McAusland. Some artwork copyright William 
  McAusland, used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Captives 
  2 
  ..................................................................................................
  Captive Adventurers 
  2 
  .......................................................................
  Joining the Party 
  3 
  .............................................................................
  Merchants and their Train 
  4 
  ..............................................................
  Evil Humanoids 
  6 
  ...............................................................................
  Hooks, Complications & Opportunities 
  7 
  .......................................
  OGL V1.0A 
  8
  .............................................................................................
  OSR
  
  C A PTI VE S 
  Captives are a staple feature of almost every dungeon. No doubt, 
  the dungeon’s denizens have dealt with intruders before—or 
  emerged from their lair in search of slaves, sacriﬁces or food; 
  captives (of all sorts) are the result. 
  CAPTIVE ADVENTURERS 
  Every would-be hero looks rather alike when they’re tackled to 
  the ground, stripped of all possessions and ﬂung into a cell to 
  await judgement, execution or subjection to the cruel whims of 
  their jailor. Use the NPCs below, to portray adventurers rescued by 
  the party. 
  D20
  CAPTIVE
  1
  Nagunt Vromir (LG male human paladin 1) has 
  languished here a long time—long enough for his 
  scraggly black beard to reach his chest and his greasy 
  hair to reach passed his shoulders. Bright blue eyes 
  roll in their sockets before ﬁxing on his rescuers, as if 
  he isn’t used to focusing on faces. The tattered tunic 
  covering his now-scrawny chest has a faded, golden 
  crest emblazoned upon it. Perhaps his captor allowed 
  him to keep this badge of service as a form of 
  mockery. Nagunt mumbles constantly through cracked 
  lips though whether in madness or prayer, it is 
  impossible to say.
  2
  Undel Sprocksten (LG male dwarf ﬁghter 3) gazes out 
  the window of his cell, unchained but obviously not 
  desperate enough to try battering down the door. His 
  huge, scarred hands are clasped behind his back, as if 
  he’s preparing to give a speech. Copper and brass 
  rings are woven into his reddish brown hair and beard, 
  and it’s hard not to imagine him clad in a noble’s garb, 
  rather than the simple grey robe he now wears.
  3
  Oliv Nothuen (NG female half-elf druid 2) is on her 
  hands and knees; her wrists and ankles shackled 
  together. Yet she still ﬁnds the strength to crawl across 
  the ﬂoor, peering at the stones comprising her cell, 
  dragging bloody ﬁngertips through the grooves 
  between each stone. A grungy pelt, the remains of her 
  beloved wolf companion, lies in a corner. She is 
  distraught at her pet’s demise and plots bloody 
  revenge on her captors.
  4
  Anera Kanak (CG female half-orc ﬁghter 3) glares at 
  rescuers from the corner of the cell—which is little more 
  than a cave hewn into solid rock—where she’s been 
  stashed. Thick chains wrap around her equally thick 
  arms, thighs and waist, keep her from moving too far. 
  Her automatic threats diminish to growls and her 
  black-green eyes glint with curiosity as she recognises 
  the characters aren’t her captor. She is a proud warrior 
  and doesn’t take kindly to her rescuers pointing out 
  her predicament.
  5
  Filahn Thorpe (CN female halﬂing thief 3) is apparently 
  asleep, curled up in the middle of the cell. A 
  perceptive character notices, however, the bony 
  halﬂing is listening intently and waiting for the 
  characters to make the ﬁrst move. A soiled shift is the 
  only thing covering her tiny frame, and the blood on 
  her feet reveals she’s been recently beaten or tortured.
  6
  Wollop Thous (N male halﬂing ﬁghter 2/thief 2) looks 
  up in surprise when the cell doors swings open. He’s 
  kneeling on the other side, trying to pick the lock with 
  a piece of straw drawn from the thin bedroll allowed 
  him. A quick grin cuts between his cheeks, and he 
  springs back with easy energy, brandishing the straw 
  as if it were a dagger. Wollop’s captivity has not 
  subdued his zest for adventure and he eagerly joins 
  the party—if properly outﬁtted.
  7
  Jool Thims (N female human wizard 1) has a 
  permanent pout which doesn’t move even when the 
  possibility of escape emerges. Willowy and well-kept 
  despite her imprisonment, she’s grousing about her 
  adventuring partner who tripped her up and ran 
  ahead when they were being chased. When she ﬁnds 
  him again, she has a series of inventive (and painful) 
  punishments in mind.
