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Chief Engineering and Operations Officers Report

To the Captain,
Reparations will resume on the Flying Dwarfsman as soon as we return from the
mission. The starboard cannon #2 is still inoperative and the ballista needs heavy repair,
remnants of the Meteor Swarm brought upon the vessel by Sergor Ivanov Zuev.
Furthermore, the entire Navigation room and helm system is in need of repair, as is the
automated units aboard the ship. The Engine room is in need of cleaning and the furnace
needs to be replaced with a model that does not require burning coal, for the safety of
the zeppelin and its crew.
Thanks to the wood delivered to the ship, repairs to the outer hull have been finished.
Generous usage of the Mending Spell has reduced damage to a minimum required for
the ship to be operational, although it is still far from optimal. The main energy conduits
still have enough energy for 3 more days, but system scans have to be made to check if
Sergors influence has somehow spread to the ship. If negative, then I propose using
him as fuel.

Sand, copper and iron are in need in order to proceed with repairs. I estimate the costs to
be around 350gp for the iron and around 150gp for the copper. The sand can be easily
procured from the coast. More wood will also be necessary to fix the ballista, and to
finish repairs throughout the ship, which can be easily obtained in any nearby forest, or
purchased in the value of 15gp, totaling our costs with repairs to around 515gp.

On the optimization of this vessel as both means of transportation and living quarters
while on the move, I am planning on upgrading the living arrangements, by creating 4
cabins for the crew which will give us a bit more privacy and comfort.
Of the 6 cargo holds, we should repurpose one of them into an herbalist bay to grow and
store a variety of herbs, both for medicinal and alchemical purposes. This will be aided
by Ferdinand Dants, whom I wish to nominate as our Chief Medical Officer.
Furthermore, I believe that the Vault area will be more aptly used as a sickbay. We are,
after all, not a merchant convoy and our adventures do find us in need of medicine quite
often. For that same purpose, I wish to convert yet another of the cargo holds into a
Science and Research lab, for the purpose of assisting in the maintenance of the
sickbays supplies.
A third cargo hold could also easily be repurposed as quarters for the CMO, so that he is
always readily available. This would still leave us with three cargo bays for a total of
5625ft3 (~159.3m3) of available cargo space. If our travels so require it, one of the cargo
bays could also double as a brig, reducing our cargo volume to 3750ft3 (~106.2m3).
Further reducing our cargo storage to bare minimums (1875ft 3 or aprox. 53.1m3 with
brig, double that without) could also afford the Chief Engineer quarters next to the
Engine Room to maximize response time.
As for the living quarters, they could be divided into Away, Security, Tactical and
Diplomatic. This way, Mr. Bloodbane could share a room with Mr. Blackwolf, and Mr.
Firestorm, Ms. Patxi and Count Damarah would have their personal quarters. If indeed
necessary, these quarters can be reconfigured to optimize cargo efficiency or even to
prioritize living arrangements if need be.
Optimization of cargo capacity would require dismantling the CMOs room, the
Chief Engineers room, and the lab, freeing a total of 5625ft3, for a cargo output
of 9375ft3 (~265.5m3);
Optimization of quarters would require dismantling the cargo bay to the bare
minimum of 1875ft3 (~53.1m3), resulting in private quarters for Mr. Bloodbane,
Mr. Ferdinand and myself on the lower deck, and for the rest of the crew on the
mid-deck;
Such refurbishing can be easily accomplished with the amount of wood already
acquired for repairs, and as such pose no further expense.
Finally, the installation of a series of Glyphs could aid the team in safely and quickly
relocating to and from the ship. I recommend these glyphs to be engraved into the Air
Deck, Engine room, cargo bay and the Medical facilities. This would facilitate the
transferal of injured, prompt response to Engine malfunctions, uploading materials as
needed and quick boarding of the ship. It is worthy of noting that the Teleportation
Spell will have a limited usage and should only be relied upon in cases of emergency.
As for the ships functions, I have devised a device which will allow me to run quick
diagnosis of the entire ship which Ive dubbed the Triage Crystal, or TriCrystal for short.
I will also create one such item for the sickbay for easier diagnosis and ease of treatment.
Total costs will be 1000gp.
The ships defense systems will also have to be upgraded. First would be improving the
hull by possibly investing in some plating. I am going to start research on how could we
use the Shield Spell on the ship and work some security spells into the hallways, such as
Alarm and Glyph of Warding, which would set us back another 200gp per Glyph. I
suggest these are only used in key locations, such as the Bridge, the Engine Room, and
the Sickbay. Reminding you that every window and door leading outside is protected by
Arcane Lock attuned to open only for those bearing the rings of messaging.
The Cube of Force, obtained through unnamed benefactors, will suffice to properly
defend the Magic Core of the ship against unexpected damage. I will try to provide
similar protection to the Bridge and Sickbay, which I consider to be the most critical
places in the vessel.
Total costs on afore mentioned expenses will be of 2115gp and 5 days of work using the
Fabricate Spell to its maximum output.

Grigojr Sergorov Zuev


Chief Engineer and Operations Officer of the Flying Dwarfsman

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