Black Dragon Academy
History
Prison Island has been in the hands of the Killburg Family (the ruling noble family in Rastgoth) for centuries. Traditionally, it was used to house prisoners convicted of treason, or crimes against the Prince or his family. The Kilburgs of old abused their authority, and three generations ago, Prison Island was filled.
With the emerging power of the Merchants Guild, and subsequent rise of the Middle Class in Rastgoth, Prison Island became a symbol of the abuses and excesses of the Noble Class. It was shut down by Merchant Guild decree two generations ago. It has stood, basically unoccupied since, and it has fallen into a state of considerable disrepair, and is all but forgotten.
During the occupation of Rastgoth, Hester and some of his allies used Prison Island as a base. Hester began the occupation fighting a guerilla campaign against the Lizard Army. He ran supplies and got rich as a black marketeer. Eventually, as he grew wealthier, and lazier, he began to collaborate with the occupation forces, who had become tired of trying to catch him. Eventually, at the end of the occupation, Hester became addicted to Yemeth, and so became a puppet of the Dragon Fly and the occupation forces, who used him to pacify the populace of Rastgoth. Hailed as a "freedom fighter," Hester's reputation allowed him to set up a criminal organization with Impunity when the occupation was lifted.
After the fall of Hester, the island was leased from Prince Kilburg by a trusted retainer, Léon Bregman. Bregman, now retired, was the chief of Kilburgs Customs Watch. He has joined force with a group of adventurers, the crew of the Black Dragon, to form the Black Dragon Academy.
The Academy is designed to train adventurers of all kinds. Bregman, the Master of the Academy, oversees all of the training, and takes care of the building. Iam Grym, an adventurer and first mate aboard the Black Dragon (a large galley that calls Rastgoth home) is The Master of Swords, and trains all of the swordsmen (fighters). He specializes in the Long Sword, but has familiarity with all types of blades. Zoltan Stahvo a fairly powerful evoker, is the Master of Magic. Other crew members of the Black Dragon act as instructors, and rogues and illusionists are also welcome at the Academy.
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Description
The fortress on Prison Island is a solid two-story stone structure, flanked at the front by two three-story octagonal towers. In the front, there is a pier that juts out from the Entry Hall (5.) in place of the now defunct draw-bridge. The fortress provides some measure of security from an assault from without, but the building is generally configured more to keep prisoners in.
Renovations have been underway for the past six months, and are half-complete. The entire first floor renovation is completed, and all of the doors have been re-hung, and fixed. They are still large, and heavy reinforced dungeon type doors. A roll to open will be necessary for characters that are not familiar with them.
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Key - Water Level
1. Pier
This pier is solid and seems to have been recently constructed to replace an older structure. The craftsmanship is crude, but effective. A long dingy, capable of carrying about ten passengers, is tied up at the pier.
2. Entryway
The Entryway was a secure three barrier system. From the outside, the first barrier was a stout gate, followed by a potcullis, and finally a drawbridge. The first gate has been permanently removed, as has the portcullis. The last gate has been replaced with a stout, iron shod new one, and the drawbridge has either been left in its down position, or been permanently replaced with a wooden platform.
On the right side, in between the two arches of the gatehouse, there is a stone platform. At the end of the stone platform there is a door, flanked by an arrow loop. Across the entryway, on the left wall, there are two arrow loops. This door leads to the porter's quarters (3.)
3. East Tower (Porter's Quarters)
This tower room is the quarters for the head porter, Rufus. He and his two assistants are responsible for piloting the dingy that is moored at on the pier (1.). Rufus, a retired Boson in the Prince's navy, and his "mates" are also responsible for seeing to guests needs
4. West Tower (Sergeant-at-Arms)
This tower is the quarters for Sergeant O'Ferrel, the Sergeant-at-arms for the Black Dragon academy. A seasoned veteran, O'Ferrel, helps train students, and is Bregman's right hand. O'Ferrel is adept at small unit tactics and formation. As a former drill sergeant with the garrison in Rastgoth, he has a great amount of experience to pass on.