  8
  Elsar Quindle (CN male elf ﬁghter 1) is bald, with a 
  hawk-like nose and equally predatory eyes. His ﬁngers 
  twitch and drum along the chains binding him, as if he 
  could snap them like a bowstring. A broken arrow sits 
  on the ﬂoor in front of him, just out of reach. The scent 
  of a misty forest, all dew and fresh breezes, somehow 
  clings to him, and his skin has a greenish tint, as if a 
  light layer of moss is growing on it. He craves sight of 
  the sky and leaves the dungeon as quickly as possible
  —even if the party will not escort him to safety.
  9
  Punct Lillisth (LN female gnome cleric 5) moans 
  constantly, a noise which is audible through the cell 
  door. The reason is soon obvious—someone has 
  smashed the poor gnome’s delicate hands with a 
  hammer, ensuring she can’t cast spells. Her face is 
  hidden by her bowed head and long, purple hair, but 
  observers see the teardrops falling to patter her lap 
  and ruined ﬁsts all the same. Punct is in terrible pain, 
  both physical and emotional—she fears she may never 
  be able to commune with her patron again.
  10
  Luthia Mollos (LN female human wizard 3) watches the 
  party with calm, green eyes, their every movement 
  observed and calculated according to whatever 
  formula is being concocted in her mind. A leather strap 
  gags the woman, while her hands are bound behind 
  her back. She wears a many-pocketed robe that has 
  been slashed many times by a bladed weapon, though 
  she appears uninjured. 
  2
  
  JOINING THE PARTY 
  Some of the captive adventurers listed above may offer to join the 
  party. However, all need equipment to do so effectively. 
  Alternatively, the prisoner could offer to become a character’s 
  henchfolk for a year or so as thanks for rescue. Finally, rescued 
  adventurers could become useful contacts able to introduce the 
  party to rich patrons, inﬂuential spellcasters, magic item crafters 
  and the like.  
  11
  Havik Lopsom (LG male dwarf ﬁghter 3) raises bloody 
  ﬁsts, revealing several broken knuckles gained trying 
  to punch through the thick wooden and iron-strapped 
  cell door. His face is mostly hidden by curly black hair 
  and a beard, but the bestial look in his brown eyes is 
  unmistakeable. Stripped to a simple shirt and leather 
  trousers, scars pockmark his face, forearms and 
  practically all his exposed skin. Havik is an aggressive 
  fellow and is particularly vicious and merciless in battle
  —traits at odds with his goodly personality.
  12
  Eda Ripples (LG female halﬂing ﬁghter 2) has 
  scratched out odd charts and diagrams on the cell’s 
  mud-caked walls. The scrawling reaches as far as her 
  chains allow, and pride ﬁlls her clear, grey gaze. (The 
  drawings are astronomical charts, despite her having 
  no way to see the sun, moon or stars during her 
  incarceration). Eda believes the drawings are 
  inspiration from her patron and that they show an 
  upcoming alignment of stars that heralds a 
  momentous event. She does not know if that event will 
  be good or bad. 
  13
  Qualla Uncet (NG female dwarf cleric 1) is kneeling, 
  hands in prayer when the characters discover her. 
  She’s tried to cobble together a miniature altar out of 
  the detritus in her cell: a little mound of mud, straw 
  and stones. Silky brown hair frames her face as she 
  rises and smiles peacefully at the party. “And so my 
  prayers are answered,” she says in a croaking voice.
  14
  Plathe Remoste (CG female half-elf cleric 2) loves to 
  curse. She promises her god’s wrath upon any who 
  don’t immediately free her. She promises her god’s 
  wrath upon her captor as soon as her blessed weapon 
  is restored to her hand. She especially promises her 
  god’s wrath upon the jailor who fondled her before 
  throwing her into the cell. It seems, she has a long list 
  of wrongs to right.
  15
  Indonoste Veruthen (NG male human ﬁghter 4) keeps 
  his face averted, casting his visage in shadow even as 
  the characters study him. The reason becomes 
  apparent with the lift of a lantern or torch, revealing 
  what must’ve been a handsome set of features marred 
  by a nose that’s been sliced off, ears that have been 
  gnawed on, one missing eye, and bloody gouges 
  down his cheeks. Realising the party has noticed his 
  disﬁgurement, he moans, showing his tongue has also 
  been cut out.
