New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 12 of 12
  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2011

    Default Tweaking some numbers for a prison colony

    My next campaign is going to be set in a prison colony, and I'm trying to decide on a good number for how many people to put there. I'm going off of information about the First Fleet to Australia, which was a ration of about 700 convicts to 200 soldiers, or around one guard for four prisoners.

    Do you think these ratios still work for a fantasy campaign?
    Tier System for Classes | Why Each Class is in its Tier
    PF Optimization Guides Compendium | Extended Signature (Optimization/Conversion/Homebrew)


    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

  2. - Top - End - #2
    Barbarian in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2010
    Location
    Germany
    Gender
    Male

    Default Re: Tweaking some numbers for a prison colony

    Which kind of convicts? Sick beggars and petty thieves? Murderers? Prisoners of war led by a certain Colonel Hogan?

    Where do you intend to keep them? On a rock amidst shark infested waters? In your homeland near a civilian population?

    How much resources are available for moats, walls, guard dogs, laz0r fences, magic etc.?

    Are the prisoners supposed to work or just to be kept in place?

    Can the prisoners expect to be freed when they behave and serve their term or are they to be executed / worked to death in salt mines?
    Last edited by Berenger; 2013-06-30 at 05:19 AM.

  3. - Top - End - #3
    Troll in the Playground
     
    Imp

    Join Date
    Jul 2008
    Location
    Sweden
    Gender
    Male

    Default Re: Tweaking some numbers for a prison colony

    Depends on the setting, is it high fantasy or low fantasy or some middleground fantasy? Basically, is magic used in the prison? Is it medieval or bronze age or enlightenment age or modern? (or sci-fi fantasy AKA Star Wars)
    Black text is for sarcasm, also sincerity. You'll just have to read between the lines and infer from context like an animal

  4. - Top - End - #4
    Orc in the Playground
     
    PaladinGuy

    Join Date
    Feb 2012
    Location
    Poland
    Gender
    Male

    Default Re: Tweaking some numbers for a prison colony

    Do you have a magical equivalent of an explosive slave/prisoner collar? http://tvtropes.org/pmwiki/pmwiki.ph...ExplosiveLeash

    If so, the number of guards can be greatly reduced.

  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    Nov 2011

    Default Re: Tweaking some numbers for a prison colony

    Quote Originally Posted by Berenger View Post
    Which kind of convicts?
    Excellent question. They run the gamut from petty thieves to serial killers. They are to be kept in a forest well from any population centers; it's feasible that a prisoner could escape and run for around 2 weeks and get to civilization, but considering the danger of the forest...

    This takes place in Eberron; not much chance of guards or moats, but magic is definitely on the table. The prisoners are being used to rebuild a ruined city (no one has lived there for ~100 years, but the stone foundations are still solid). The prisoners can expect to be freed if they survive.

    Quote Originally Posted by Mastikator View Post
    Depends on the setting
    I probably should have specified Eberron XD. Definitely high-magic setting

    Quote Originally Posted by Bulhakov View Post
    Do you have a magical equivalent of an explosive slave/prisoner collar? http://tvtropes.org/pmwiki/pmwiki.ph...ExplosiveLeash

    If so, the number of guards can be greatly reduced.
    Not quite that extreme, but I do have bracelet/manacles that can easily be tracked with scrying magic.
    Tier System for Classes | Why Each Class is in its Tier
    PF Optimization Guides Compendium | Extended Signature (Optimization/Conversion/Homebrew)


    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

  6. - Top - End - #6
    Banned
     
    GreenSorcererElf

    Join Date
    Jul 2013
    Location
    the u.s
    Gender
    Male

    Default Re: Tweaking some numbers for a prison colony

    what country or countries are said convicts from?

  7. - Top - End - #7
    Bugbear in the Playground
    Join Date
    May 2012

    Default Re: Tweaking some numbers for a prison colony

    It'd depend on the prisoner's are they all mundanes? if they are, will any of them be level 10 or higher? what level are the prison guards supposed to be? will the prison guards only be mundanes?

    What do you mean the danger of the forest?
    Call me Crazy

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Nov 2011

    Default Re: Tweaking some numbers for a prison colony

    Quote Originally Posted by SolarEdge View Post
    what country or countries are said convicts from?
    Almost every country but Cyre, mostly from Aundair, Karnath, Breland, and Varisia.

    Quote Originally Posted by Crazyfailure13 View Post
    It'd depend on the prisoner's are they all mundanes? if they are, will any of them be level 10 or higher? what level are the prison guards supposed to be? will the prison guards only be mundanes?

    What do you mean the danger of the forest?
    Prisoners are mixed mudane and magical, mostly 5th level and below. Strong prisoners are recruited to keep others in line. Prisoner guards are mostly Warrior 5ish, but there are many specialized prison guards.

    Dangers of the forest: Standard forest dangers (animals, difficulty sending messages), standard magical forest dangers (magical beasts, unfriendly fey [not known yet - they've been laboring under the assumption that the fey in the area are friendly], plant monsters), the undead former inhabitants of the city (suspected, but not known) plus Lovecraftian horrors that serve a demigod of darkness, ice, and corruption [not known].
    Tier System for Classes | Why Each Class is in its Tier
    PF Optimization Guides Compendium | Extended Signature (Optimization/Conversion/Homebrew)


    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

  9. - Top - End - #9
    Bugbear in the Playground
    Join Date
    May 2012

    Default Re: Tweaking some numbers for a prison colony

    Well I'd say to to go with a guard ratio like this:

    2 Mundane prisoner: 1 guard

    1 Magical Prisoner: 2 Guards

    Any Prisoner over fifth level should have another three guards

    Since it seems like there is at least enough dangers that the prison owner should know about it wouldn't be more then that, since even if they escape they wouldn't likely live.

