Historic dungeon apparatuses generally fall into three distinct operational categories: mechanical traction, anatomical constraint, and thermal or sensory trauma. In a tabletop RPG context, running these items effectively requires moving away from simple "instant death" saves or basic hit-point attrition, framing them instead through progressive physical debuffs, escape mechanics, and lasting lingering injuries.
The Devices
The Rack (Mechanical Traction) A rectangular wooden frame elevated slightly off the floor, equipped with a windlass or ratcheting roller at one or both ends. Wrists and ankles are bound with raw leather cuffs attached to chains or hempen ropes. As the levers turn, the body is forced into severe hyper-extension, causing progressive ligament tears, joint dislocation (primarily shoulders and hips), and eventual spinal separation.
RPG System Rules:
Operation: Operates on a turn-based tension track (Tension Level 1 through 4). An operator must spend an action turning the lever, requiring a successful DC 12 Strength check to notch the ratchet.
Progression: At Tension 1, the victim takes 1d6 bludgeoning damage and suffers disadvantage on Dexterity ability checks from overextended muscle fibers. At Tension 2, they take 2d6 bludgeoning damage and their movement speed is halved until they complete a full week of medical rest. At Tension 3, shoulder or hip joints pop: 3d6 damage and one limb becomes useless (cannot hold items or walk without crutches) until targeted restoration magic is applied. Tension 4 shatters the spine, imposing permanent paralysis.
Counterplay & Escape: A pinned character can attempt a DC 20 Dexterity (Acrobatics) check to slip the oiled cuffs before Tension 2, or a DC 22 Strength (Athletics) check to violently snap an aged wooden spar. An outside ally can cut the ropes (AC 11, 10 HP, slashing damage only) or smash the ratchet mechanism (AC 15, 15 HP, vulnerable to bludgeoning).
The Scold's Bridle / Iron Gag (Anatomical Constraint & Mutilation) An iron cage fitting tightly around the head, secured at the nape by a padlock. Its defining feature is the brank: a flat, spiked, or barbed iron plate that projects directly into the victim's mouth, pressing down firmly against the tongue. Any vocalization, swallowing, or violent head movement forces the metal barbs into the tongue and palate.
RPG System Rules:
Operation: Requires the target to be incapacitated, paralyzed, or restrained by at least two creatures during a 2-round application procedure.
Progression: The victim cannot speak or cast spells requiring verbal components. Whenever the victim attempts to vocalize, cough, or shake their head, they take 1d4 piercing damage and must make a DC 13 Constitution saving throw; on a failure, their mouth floods with blood, causing them to begin choking until they clear their airway with an action.
Counterplay & Escape: The bridle is fastened by an external lock (DC 15 Thieves' Tools check to pick) or iron hinges (AC 19, 20 HP). The wearer cannot pick the lock from within. Attempting to pry it off by brute force without picking the lock requires a DC 24 Strength check and inflicts an automatic 2d6 slashing damage to the wearer's jaw.
The Brazen Stool / Iron Chair (Thermal Trauma) A heavy iron chair studded with sharp brass or iron ridges across the seat, backrest, and armrests. Victims are held tight against the points by screw-tightened iron collars and bands across the thighs, chest, and arms. A brazier, iron pan of live coals, or oil burner is slid directly into a compartment beneath the seat, slowly superheating the metal plating.
RPG System Rules:
Operation: Fastening the clamps requires 1 full minute on a subdued victim. Once live coals are slid underneath, the chair takes 2 rounds to reach operational temperature.
Progression: While locked in, the studs inflict 1 point of piercing damage per round to keep the victim grounded. Once the iron is hot, the victim takes 2d6 fire damage at the start of each of their turns, and their armor class decreases by 1 every 3 rounds if wearing non-magical metal armor as it welds to their gear. If subjected to this for more than 5 consecutive rounds, the victim must succeed on a DC 14 Constitution save or incur a level of Exhaustion from severe thermal shock and smoke inhalation.
Counterplay & Escape: An outside rescuer must extinguish or kick away the fire pan (DC 11 Dexterity check or improvised attack) to stop the heating process. The screw clamps require three distinct actions to loosen manually, or an action with a heavy tool like a crowbar (DC 16 Strength check) to bend an arm bracket free.
