Roy spends an hour or so in careful surgery [everyone can take a Short Rest]; as you attach the final wire the autognome opens his eyes and sits up. He appears to try to speak, but all that comes out is a series of whirring, hissing and popping noises; it seems his vocal systems still need some repair.
Meanwhile, everything has settled into relative peace and quiet. Gloix is back at the helm, the rest of you are tending to wounds or otherwise resting after your battle, and Veena is painstakingly fixing her hair and makeup. Then, without warning, Miken climbs out of the access shaft you’ve been using to move between decks. His hair is disheveled, and his clothes reek of smoke. He’s breathing hard from his climb and appears to be having difficulty speaking between labored gasps of air. "Fire!" he manages to croak out, "In the galley... out of control. Must... save others."
This post has potentially manipulated dice roll results.
Zaius leans in and peers over Roy’s shoulder as the autognome begins to turn-on, or whatever it is that those things do. “Do you think you can get it to speak? Find out what happened on this rock?” he asks Roy.
He looks up as Mikken appears on the deck and curses as he hears what happened in the galley.“Bollocks! Now what? Hop to it everyone, let’s get this out before it spreads. Do we have any water?” Zaius races to the galley, looking for the source of the fire and to see if anyone is injured. Perception: 18.
This post has potentially manipulated dice roll results.
Roy tells the auto gnome to sit tight while they take care of the fire. He run’s back to the control panel that he used to turn off the anti-theft(?) device and looks to see if he can discern anything about a fire suppression system.
As Rel heads to the galley, he calls out, "Fire can't survive without oxygen... is there a way to manipulate the air bubble to remove the air from that chamber? Making sure everyone is evacuated, of course..."
"There's a couple of… barrels of water in the supplies we brought," Miken puffs as he follows Zaius toward the access shaft. To your surprise, Veena follows as well.
The autognome whirrs in acknowledgement of Roy's order and remains where he is, while Roy checks the control panel. There doesn't seem to be any fire suppression—apparently inherently magical creatures living in an almost entirely stone structure weren't too concerned about fire—but there does seem to be a way to open the cargo bay hatches and vent much of the air on the whole deck, deep in a subcommand tree that seems to be for dealing with mutinous crew. It wouldn't get you hard vacuum, but should be enough to choke non-magical fire, and any creatures on the deck would have only their personal air envelopes, which are good for about a minute of air in normal circumstances, maybe less if you're doing strenuous activity. [With that 21,] You could easily cross-connect that system to the helm, so Gloix would be able to trigger it on command.
[That would be pretty punishing; let's say air will filter back in from the rest of the ship's envelope enough to be breathable again in… ten minutes or so?
Oh, also I never remember to do this enough, but for out-of-the-box thinking Rel and Roy both gain inspiration.]
"Ideas?" Rel will have rushed to the galley to observe the situation. (Does it seem like something that a barrel or two of water will quench? Is that our entire water supply for our journey? i.e. would we go thirsty if we use it to put out the fire?)
"I would say everyone evacuate the galley deck and let's vent the air out... unless someone has a better plan?"
Roy nods in agreement, "Save our water, we don't know when we'll get more of it."And with that Roy prepares to vent that section of the ship once everyone is in a safe place.
While Roy and Rel plan, Zaius, Miken and Veena [and Erma?] reach the cargo deck. Thick smoke fills the deck, limiting visibility dramatically [vision is reduced to 10 feet; anything beyond that is heavily obscured]. Feeling your way toward the galley, you find Pfffred and Krik'Lit have opened the barrels of water you brought with you and are trying to hold back the fire from spreading further into the deck. It's hard to see into the galley itself, but what looks like the giff cook is lying on the ground, unmoving. The heat must be even more intense in there that it feels from here, as some lumps of some kind of molten metal lie around the chamber.
[As each of you that need to breathe reach the cargo deck, please make a DC 10 Con save; on a failure you gain 1 level of exhaustion]
Zaius coughs as he enters the smoke filling the galley and covers his mouth with his sleeve. He follows Erma into the room and tries to move the cook out of the room “Some of you, get over here and help me pull him out of the smoke.” Athletics to pull the cook: 10.
[Oof, ok, lots happening here at once. Let's see if I can piece things together in a way that doesn't screw you over too badly... Taking things somewhat non-chronologically:]
Erma and Zaius rush through the flames [taking 2 fire damage each] to the Ryeback's burned body, but sadly as Erma's spell fizzles, she realises that you're too late: the giff is dead. Near his body one of the lumps of molten metal is gently cooling, but as you examine the corpse three other lumps unfold into small, evil-looking creatures!
[We'll go into rounds at this point, so everyone roll initiative. Enemy initiative is 21; in addition, if Erma and Zaius's passive perception is less than the enemy stealth roll of 18, you are surprised and can't move or take an action on your first turn, and can't use a reaction until the end of that turn.]
Meanwhile, by this point Rel and Roy have had time to set up the venting system to go all ST:TNG "Disaster"[uh, spoiler for a 30 year old TV show I guess], which either of them can trigger as an action or bonus action from anywhere on the ship, and are on their way to the cargo deck to help evacuate it. [Since they're not there yet, they are automatically surprised and can't act in the first round, but are close enough that their normal move will be enough to make it to the top of the access shaft in the second round.]
[On the effects of venting the atmosphere: Normally, you will need to repeat that Con save when you enter the cargo deck or start your turn on it. If the atmosphere is vented, then the smoke will have thinned enough that you have advantage on that check for the first five rounds as the thinner smoke doesn't penetrate your personal air envelope, then a straight roll for three rounds as your personal air starts to foul, and finally with disadvantage after that as your air starts to run out. Also, the visibility penalty will be reduced, to 20 feet and objects beyond that are only lightly obscured.
This post has potentially manipulated dice roll results.
Zaius pushes through the flames and curses as he realizes the cook is beyond saving. He quickly recoils in surprise as the strange creatures appear from the lumps of molten metal "What in the blue blazes are those?"
Roy spends an hour or so in careful surgery [everyone can take a Short Rest]; as you attach the final wire the autognome opens his eyes and sits up. He appears to try to speak, but all that comes out is a series of whirring, hissing and popping noises; it seems his vocal systems still need some repair.
Meanwhile, everything has settled into relative peace and quiet. Gloix is back at the helm, the rest of you are tending to wounds or otherwise resting after your battle, and Veena is painstakingly fixing her hair and makeup. Then, without warning, Miken climbs out of the access shaft you’ve been using to move between decks. His hair is disheveled, and his clothes reek of smoke. He’s breathing hard from his climb and appears to be having difficulty speaking between labored gasps of air. "Fire!" he manages to croak out, "In the galley... out of control. Must... save others."
Zaius leans in and peers over Roy’s shoulder as the autognome begins to turn-on, or whatever it is that those things do. “Do you think you can get it to speak? Find out what happened on this rock?” he asks Roy.
He looks up as Mikken appears on the deck and curses as he hears what happened in the galley.“Bollocks! Now what? Hop to it everyone, let’s get this out before it spreads. Do we have any water?” Zaius races to the galley, looking for the source of the fire and to see if anyone is injured. Perception: 18.
.
Roy tells the auto gnome to sit tight while they take care of the fire. He run’s back to the control panel that he used to turn off the anti-theft(?) device and looks to see if he can discern anything about a fire suppression system.
Arcana: 21
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
As Rel heads to the galley, he calls out, "Fire can't survive without oxygen... is there a way to manipulate the air bubble to remove the air from that chamber? Making sure everyone is evacuated, of course..."
"There's a couple of… barrels of water in the supplies we brought," Miken puffs as he follows Zaius toward the access shaft. To your surprise, Veena follows as well.
The autognome whirrs in acknowledgement of Roy's order and remains where he is, while Roy checks the control panel. There doesn't seem to be any fire suppression—apparently inherently magical creatures living in an almost entirely stone structure weren't too concerned about fire—but there does seem to be a way to open the cargo bay hatches and vent much of the air on the whole deck, deep in a subcommand tree that seems to be for dealing with mutinous crew. It wouldn't get you hard vacuum, but should be enough to choke non-magical fire, and any creatures on the deck would have only their personal air envelopes, which are good for about a minute of air in normal circumstances, maybe less if you're doing strenuous activity. [With that 21,] You could easily cross-connect that system to the helm, so Gloix would be able to trigger it on command.
(would venting the air mean that deck would be airless for the remainder of the journey, or is there someway to replenish the air en route?)
[That would be pretty punishing; let's say air will filter back in from the rest of the ship's envelope enough to be breathable again in… ten minutes or so?
Oh, also I never remember to do this enough, but for out-of-the-box thinking Rel and Roy both gain inspiration.]
"Ideas?" Rel will have rushed to the galley to observe the situation. (Does it seem like something that a barrel or two of water will quench? Is that our entire water supply for our journey? i.e. would we go thirsty if we use it to put out the fire?)
"I would say everyone evacuate the galley deck and let's vent the air out... unless someone has a better plan?"
Roy nods in agreement, "Save our water, we don't know when we'll get more of it." And with that Roy prepares to vent that section of the ship once everyone is in a safe place.
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
While Roy and Rel plan, Zaius, Miken and Veena [and Erma?] reach the cargo deck. Thick smoke fills the deck, limiting visibility dramatically [vision is reduced to 10 feet; anything beyond that is heavily obscured]. Feeling your way toward the galley, you find Pfffred and Krik'Lit have opened the barrels of water you brought with you and are trying to hold back the fire from spreading further into the deck. It's hard to see into the galley itself, but what looks like the giff cook is lying on the ground, unmoving. The heat must be even more intense in there that it feels from here, as some lumps of some kind of molten metal lie around the chamber.
[As each of you that need to breathe reach the cargo deck, please make a DC 10 Con save; on a failure you gain 1 level of exhaustion]
Erma is not just following, she is pushing past the others. Con save: 24.
She will quickly cast spare the dying on the giff and help others put out the fire.
Zaius Con save: 14.
.
Zaius coughs as he enters the smoke filling the galley and covers his mouth with his sleeve. He follows Erma into the room and tries to move the cook out of the room “Some of you, get over here and help me pull him out of the smoke.” Athletics to pull the cook: 10.
.
Erma helps Zaius pull: Athletics 13
[Oof, ok, lots happening here at once. Let's see if I can piece things together in a way that doesn't screw you over too badly... Taking things somewhat non-chronologically:]
Erma and Zaius rush through the flames [taking 2 fire damage each] to the Ryeback's burned body, but sadly as Erma's spell fizzles, she realises that you're too late: the giff is dead. Near his body one of the lumps of molten metal is gently cooling, but as you examine the corpse three other lumps unfold into small, evil-looking creatures!
[We'll go into rounds at this point, so everyone roll initiative. Enemy initiative is 21; in addition, if Erma and Zaius's passive perception is less than the enemy stealth roll of 18, you are surprised and can't move or take an action on your first turn, and can't use a reaction until the end of that turn.]
Meanwhile, by this point Rel and Roy have had time to set up the venting system to go all ST:TNG "Disaster" [uh, spoiler for a 30 year old TV show I guess], which either of them can trigger as an action or bonus action from anywhere on the ship, and are on their way to the cargo deck to help evacuate it. [Since they're not there yet, they are automatically surprised and can't act in the first round, but are close enough that their normal move will be enough to make it to the top of the access shaft in the second round.]
[On the effects of venting the atmosphere: Normally, you will need to repeat that Con save when you enter the cargo deck or start your turn on it. If the atmosphere is vented, then the smoke will have thinned enough that you have advantage on that check for the first five rounds as the thinner smoke doesn't penetrate your personal air envelope, then a straight roll for three rounds as your personal air starts to foul, and finally with disadvantage after that as your air starts to run out. Also, the visibility penalty will be reduced, to 20 feet and objects beyond that are only lightly obscured.
Whew. That make sense to everyone?]
(I’m out of town for the weekend, bot Roy if needed.)
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
Right. Erma took 2 damage and rolls initiative: 20
Zaius pushes through the flames and curses as he realizes the cook is beyond saving. He quickly recoils in surprise as the strange creatures appear from the lumps of molten metal "What in the blue blazes are those?"
Zaius initiative. 7.
(Zaius is surprised)
(I'm back)
Roy Initiative: 19
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
[I'll roll Rel's initiative to keep us moving: 23]