The Big House, Con College, Slammer,
Joint, Pokey, Stockade, Brig, or my favorite, the Clink (named for
the sounds that the chains of the prisoners would make), all
euphemisms for Prison. The place you find yourself when it has been
decided that you need to be punished for your terrible actions - or
at least your supposedly terrible actions - and make recompense to
your society. Whether you're guilty or innocent, the forms of your
punishment can be a varied as what you led there in the first place.
While the morality of this can be chewed over for ages, for our
purposes penitentiaries are dungeons, except they're being used for
their intended purpose. Not only is a jail an interesting place to
break out of, it is also an interesting one to break into. There are
plenty of reasons why PCs
would have cause to do either.
This set of tables seeks to give you a wide range of various penitentiaries for use in your game. To use this generator roll 4d8 and consult the results.
| 
    
d8 
 | 
  
    
"So what's the lowdown on this place?" 
 | 
 
| 
    
1-3 
 | 
  
    
Bars, stones, cells and blocks. A typical
   penitentiary. 
 | 
 
| 
    
4 
 | 
  
    
Somewhere desolate and isolated, perhaps the side
   of a mountain or the endless expanse of the steppe. No bars are
   necessary because there's nowhere to go. 
 | 
 
| 
    
5 
 | 
  
    
A slum or segregated area of either an existing
   city or structure, or perhaps one now given over entirely to the
   purpose. The area is walled off and the perimeter guarded. 
 | 
 
| 
    
6 
 | 
  
    
Exile. Prisoners are dropped off on some
   (supposedly) uninhabited island. They're likely still under a
   watchful eye, but it is much smaller than it otherwise would be. 
 | 
 
| 
    
7 
 | 
  
    
This place is more akin to a religious community
   than a true prison. Prisoners are enrolled as initiates and are
   required to go through certain rituals to be released. 
    
 | 
 
| 
    
8 
 | 
  
    
The prison is a labor camp, perhaps prisoners are
   forced to work at various crafts, farm or they're simply on a chain
   gang. 
 | 
 
| 
    
d8 
 | 
  
    
"How about the Cons?" 
 | 
 
| 
    
1-2 
 | 
  
    
This is a place for hardened criminals - thieves,
   murderers, rapists and robbers. The folk here are likely violent
   and skilled in the ways of criminality 
 | 
 
| 
    
3 
 | 
  
    
Debtors, those who owe the powers that be enough
   that they've been thrown in gaol to work off their debts. 
 | 
 
| 
    
4 
 | 
  
    
Political prisoners. Folk who have fallen afoul of
   whatever temporal authority controls the penitentiary. 
 | 
 
| 
    
5 
 | 
  
    
The inmates here are prisoners of war, taken in
   battle or surrender. 
 | 
 
| 
    
6 
 | 
  
    
These souls are the victims of a religious purge
   or inquisition. They could be heretics, or they could be
   worshipers of an entirely other faith. 
 | 
 
| 
    
7 
 | 
  
    
This place was built to house a special kind of
   inmate, Magic-users. It has additional layers of security, of
   course. 
 | 
 
| 
    
8 
 | 
  
    
They're ghosts. This place was meant to shackle
   the souls of condemned beyond the grave as a form of additional
   punishment. 
 | 
 
| 
    
d8 
 | 
  
    
"What are the Hacks* here like?" 
 | 
 
| 
    
1 
 | 
  
    
Vicious and unrelenting, they are a well-paid
   monolith of authoritative violence. 
 | 
 
| 
    
2 
 | 
  
    
Lazy and indolent, they will not notice all but
   the most egregious violations such as murders or escape attempts. 
 | 
 
| 
    
3 
 | 
  
    
They have been utterly co-opted by a criminal
   group; the true masters of this place are whomever you rolled for
   "How about the other Cons?" 
 | 
 
| 
    
4 
 | 
  
    
The guards are prisoners themselves, generally
   those who earned trust through following the rules. The upper
   hierarchy may be normal guards, or perhaps there may be periodic
   checks to ensure that the population hasn't changed. 
 | 
 
| 
    
5 
 | 
  
    
Members of a religious order dedicated to
   punishment or otherwise oppression of criminals and the condemned. 
 | 
 
| 
    
6 
 | 
  
    
The prison is guarded by wild animals and the
   elements. There may be border guards or occasional patrols, but
   they are few and far between 
 | 
 
| 
    
7 
 | 
  
    
There are only a few guards, but they are
   preternatural in some way, ranging from Cerberoi and Minotaur to
   Spirits or Elementals. 
 | 
 
| 
    
8 
 | 
  
    
There aren't any. Some sort of eldritch force
   keeps people here, from a curse to even a form of spell. 
 | 
 
 *: Guards
| 
    
d8 
 | 
  
    
"What kind of help can I get here?" 
 | 
 
| 
    
1 
 | 
  
    
A snitch, with wary eyes and open ears. They're a
   fantastic source of information, but they may also be informing
   others about you. 
 | 
 
| 
    
2 
 | 
  
    
A smuggler, with connections to the outside and a
   means to get things in. Smugglers will do most anything before
   revealing their sources. 
 | 
 
| 
    
3 
 | 
  
    
A tough, frightening and capable of coercing near
   anyone into compliance. 
 | 
 
| 
    
4 
 | 
  
    
A killer, skilled and predatory. Willing to murder
   nearly anyone for the right price. 
 | 
 
| 
    
5 
 | 
  
    
A fixer, with the ears of the administration or
   the guards. They can arrange for the rules to be bent - for a
   favor. 
 | 
 
| 
    
6 
 | 
  
    
A crafter, able to take disparate materials and
   turn them into damn near anything, from weapons to drugs or drink. 
 | 
 
| 
    
7 
 | 
  
    
A kingpin, able to organize other prisoners (at
   least some of them) and to bend them towards their own ends. 
 | 
 
| 
    
8 
 | 
  
    
A seer, priest or other form of magic-user who is
   able to communicate with the outside, or if given the materials
   and seclusion, cast spells. 
 | 
 