    Also you should probably have a Priest (Cleric) To heal anyone who gets wounded and do rites for the dead. Plus a Scholar (Wizard) to study the ruins.

    and I don't know much about Eberron, but it's in the time period where they'd probably have a torturer, which could be useful as a higher level guard incase of escapees, have him be like a level 7 Ranger with a hunting dog or wolf to track em' down.

    Then maybe a level 7 fighter for the Warden.

    Hope this helps.

    EDIT: Oh yeah, you should also double the number of guards you'd need for a night shift and day shift.
    Last edited by Crazyfailure13; 2013-07-18 at 12:00 AM.
    Call me Crazy

  10. - Top - End - #10
    Ogre in the Playground
     
    Lord Vukodlak's Avatar

    Join Date
    Nov 2007

    Default Re: Tweaking some numbers for a prison colony

    Quote Originally Posted by Crazyfailure13 View Post
    Any Prisoner over fifth level
    Should have a Geas placed on them to make them act like guards.
    Nale is no more, he has ceased to be, his hit points have dropped to negative ten, all he was is now dust in the wind, he is not Daniel Jackson dead, he is not Kenny dead, he is final dead, he will not pass through death's revolving door, his fate will not be undone because the executives renewed his show for another season. His time had run out, his string of fate has been cut, the blood on the knife has been wiped. He is an Ex-Nale! Now can we please resume watching the Order save the world.

  11. - Top - End - #11
    Orc in the Playground
     
    HalfOrcPirate

    Join Date
    Nov 2009
    Location
    Marburg, Germany
    Gender
    Male

    Default Re: Tweaking some numbers for a prison colony

    Quote Originally Posted by Crazyfailure13 View Post
    Well I'd say to to go with a guard ratio like this:

    2 Mundane prisoner: 1 guard

    1 Magical Prisoner: 2 Guards

    [...]

    EDIT: Oh yeah, you should also double the number of guards you'd need for a night shift and day shift.
    At that point, using the prisoners for labor is just not efficient anymore. The magical and high-level ones should be locked up elsewhere with security measures in place that require less guards to watch over them. I'd prefer a real prison in more open terrain (desert or an island) and keeping a well-trained hunting party with flying mounts and magic support on hand. At the very least.
    But I assume that's not an option for you since your players are some of these high-level prisoners. In that case I'd suggest a subterranean "prison camp", maybe somewhere in the old city's sewers. That way you can probably cut down on guards a lot as long as you don't have all of them out at the same time - and in case of a revolt, they'd have the last resort option of collapsing the exits.
    Spoiler
    Show


    Want a generic roleplaying system but find GURPS too complicated? Try GMS.

  12. - Top - End - #12
    Ogre in the Playground
    Join Date
    Nov 2011

    Default Re: Tweaking some numbers for a prison colony

    Quote Originally Posted by Lord Vukodlak View Post
    Should have a Geas placed on them to make them act like guards.
    I like this idea for some of the NPC guards, but as Autolykos guessed, the PCs are going to be some of these guard/prisoner combos.

    Quote Originally Posted by Autolykos View Post
    At that point, using the prisoners for labor is just not efficient anymore. The magical and high-level ones should be locked up elsewhere with security measures in place that require less guards to watch over them. I'd prefer a real prison in more open terrain (desert or an island) and keeping a well-trained hunting party with flying mounts and magic support on hand. At the very least.
    But I assume that's not an option for you since your players are some of these high-level prisoners. In that case I'd suggest a subterranean "prison camp", maybe somewhere in the old city's sewers. That way you can probably cut down on guards a lot as long as you don't have all of them out at the same time - and in case of a revolt, they'd have the last resort option of collapsing the exits.
    Well, this is kind of the "big reveal" of the campaign, but the point of the prison colony

    Spoiler
    Show
    isn't really to found a city. It's an offering of hundreds of living people as a ransom payment to the wicked fey of the forest, who kidnapped all the children of the "real" settlement - a group of Cyran refugees. Notice how I said none of the prisoners are Cyran?

    The "sponsor" of the both the prison camp and the Cyran colony is also worried that the fey will try to break the deal (completely astute), so putting some powerful prisoners that might be able to fight back on their own is part of her insurance policy. She hasn't told her contractors about the real reason behind the colony.


    Flying mounts will definitely be on hand (House Vadalis would be easy enough to buy from), plus many of the guards are from Droaam, so there's at least one flock of harpy guards. House Tharashk is running most of the operation, so they're extremely effective at tracking down runnaways (what with locate object+the cuffs and locate creature for higher leveled ones).

    With regard to the tunnels, that's a great idea. There's actually a mine, so maybe that's where the worst prisoners go, with the collapse as a safeguard.
    Tier System for Classes | Why Each Class is in its Tier
    PF Optimization Guides Compendium | Extended Signature (Optimization/Conversion/Homebrew)


    Quote Originally Posted by CTrees View Post
    Knowledge (local) being trained only, and not a class skill for many classes, means that your average human may well not be able to identify other humans! This may explain the exceptional quantity of half-human hybrids.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •