Putting out fires

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poosticks7
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Putting out fires

Post by poosticks7 » Sat Mar 01, 2014 3:49 pm

Hi everyone - in the middle of writing an adventure for tonight - (got about two hrs left) I want my heroes to help put out a fire at an inn. Anyone got any ideas how to cover that in the rules? skills to use etc

I need the info in the next 2 hrs :)

Will check back later.

Hermes Serpent
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Re: Putting out fires

Post by Hermes Serpent » Sat Mar 01, 2014 4:27 pm

I reckon Athletics for all the running back and forth with buckets. Same for pulling down the thatch to stop the fire from getting out of control, maybe Search to find buckets and long poles, Song to get a bucket chain working together. That's a few of the top of my head.
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Elmoth
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Re: Putting out fires

Post by Elmoth » Sat Mar 01, 2014 4:44 pm

Inspire to lead the teamwork and make the TN lower

Battle to assess the danger of collapse of a certain section

Search for finding trapped people in the conflagration

Healing to tend to burns

Awareness to notice a suspicious fella moving out of the area when the conflagration is raging.

Craft to make good use of available resources like crowbars, blankets and sand piles to put out the fires (complement that helps the work of the buckets of water being thrown into the fire, maybe lowering the water's TN to supress the fire). Craft can also be used to asess stuff on the state of the building.

Glorelendil
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Re: Putting out fires

Post by Glorelendil » Sat Mar 01, 2014 4:50 pm

Make it sort of like encounters: create a number of checks of different types (using some of the suggestions above). So they might have to make several healing checks, several search checks, several athletics checks, several awareness checks, etc. X number of failures and they "lose".
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poosticks7
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Re: Putting out fires

Post by poosticks7 » Sat Mar 01, 2014 5:01 pm

Thanks guys good stuff.

What do you think of a fear test to plunge into the flames?

Sorry my idea also morphed a little - it's going to be the stables on fire - so it's time to rescue horses! (Yes I was thinking of Red dead redemption when the idea struck lol)

The set up is this:

Heros arrive at the family home of one of the PCs - (the inn), they are tired and hungry (weary) because a scavenger ate their food - a hazard in the last session

They arrive on the scene and see a fire blazing, it is the inns stables, the family is huddled around (lacking direction) because at the same time one of the PC's sisters has been abducted by bandits. I want them to assume the bandits started the fire. But it was infact the hired help who stumbled over a lantern as he moved to help the sister. - Insight rolls to realise it was actually him (otherwise he stays quiet).

They sort the fire out and set off in pursuit of the bandits - who have a hideout near the long marshes.

It transpires that the sister and the bandit chief are lovers and she actually left on her own accord to go with him.

The Pcs track down the band, but discover they have been attacked by a marsh ogre who heard the sister singing (She has a song of 4) and wanted her for himself. After sorting out the misunderstanding, the PCs and the bandit leader head into the marsh to find the sister.

They may try to stealth her out, or slay the marsh Ogre - we'll see.

(thought I may as well share the idea :) )

Angelalex242
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Re: Putting out fires

Post by Angelalex242 » Sat Mar 01, 2014 7:49 pm

Keep in mind anyone with the fire making talent also knows how to put them out, so if they've got that specialty, let them abuse it for all it's worth.

Evening
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Re: Putting out fires

Post by Evening » Sat Mar 01, 2014 11:22 pm

Very few people, if any, would have any idea how to efficiently put out a large structure fire, even with the fire-making talent (a very misleadingly written talent, BTW). Expect substantial, if not complete loss.

However, if there is a body of water (stream, pond) nearby (within 150') and there are alot of people present, 10 or more, (the more the better) and they each have a bucket, you could restrict the damage to just partial loss. For example, if the stables are attached to the main building you could prevent the main building from catching ablaze or sustaining any significant damage.

Thematically, you could probably get away with just having three very large horse troughs filled with water nearby.
And it starts raining.
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SirKicley
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Re: Putting out fires

Post by SirKicley » Mon Mar 03, 2014 10:39 pm

Evening wrote:Very few people, if any, would have any idea how to efficiently put out a large structure fire, even with the fire-making talent (a very misleadingly written talent, BTW). Expect substantial, if not complete loss.
Meh - this is a fantasy roleplaying game, not a lesson in physics or other esoteric training. The distinctive trait can and should be applied wherever or however the LM feels it would add good stuff to the story. The Craft skill is one skill that can used to apply to many different situations. Doesn't mean that realistically a person that knows one thing shouldn't be able to accomplish another with a dice roll. There are many rules and aspects that defy what truly makes real-world sense. So too could a trait involving man-made fires. If the player can evoke it, I have no issue with it flying. With so many skill tests needed for that scenario - a few auto-successes with good description is perfect for the drama and won't diminish the scenario at all - in fact, if anything, it'll enhance it.

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Rich H
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Re: Putting out fires

Post by Rich H » Mon Mar 03, 2014 11:39 pm

Elfcrusher wrote:Make it sort of like encounters: create a number of checks of different types (using some of the suggestions above). So they might have to make several healing checks, several search checks, several athletics checks, several awareness checks, etc. X number of failures and they "lose".
... I like the idea of a fire having a Tolerance. Give a whole new meaning to having a fiery discussion!
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Evening
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Re: Putting out fires

Post by Evening » Tue Mar 04, 2014 12:24 am

Meh - this is a fantasy roleplaying game, not a lesson in physics or other esoteric training.
True, but actual life professions and experiences influence how players resolve tasks presented in a game. For example, going back to the fire-making talent, if I stated with all solemnity that those with the talent are more adept at putting out a nearly fully involved structure fire and they can hand wave it (auto success), I'd be laughed out of the room.

I am very appreciative that our gaming group dumbs down their responses in terms of their character's capabilities and what they would and what not realistically know. I am not implying there is badwrongfun taking place here. I am merely pointing out that tempering a scene with a realistic outcome only completes the immersion.
Don't start arguments over who has a better grasp of hiking and boating or someone might just bring down the banhammer.

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