  16
  Nok Drithy (CG male human ﬁghter 1) is deep into the 
  twelfth round of a drunken song when discovered. 
  Even if he wasn’t chained to the wall, he appears too 
  besotted to even walk a step or two without help. The 
  stench of him reaches well beyond his cell. When he’s 
  able to focus enough to realise someone else is there, 
  he ﬁxes a snaggle-toothed grin on the party. His eyes 
  are bloodshot. He talks loudly and incessantly—even if 
  the characters are evidently trying to remain silent.
  17
  Asden Xerl (LG male halﬂing thief 3) is ﬂipping a 
  copper coin in the air, laid back and casual despite his 
  situation. With a bored air, he makes little bets on 
  every possible action, such as whether or not the party 
  will leave him to languish, how long it’ll take them to 
  get the door open and chains off him, whether or not 
  the jailor will see him coming before he gets his hands 
  wrapped around the villain’s throat...
  18
  Sindla Bovrelle (LG female gnome ﬁghter 5) sits quite 
  still for a gnome, none of the ﬁdgeting or shifty eyes 
  that characterises many of her kind. She appears 
  possessed of a grim purpose, and solemnly thanks the 
  party for their aid, before they even offer it. Golden-
  haired and amber-eyed, she is one of the noblest-
  looking people the party have ever seen, both in her 
  stature and compose. Her imprisonment does nothing 
  to mute her determined spirit.
  19
  Jikkers Mertun (CN male human ﬁghter 2) booms 
  greetings in a jolly voice the instant he sets his wide, 
  brown eyes on the party. Rotund and plump-cheeked, 
  capture has failed to destroy his positive outlook on 
  life, though there are hollows under his eyes that 
  probably weren’t there before. He pats his belly in 
  anticipation of a good meal to celebrate his release, 
  should the party be kind enough to facilitate such. He 
  knows of a nearby inn where they serve the most 
  delectable roast and foamy beer. Of course, that’s also 
  where the villains responsible for his capture just so 
  happen to lounge about, when not preying on 
  adventurers and innocents.
  20
  Tulla Flavian (CN female gnome illusionist 4) barely 
  misses the lead characters’ head with a bolt of ﬂame 
  when they peek into her cell. Her powers would 
  explain the charred marks all around the walls of the 
  chamber, plus the distinct stench of burnt hair. Her 
  profuse apologies follow, though she’s quick to light 
  another ﬂame on her ﬁngertips just in case the party 
  even think about abandoning her. Green hair and 
  silver eyes give her an oddly reptilian look. She loves 
  setting ﬁres—and sometimes these ﬁres can 
  accidentally or “accidentally” get out of hand. 
  3
  
  MERCHANTS AND THEIR TRAIN 
  When you carry plenty of coin and goods around, it can be 
  difﬁcult to ﬂee quickly when someone decides you need to be 
  locked up. You can hear merchants and their guards moaning 
  leagues away, wondering what their captors are doing to their ﬁne 
  wares and coins while they languish in captivity. 
  D20
  CAPTIVE
  1
  Grenda Tacker (LN female dwarf) was known 
  throughout the land for her ﬁne ales, beers and wines 
  she carted from inn to inn. Unfortunately, dealing with 
  clients who tend to get drunk off her wares made it 
  likely that she’d fall afoul of some ill-tempered brute 
  sooner or later. While her caravan of guards and a 
  private brewer languishes with her in the cells, her 
  captors are getting quite soused off her stock.
  2
  Avul Tilamon (LN male elf) made a good living selling 
  reagents, scrolls and other spell-making and casting 
  supplies to mages, alchemists and other practitioners 
  for years. He was the business end of the venture while 
  his lovely wife used her magical abilities to prove the 
  efﬁcacy of their offerings. Now he’s been beaten and 
  cast into this cell while his wife has gone missing, likely 
  suffering at the hands of their captors.
  3
  Riva Rallery (LG female gnome ﬁghter 2) is a travelling 
  blacksmith lugging around her tongs and anvil to care 
  for everything from broken armour to forging new 
  horseshoes, despite her diminutive frame. A roving 
  band of marauders decided she’d serve their needs 
  well enough, keeping them supplied with weapons 
  and armour. They keep her working the forge to near 
  exhaustion each day. She wants revenge.