The Strappado / Cord Gallows (Suspension Trauma) A deceptively simple apparatus consisting of a heavy iron pulley anchored into a high stone ceiling beam, threaded with oiled rope. The victim’s hands are bound tightly behind their back, the rope is secured to their wrists, and they are hoisted off the floor so their entire body weight hangs suspended by backwards-rotated shoulder joints. Interrogators often drop the victim several feet on a slack line, suddenly locking the rope to jerk the joints out of socket.
RPG System Rules:
Operation: Raising the victim requires one creature hauling the rope (or securing it to a wall cleat). A "drop" can be executed once per round as an action.
Progression: Hanging passively imposes the Restrained condition and inflicts 1d4 bludgeoning damage every 10 minutes from nerve compression and respiratory distress. If dropped and jerked, the victim must make a DC 15 Constitution saving throw. On a failure, both shoulders dislocate: the victim takes 3d8 bludgeoning damage, drops anything held, and has their Strength score reduced by 4 until the bones are manually reset with a DC 14 Wisdom (Medicine) check.
Counterplay & Escape: The suspension rope can be targeted by ranged attacks or thrown daggers (AC 11, 5 HP). If cut, the victim takes standard falling damage based on their current height above the stone floor. Slicing the wrist bindings while suspended requires a DC 18 Dexterity (Sleight of Hand) check using a concealed blade.
Universal Interrogation Mechanics
To integrate these items into social encounters or interrogation sequences without turning the game into a pure damage race, run them as a contest of resources and resolve:
The Threshold of Resolve: Set the subject's Resolve pool equal to their
Hit Dice + Constitution modifier + Wisdom modifier.Interrogation Rounds: Each round or hour of torment demands an interrogation roll (Intimidation or Medicine vs. Insight or Constitution). A failure on the victim's part deducts 1d4 to 1d8 Resolve points, depending on the severity of the device. When Resolve hits 0, the subject breaks and provides information, though there is a 50% chance false or hurried confessions are given simply to stop the pain.
Lingering Wounds: Characters who survive significant time in these apparatuses rarely walk away with simple hit-point losses. Roll on a lingering injury table (or impose disadvantage on physical ability checks tied to the targeted body parts) that persists until targeted healing spells of 3rd level or higher (such as Lesser Restoration or Regenerate) are administered.
Lingering Injury Table (d20)
Trigger this table whenever a character drops to 0 Hit Points from massive physical trauma, sustains a critical hit that deals more than half their maximum HP, or suffers catastrophic failure inside a torture or traction apparatus.
| d20 | Injury | Mechanical Effect | Recovery / Treatment |
| 1 | Ruptured Organ / Internal Bleeding | At the start of each combat turn, take 1d6 necrotic/internal damage. Cannot regain hit points from short rests. | Requires surgical intervention (DC 15 Medicine check during a long rest) or magical healing of 4th level or higher (Heal, Regenerate). |
| 2 | Shattered Knee / Crushed Foot | Base walking speed is halved. Cannot take the Dash action. Disadvantage on Dexterity saves and Acrobatics checks. | Splint and crutch: 30 days of bed rest, or magical restoration via Regenerate. |
| 3 | Severed / Mutilated Hand | Cannot wield two-handed weapons or use a shield. Cannot hold more than one item at a time. Somatic spell components require free remaining hand. | Permanent unless restored via Regenerate or replaced with a mechanical/alchemical prosthetic. |
| 4 | Crushed / Dislocated Shoulder | The affected arm hangs limp. Disadvantage on Strength checks and attacks using that arm. Cannot carry heavy gear on that side. | DC 14 Medicine check to painfully set the joint, followed by 7 days in a sling with light activity. |
| 5 | Gouged Eye / Optic Trauma | Disadvantage on Wisdom (Perception) checks relying on sight and on ranged attack rolls. | Permanent unless restored by Regenerate. If both eyes are lost, the creature is permanently Blinded. |
| 6 | Cracked Ribs | Taking the Dash action or making more than one physical attack on a turn deals 1d4 bludgeoning damage to yourself from bone friction. | 2d10 days of convalescence. Any magical healing that restores at least 20 HP knits the bone instantly. |
