=== The Ship * lit by self-igniting gas lamps (gas pressure pushes a firestone into the side of the pipe) * lamps have valves next to them as on/off switches * ship transports cargo from many different companies & people * cargo is loosely based on east–west trading during the Age of Sail * looks like a fast, small passenger ship; these are either filled with VIPs and armed to the teeth or full of third class passengers – neither a good target for piracy * actually has an enormous, semi-secret cargo hold Why are we sinking?:: The Antagonist executed the following plan: 1. drugged you to make you compliant, brought you to storage B 2. knocked you out 3. took the McGuffin from storage A 4. prepared the fire in storage C (beeswax from storage), opened the grating and the coal store 5. opened and jammed the diving air lock, unlocked all hatches on the way to shaft/storage C 6. lit fire, climbed up shaft towards life boats 7. panic crew and passengers, get away in life boat .Random Cargo Table [options="header,autowidth"] :=== d10:Item 1: Tea 2: Spices 3: Opium 4: Silver 5: Beeswax and honey 6: Furniture [obvious] 7: Bales of cotton and silk [obvious] 8: Porcelain 9: Mail 10: Wood, strips of metal, ship repair stuff, tools [obvious] 11: Food [kitchen storage] 12: Coal [coal storage] :=== === Lower Decks * pipes everywhere: * hot and cold water, steam * pneumatics * gas * strong metal doors with speed wheels and bulkheads separate rooms * flooding prevention: * all bulkhead doors open to the outside of the ship * all hatches open downwards * hot, stuffy air === Security System pneumatic robots, HD 2d8:: * fire metal slugs via air riffles 1d6 * magnetic feet clamp to ship's hull * as big as a basketball * need to refill compressed air every 10 min * are hard-programmed to 'guard', can't be used for anything else * magic script inside chassis * ship has small double hatches next to every door