5. The Grand Hallway
This large hallway runs almost the entire length of the fortress. It is two stories tall, with an arched ceiling. On the second story, there is a gallery on the left and right sides that looks down into the hallway (25., 26.). At the far end, there is a one story wall with a recessed set of stout, wooden double doors. The proportions of the Grand Hall were meant to awe prisoners as they entered for the first time.
6. Guard Room
When this was being operated as a prison, this was the entry into the jail cells. The Gothic proportions of the Grand Hall stood to awe the prisoners. They were then marched passed guards who watch from the galleries above (25. And 26.), and taken to the holding areas. At the back of this room, there is a recently bricked up wall. It used to lead to a tunnel to an exercise yard, kitchen and guard barracks. The building in the fenced yard behind the building have fallen down long ago, so the tunnel was boarded up.
There is a large, ornate mirror here, roughly 2' wide and 5' tall. The frame is made of a rich wood, intricately carved.
7. Jailer's Room
This area hold spare manacles and iron cuffs. These used to be the jailer's waiting rooms. The manacles and irons were kept for "instructional" purposes.
8. Cell
These cells have been rebuilt to make them into fairly comfortable living quarters. Each had a small window, up near the top of the ceiling. This has been enlarged. The rooms have been furnished with a simple cot, a wooden chair and other sturdy, functional pieces of furniture. While not elegant, these rooms are functional and almost comfortable. Each has a lock on the door. Rufus keeps all of the keys to these rooms.
These cells house students at the Academy. Sometimes the locks are used for practice by students seeking instruction in roguish arts.
9. Cell
Cells along the interior walls have been converted into storage areas. Because every thing on the island has to be brought by boat, the Academy keeps extensive stores. All of the items are carefully inventoried by O'Ferrel, who has the keys to these rooms.
10. Cell
Same as Area 8.
11. Cell
Same as Area 9.
12. Cell
Same as Area 9.
13. Jailer's Room
This room is essentially the same as Area 7.
14. Cells
Same as Area 9.
15. Cell
Same as Area 8.
16. Cell
Same as Area 9.
17. Cell
Same as Area 8.
18. Cell
Same as Area 9.
19. Cell
Same as Area 8.
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Key — Second Level
20. Hallway
This heavy door has a peep hole and is heavier than a normal door.
21. Empty Cell
Same as Area 8.
22. Empty Cell
Same as Area 8.
23. Cell
Same as Area 8. There is a peephole from Area 24. That looks into this room. It is not used as often as the other rooms for housing students.
24. Sergeant Patrick's Quarters
Sergeant Patrick is an engineer/artillerist, and, like O'Ferrel, a veteran of the garrison of Rastgoth. He gives instruction in siege warfare, and is skilled with the Balista, Catapult and trebuchet. He also has a good knowledge of sapping, and how to defend fortifications.
25. Balista
Hidden behind the pillar is one loaded balista. Sergeant Patrick uses it for practice.
26. Balista
Hidden behind the pillar is another loaded balista which Sergeant Patrick uses for practice.
27. Hallway
Same description as Area 20.
28. Empty Cell
Same as area 8.
29. Empty Cell
Same as area 8.
30. Large Cell
Same as Area 8. There is a peephole from area 24. That looks into this room. It is not used as often as the other rooms for housing students.
There is a large, ornate mirror here, roughly 2' wide and 5' tall. The frame is made of a rich wood, intricately carved.
31. Master Quarters
There is a large, ornate mirror here, roughly 2' wide and 5' tall. The frame is made of a rich wood, intricately carved.
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Key - Roof Level
33. Bregman's Quarters
The Master of the Academy makes these quarters his home. It is a neat room with solid, wooden furnishings. A large iron brazier provided warmth on chilly evenings. The windows have glass, and sturdy wooden shutters. Each appears to have been recently enlarged from arrow loops to full sized windows. There are curiosities on the walls, gained from the years of service to Prince Killburg's Customs Watch
There is a large, ornate mirror here, roughly 2' wide and 5' tall. The frame is made of a rich wood, intricately carved.
34. Master's Quarters
There is a large, ornate mirror here, roughly 2' wide and 5' tall. The frame is made of a rich wood, intricately carved.
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