  4
  Dasel Ivora (LG female human thief 1) headed up a 
  roaming caravan of tinkers, tailors and traders. 
  Rumours the caravan was a front for spies, though, got 
  them all chained and thrown into the nearest jail for 
  interrogation. It doesn’t help that one of the tailors 
  actually broke during questioning and admitted to be 
  gathering information for an “interested party”. 
  Whether any others are involved is unknown, but Dasel 
  claims innocence.
  5
  Munley Teppel (N male human) is a roguish man with a 
  gaggle of children who help run his baking business. 
  But when a local lord choked on a bit of stale bread, 
  blame was placed squarely on Munley’s shoulders. Of 
  course, he’s never baked anything stale in his life, and 
  he considers this claim an insult to his craft. He worries 
  about his helpers and what has become of them.
  6
  Evrett Agrail (CN male human) owns a gallery of ﬁne 
  art, selling paintings, sculptures and other work by 
  notable artists from across the land. However, while 
  transporting a consignment of art she was robbed and 
  her fellows slain. She is more worried about her lost art 
  than her companions.
  7
  Poda Jummil (LN male half-elf) travelled between two 
  major cities, using her train of pack mules to cart huge 
  loads of goods. But during one such trip, her hired 
  hands decided they’d make more money if they took 
  off with the goods and sold them elsewhere. Poda 
  shortly thereafter fell foul of marauders.
  4
  
  8
  Dizi Maneral (CG female gnome cleric 2) sits in a cell 
  crowded with at least a dozen other gnomes (her 
  fellow engineers). She was captured while surveying a 
  route for a new road. Her captors hold her for ransom— 
  a ransom her employers have no interest in paying. 
  She is despondent and depressed.
  9
  Roppels Quieve (N male halﬂing thief 2) sold 
  numerous maps to would-be adventurers, detailing 
  dungeons and treasure troves throughout the 
  kingdom. While researching a new map that fell into 
  his possession he snuck too far into this dungeon, and 
  was captured. Now the denizens beat him to discover 
  who else he told about the place.
  10
  Hundle Dotor (CN male dwarf ﬁghter 1) loves few 
  things more than a keen blade and the coin he can get 
  for it. Problem is, he wasn’t too fussy about who buys 
  his weaponry. After his latest deal went bad he was 
  incarcerated until he gives up the names of his 
  suppliers. Thus far, he has refused his captors’ 
  demands out of sheer bloody mindedness. 
  11
  Japada Lounk (LE female half-orc ﬁghter 1) has a keen 
  eye for choosing the best of her wares—in this case, 
  slaves. She made good coin in the ﬂesh trade, until she 
  dealt with the wrong band of evil humanoids. They’ve 
  eaten her “wares” and now demand she fetches more— 
  or she’ll ﬁll the pot herself! Japada has had a taste of 
  the helplessness feelings brought on by imprisonment, 
  and she doesn’t like it. 
  12
  Yrellin Onolivus (LG male elf ﬁghter 4) sells pets—exotic 
  pups from lands far away, unhatched eggs he claims 
  are draconic, or trained bats and birds. He had a large 
  group of handlers and trainers to help with the feeding 
  and care of his merchandise during their journeys. 
  When they bumped into a group of fervent druids, 
  though, the nature lovers smashed the cages, freed all 
  animals that could escape and killed many handlers. 
  Yrellin ﬂed into a cave to escape where he fell foul of 
  his captors.
  13
  Brank Deppit (NG male human ﬁghter 3) somehow 
  managed to get a source of cheap healing potions, 
  which he sold to various martial training centres and 
  bands of adventurers. Now, though, he’s being held by 
  a group who are trying to torture out of him his 
  supplier’s identity. He knows that revealing this 
  information will likely spell his death, and so remains 
  tightlipped about the reason for his incarceration. He is 
  desperate for rescue.
  14
  Guinel Counder (NG male halﬂing) sold all manners of 
  powders and potions from his wagon, guarded by a 
  ﬁerce pair of half-orc guards. As it turns out, the half-
  orcs were working with local raiders. They betrayed the 
  hapless halﬂing and left him here to rot. A burning lust 
  for revenge burns in the halﬂing’s breast; if not 
  extinguished the lust for revenge will pull him into 
  darkness.
