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Writer's pictureDevon Thurgood

Ashfall Prison


Ashfall Prison is a pretty standard Prison map for Dungeons and Dragons. To their own fault, many dungeon delving parties often find themselves in prison, necessitating an escape, or perhaps there is an important person held within the prison, who is the only one that can give the party a certain piece of information they need for their next quest. Whatever the case, Ashfall Prison is a versatile map you can stick pretty much anywhere in your world, be in on a deserted island, or an urban city.


Ashfall Prison isn't the friendliest place to spend your incarceration. The monotony of life in Ashfall Prison has been known to drive some people mad. Prisoners are never allowed to roam outside, and as a result, prisoners will go their entire sentences without a breath of fresh air.


 

Among the denizens of the dungeons and dragons universe, there are many people who have the capability to wield magic. How do you imprison a person who has the power to blink through walls, or teleport? Ashfall Prison has taken measures to prevent such escape attempts. Every prisoner is forced to wear a pair of Dimensional Shackles, a magic item in the D&D universe bearing the following description:


You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.


This magic item will ensure that escape is no easy attempt, however, the shackles carry with themselves a weakness. The player may be able to meat the DC 30 athletics check and break free, allowing them an opportunity to escape, but if a guard spots a prisoner without shackles, there will surely be consequences.


Even if a prisoner is able to break free from the Dimensional Shackles, they'll likely be disappointed to find that their magic still nullified. There is an anti-magic field that covers Ashfall Prison. It emanates from the Anti-magic Field Generator depicted on the map. The Anti-magic Field Generator is a sort of nexus that produces an anti-magic field for twenty-two hours a day, between 12:00 AM to 10:00 PM. At 10:30 PM, an artificer will arrive at the prison. by 11:00 PM, he will begin a ritual spell that uses the nexus as it's focus. This ritual empowers the nexus to generate it's anti-magic field. The nexus itself can take the form of a stone obelisk, a large crystal, or a large copper tesla coil. It has an HP of 40 and a damage threshold of 10. This is not common knowledge to the prisoners, but it might be possible to learn this from a particularly informed prisoner, for the right price.


 

Inside the Warden's Office can be found a magic key that can remove the Dimensional Shackles. The Contraband Vault inside the Warden's Office is where contraband items will be taken after being found in a prisoner's possession. If an item is particularly dangerous, it will be then taken to vault outside at the end of the day. Outside, there is a vault containing the belongings that a prisoner had on them at the time of their arrest. This is where escapees will have to go to reclaim any items they had on them at the time of their arrest, including equipment, weapons, armor, spellbooks, and magic items.


The prison has 14 regular cells, and a large, circular, solitary confinement cell in the middle of the prison. This cell can be used to isolate prisoners as punishment for causing trouble, or as an extra-secure cell for especially-dangerous prisoners.


Many guards carry keys that will work in the prison, but no particular guard carries every key. The color of the doors on the map indicate which key is required to open. For example, one key can open every blue door on the map, but it cannot open the red door leading to the kitchen.

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