The major issue I have with this quest is that the fire spreads in real time, while our characters are locked in place during conversation and the especially egregious use of dice-rolling here. Since the fire is spreading in real time, then the game is acting like this is an action game, with a time-sensitive component to complete our tasks (getting the people out of the burning building). But the UI and character movement are the opposite of what an action game's UI and movement should be. And if this quest is not supposed to be an action game, then the fire should not be spreading in real time while our characters are forced to stand around talking and rolling dice.
There needs to be better coordination between the environment designer and the quest designer.