  15
  Surrel Treyps (N male gnome illusionist 2) believes 
  there’s little more important than a good education. As 
  such, he’s gathered a roving library, wagons and carts 
  full of books and scrolls he took from town to town for 
  sale. He also had a team of scribes accompanying him, 
  constantly copying new texts. One particular town had 
  a nasty run-in with a warlock recently, and have both 
  conﬁscated his scrolls until they can be proven as non-
  magical as well as run Surrel out of town. He then fell 
  prey to the dungeon’s denizens. In prison, he can’t cast 
  any spells and his scribes’ whereabouts are unknown 
  (but he fears the worst).
  16
  Hilda Felks (CG female half-elf cleric 2) inherited the 
  merchant trade from her mother, and has fostered her 
  own family to continue the tradition, with her husband 
  being one of the caravan guards and her children 
  tending the wagons and pack animals. When she 
  shrewdly refused to give a discount to someone who 
  claimed to be an “old family friend” of her mother’s, 
  the client ﬂew into a rage and hired mercenaries to run 
  her out of town. While ﬂeeing she fell into the clutches 
  of a band of raiders and was separated from her 
  husband and children. She is beside herself with worry 
  and begs the characters for help.
  17
  Velluin Prast (NG male elf ﬁghter 2) was once a caravan 
  guard, until the merchant group fell to a band of 
  roving orcs and wolves. He alone survived and 
  managed to get a cart of goods to the next city along 
  the road. There, he set up a new caravan under his own 
  name, which prospered for several years—until 
  someone claimed Velluin was responsible for the 
  ambush that killed his former master. He ﬂed to a 
  nearby dungeon to hide until he could restore his 
  good name. 
  18
  Lika Thodren (LG female human) is a wandering tailor, 
  creating clothes on order, stitching up tattered 
  garments or embroidering ﬁligree on nobles’ robes. 
  She also sells bolts of cloth and ﬁne threads to anyone 
  with coin. Raiders stole her coins and carried her off, 
  but not before burning all her unwanted goods in front 
  of her.
  19
  Kandra Sororis (N female human cleric [Morden] 5) is 
  fascinated with relics, especially magical ones. She had 
  a private museum in a nearby city. While exploring this 
  dungeon in search of more relics she was captured. 
  Her ransom is the choicest item in her museum; thus 
  far she has refused to pay.
  20
  Lenkle Castar (LN male human) is a travelling cook, 
  selling not only herbs, cooking equipment and rare 
  meal ingredients, but also his ﬁne skills to those who 
  appreciate good food prepared by a master’s hand. 
  One particular tyrant has taken Lenkle into custody, 
  setting up a kitchen in the dungeons where the cook 
  slaves away, preparing food for servants, slaves and 
  guards, as well as the tyrant.
  5
  
  EVIL HUMANOIDS 
  Dungeon denizens often argue and ambitious tribal warriors often 
  scheme to slay the incumbent chief. Use these NPCs as renegade 
  humanoids among the captives discovered by the characters. The 
  NPCs below can be of any (dungeon appropriate) race. 
  D20
  CAPTIVE
  1
  Thums Plockett snarls in no discernible language, but 
  his intent is clear enough. He wants death and blood 
  and plenty of it (preferably those of the individual 
  sticking him in this squalid prison). He was captured 
  sneaking into an enemy camp to thieve a bit of food, 
  and his scrawny frame shows how successful he’s been 
  at past such attempts. 
  2
  Ogutt Wensk is drooling on himself, but startles awake 
  at a rough prod. His dumb grin shows blunt, chipped 
  teeth. He seems safe enough, but there’s a feral glint in 
  his eyes. He was imprisoned for accidentally throttling 
  his lord’s favourite concubine to death.
  3
  Lockle Sanchen is always shaking and tossing a pair of 
  dice, and they somehow always wind up rolling the 
  exact numbers he predicts. Perhaps this has something 
  to do with how he wound up beaten and thrown into 
  this cell.
  4
  “Behind You” Vleck is a smooth-talker for sure, starting 
  up an easy stream of patter as soon as the characters 
  arrive. He found himself jailed for trying to steal from 
  his chief. 
  5
  Zeratash the Chained isn’t just chained to the wall, but 
  iron chains are actually embedded in her ﬂesh, 
  apparently for decorative purposes. She smiles and 
  asks if the characters worship the lord of pain. She was 
  locked up for trying to forcibly convert others to her 
  faith—even when they begged her to stop.
