Prison

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003
Unless a community is especially wealthy, the town dungeon will be a single room with a wooden door (Hardness 5, 15 hit points, break DC 18, Open Lock DC 25). The wall chains are average manacles (Hardness 10, 10 hit points, break DC 26, Escape Artist DC 30, Open Lock DC 20). The walls themselves are thin stone (Hardness 8, 60 hit points, break DC 30) or wood (Hardness 5, 40 hit points, break DC 25).
While wall manacles are loose wrist restraints, they are set into the wall at a height designed hold your arms pinned above your head. While you’re held in wall restraints you movement rate is – surprise – reduced to zero. You lose your Dexterity bonus to your AC and take an additional -8 penalty to your AC. You cannot cast spells requiring somatic components or take any action that requires the use of your arms. If you’re a monk and your legs are free, you can still kick anyone who gets close to you; otherwise your options are limited to using skills that don’t require movement, spells that only have verbal components, or making a Strength or Escape Artist check to burst or slip free of your chains. If your legs are also restrained, your AC drops to zero and you’re considered to be a helpless opponent.
In a castle dungeon, you should expect to find a higher level of restraint. The doors will be stronger (Hardness 5, 20 hit points, break DC 23, Open Lock DC 30) and you’ll be held in place with masterwork manacles (Hardness 10, 10 hit points, break DC 28, Escape Artist DC 35, Open Lock DC 20). The walls will be typically be thick stone (Hardness 8, 180 hit points, break DC 40).
The quality of guards will vary a great deal based on the size of the community. A prison in a rustic hamlet might be maintained by a few Foot Soldiers (Human Warrior 1), while the local lord may have Turnkeys (Human Warrior 5) to watch his dungeon.