| 7 | Laryngeal Crush / Severed Tongue | Cannot speak above a ragged whisper. Verbal spellcasting requires a DC 13 Constitution check per spell or the slot is wasted. | 14 days of silence and a DC 13 Medicine check, or a Lesser Restoration spell cast within 24 hours. |
| 8 | Severed Tendon (Achilles / Hamstring) | Maximum speed drops by 10 ft. Jumping distance is halved. Disadvantage on initiative checks. | Requires suturing within 12 hours (DC 15 Medicine check), followed by 14 days of reduced mobility. |
| 9 | Severe Concussion / Skull Fracture | Disadvantage on concentration checks to maintain spells. Vulnerable to psychic and thunder damage. | 1d6 days of dark, quiet rest. Spellcasters must pass a DC 12 Intelligence check each morning to prepare full spell slots. |
| 10 | Ripped Ear / Ruptured Eardrum | Disadvantage on Wisdom (Perception) checks relying on hearing. Vulnerable to thunder damage. | DC 12 Medicine check to pack and treat; 10 days of recovery, or any healing spell of 2nd level or higher. |
| 11 | Mangled Fingers / Crushed Grip | Drop weapons or shields on a roll of a natural 1 on an attack or check. Disadvantage on Sleight of Hand and Thieves' Tools checks. | 10 days with splints. A DC 12 Medicine check ensures bones set without permanent crooked stiffness. |
| 12 | Nerve Tremor | Disadvantage on Dexterity-based attack rolls and Dexterity ability checks using fine motor skills. | 2d6 days of rest and herbal sedatives, or direct application of Lesser Restoration. |
| 13 | Flayed / Deep Chemical Burn | Natural armor or unarmored defense bonus is reduced by 2. Armor chafe inflicts 1 point of damage per hour of travel in medium or heavy armor. | 7 days of salves and fresh dressings (DC 11 Medicine daily check) to prevent virulent gangrene. |
| 14 | Spinal Compression | Carrying capacity and push/drag weight are halved. Disadvantage on Strength saving throws against forced movement. | 14 days of strict traction bed rest, or a single application of Greater Restoration. |
| 15 | Torn Rotator Cuff | Cannot raise the affected arm above shoulder level. Ranged weapon attacks have their normal and long range halved. | 3 weeks of sling support or treated with a 3rd-level or higher healing spell. |
| 16 | Punctured Lung | After taking an action and a bonus action on the same turn, make a DC 12 Constitution save or become Stunned until the end of your next turn. | Bed rest for 2d4 days; any magical healing of 15 HP or more seals the chest cavity. |
| 17 | Grisly Facial Scar / Branding | Disadvantage on Persuasion checks; advantage on Intimidation checks against commoners and sentries. | Permanent reminder of survival. Can be disguised with cosmetics (Disguise Kit DC 12) or magical illusion. |
| 18 | Nerve-Deadened Flank | Loss of sensation along one torso side. Flanking enemies gain an additional +1 to hit against you due to blind-side reaction delay. | 1d4 weeks of recovery; Lesser Restoration restores nerve sensation immediately. |
| 19 | Deep Bone Bruise | Whenever you take bludgeoning damage, take an additional 1d4 damage of the same type. | 1d8 days of rest, or one application of any curative magic. |
| 20 | Adrenaline Surge (Near Miss) | You avoid catastrophic permanent harm, but the close call rattles your nerves. Disadvantage on saves against the Frightened condition until your next Long Rest. | Wears off naturally after 24 hours or upon completing a Long Rest in a secure location. |
Implementation Guidelines
Stacking Injuries: A character cannot suffer more lingering injuries than their Constitution bonus (minimum of 1). Any roll resulting in an injury beyond this maximum triggers an immediate roll on the system's Death Saving Throw table or drops the character into a comatose state until stabilized.
First Aid Urgency: Injuries marked with active damage (such as internal bleeding or severed arteries) must be stabilized within
1 + Constitution modifierrounds using a standard Healer’s Kit or an action with a DC 10 Medicine check, or the target drops to 0 HP again.Pacing Recovery: Non-magical recovery days only tick down if the party is resting in a civilized, dry sanctuary (such as a coaching inn, keep, or homestead). Convalescing in damp dungeons or freezing camps doubles the required healing time.
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