  6
  Yullis Meisteral holds a sword hilt with the blade 
  snapped in half. The chains and stones around her are 
  chipped from futile attempts to chop herself free. 
  Jailed for ﬂying into a bloodthirsty rage in the middle 
  of a tribal feast she is destined to have a central role at 
  the next such gathering.
  7
  Luthestrum ﬁngers a string of dried ears hung around 
  his thick neck, and licks his lips as he eyes the 
  adventurers. 
  8
  Darra Flusterval has clawed at the ﬂoor and walls of 
  her cell until her ﬁngers have been worn down to the 
  bone. Despite her agonized whimpers, it’s evident 
  she’ll continue to scrabble for freedom until she 
  bleeds to death. She was imprisoned for trying to 
  assassinate a shaman.
  9
  Ilgithonius the Third haughtily demands freedom, 
  promising riches and wealth beyond imagination. 
  However, he is penniless and does everything in his 
  power to fool the party.
  10
  Mavick Ruckles looks like little more than a mummiﬁed 
  corpse until he twitches and raises his head to gaze at 
  the party with sunken eyes. What could be keeping 
  him alive at this point? Dark rumours of cannibalism 
  surround his incarceration, though he denies them.
  11
  Bosot Tonny hums a jaunty tune and promises to 
  accompany the party as a bard should they free him. 
  He has some musical talent, but his true passion is 
  setting ﬁre to things (and people).
  12
  Ferag Druft speaks in little more than grunts and 
  groans, straining at her chains as if she can pull them 
  from the wall. Her scarred visage bears witness to 
  countless battle. 
  13
  Uila Eddran is not the most gorgeous captive but her  
  jailors evidently found her attractive as they threw her 
  into the cell nude. (Or it could have something to do 
  with her being a bloodthirsty maniac with a penchant 
  for hidden weapons.)
  14
  Oborit Xesuid chatters obscure alchemical formulae, 
  pointing out strange observations and facts that don’t 
  seem related. Whatever his unique approach to 
  alchemy, it seemed effective enough when the various 
  explosions he caused cost the lives of a dozen tribe 
  members.
  15
  Pheldram Polinous doesn’t speak. He just strokes his 
  chin and eyes the party as if they are a particularly juicy 
  cutlet. He is a noble of the tribe ensconced in his own 
  dungeons by his own servants after beating several of 
  them to death.
  16
  Torry Laggums doesn’t like to brag, but he’s the best 
  assassin in the tribe. He tells many stories of his 
  cunning, but is reticent on the method of his capture. If 
  released, he sets about slaying all involved in his 
  imprisonment. As long as the party stay out of his way, 
  he does not offer them violence.
  17
  Creast Ujulit ﬂashes a broad smile, revealing teeth ﬁled 
  to points. A thin, pale tongue pokes out for a moment, 
  but his wheedling voice promises he’s been fed 
  recently. He was imprisoned for eating the tribe’s 
  young, and is wholly and completely without a moral 
  compass of any kind.
  18
  Erasas the Grimy barely appears barely alive behind 
  the skein of ﬁlth covering his skin. He is blamed for 
  bringing disease to the tribe which claimed several 
  lives. He might infect his rescuers.
  19
  Wongle holds out his arms as if offering a hug. He 
  enjoys crushing people to death, and imprisonment 
  has not dampened his enthusiasm.
  20
  Grayser Serﬁl huddles in on himself, hands wrapped 
  around his knees as if he can hide behind his own 
  limbs. His ﬁngers are still bloodstained from clawing 
  open the throat of a rival after an argument over 
  looting rights.
  6
  
  HOOKS, COMPLICATIONS & OPPORTUNITIES 
  Sometimes simply freeing a captive is not enough. Use these 
  hooks, complications and opportunities to enrich (or complicate) 
  the rescue of captives from the dungeon. 
  D20
  HOOK, COMPLICATION OR OPPORTUNITY
  1
  The prisoner wears a rich robe and is obviously well 
  kempt. They promise an enormous pile of gold or 
  jewels or whatever precious items catches the party’s 
  fancy in exchange for freedom. Whether they’ll actually 
  follow through with the promise is anyone’s bet.
  2
  While considering whether to free the denizen of this 
  particular cell, one of the party wanders a bit too close 
  and the prisoners lunge out as far as their chains 
  allowed and grabbed them around throat. Now they’re 
  threatening to choke the character to death or snap 
  their neck if they are not immediately freed. 
  3
  Despite their bruised and puffy face, the torn and ﬁlthy 
  clothes, and the shadows that ﬁll this cell, the party 
  recognize this prisoner. They’ve done business with 
  them before and know them as a reputable and 
  honourable person. How did they end up here? 
  4
  The person or creature in this cell has obviously been 
  starved for weeks. If they are left here, there is little 
  doubt they’ll die within another day or two. Whether 
  they’ve done anything wrong or committed a crime is 
  almost a moot point now. Can they be left to suffer a 
  slow death?
  5
  This prisoner’s face is full of open, weeping sores and 
  the cell stinks of disease and decay. If the party free 
  the disease-riddled prisoner, they may be exposed to 
  the disease.
  6
  As the party consider the many chains wrapped 
  around this unfortunate person, they realize several of 
  the chains are linked to a variety of traps set around 
  the room. Any blatant attempt to free the prisoner 
  triggers ﬁre, acid, falling rocks and other dangers that 
  could kill both the prisoner and the rescuers. 
  7
  This prisoner’s face matches a crude sketch of a 
  person with a hefty bounty on their head. Of course, 
  the prisoner loudly declares their innocence, and 
  vigorously resists being turned over for the bounty.
  8
  The prisoner hollers that they are the real jailer, and 
  that the prisoner has just escaped! The jailer’s master 
  will reward the characters if they recaptured the 
  escaped prisoner. Of course, the “prisoner” will almost 
  certainly try to double cross the party later.
  9
  Arcane symbols on this person’s robe as well as an 
  undeniable air of crackling energy, denotes them as a 
  spellcaster. They have been blindfolded and gagged 
  in order to keep them from casting any magic. They 
  need their magical implements and components to be 
  able to assist the party.
  10
  This prisoner has been placed in a cell without any 
  chains. However, several wild, starving wolves are also 
  in the cell, chained to the walls themselves. The 
  prisoner can only keep to one small corner if the want 
  to escape being torn limb from limb by the beasts. 
  11
  Oddly, when the party start to free this person, they get 
  a wild look in their eyes and begs to be left in chains. A 
  moment later, their eyes clear, and they beg not to be 
  left in chains for a moment longer. 
  12
  The person in this cell is obviously a lunatic, gibbering 
  and foaming at the mouth as they strain at their 
  shackles. They may very well kill themselves from the 
  effort of trying to escape.
  13
  In a weak voice, this prisoner claims they have been 
  poisoned by their captor and will die within the hour if 
  not somehow cured. They offer to guide the characters 
  to a distant treasure (which may—or may not—exist), if 
  they are healed.
  14
  Half a dozen children ﬁll this cell, running about 
  playing a game of tag and acting as if their 
  imprisonment is no big deal. Their laughter is slightly 
  creepy—and a bit forced. All wear ragged clothes and 
  have not eaten properly for days.
  15
  This prisoner is a known, vile criminal, but claims to be 
  in possession of, or have knowledge about, an item or 
  person vital to the success of the party’s quest. They 
  only impart this information when escorted to safety. 
  16
  When the party step into view, or attempt to 
  communicate, the prisoner immediately calls for the 
  guards, telling them to hurry up and arrest the party for 
  attempted jailbreaking.
  17
  If a character enters this cell with the intent to free the 
  prisoner, the door slams shut and locks itself. The 
  prisoner is shortly thereafter revealed to be an illusion.
  18
  The moment a character steps inside the cell to free 
  this prisoner, they reveals the chains keeping him 
  bound to the wall are already unlocked. The prisoner 
  shakes the chains loose and rushes at the character, 
  screaming for blood.
  19
  The prisoner claims to be a follower of the god of 
  vengeance. Free them and received the god’s 
  blessing; leave them, and be cursed forever. If the 
  prisoner is left here, they scream loud curses at the 
  party—perhaps alerting nearby guards to the presence 
  of intruders in the dungeon. 
  20
  The attractive person in this cell claims to be the ill-
  begotten child of her captor, who doesn’t want anyone 
  to know about his illegitimate offspring, but doesn’t 
  have the heart to kill them. The captive has conﬂicted 
  feelings about their captor; they don’t know if they 
  should help the party slay them or betray the party to 
  gain their parent’s love and gratitude.
  7
  
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