Web Adict: Opening the southern door, you reveal a MASSIVE dining hall. Supports of obsidian keep the roof up high, a requirement since the hall is maybe 100 feet by 100 feet. Stone tables dot the room, surrounded by obsidian thrones, some of them better crafted then others. A pair of large statues flank the front door, one a female dwarf holding up a platter of plump helmet roast, the other a male dwarf holding a stone tankard. (Perception: 4) You look in the tankard and see there is some flat beer in it! (Logic: 3) You are sure that could not produce enough smell to escape the door, much less down the hall. A few of the tables have rotting food on them, the corpses of dwarves still in the chair, showing they were caught off guard. At the far end of the room is another door, which is slightly ajar
Digital: You pull and push, and it seems pushing was required, as it swings inward. As you step inside, you see it branch off to one way and the other, with a long corridor leading down the middle. Taking a few steps in, you look to your right and see a doorway. The granite door is bashed open, and looking inside, you see a bed, a cabinet, a chest, and a few articles of clothing. (Logic: 4) this must be the residential wing of the fortress, as you see about fifty such rooms lining this hallway. (Perception: 6) You hear voices! And they are close. But as you hear them, you fart, loudly. The voices stop, and you hear the faint rasp of swords being pulled from sheaths.
Flintus: (Willpower: 4) You resist the urge to start hauling them off to the nearest tomb, and begin to rummage through them. Gemcutters, stone workers, masons, miners, a few farmers, and several guards are all mounded up on each other. All of them show signs of conflict. A bashed skull, a severed head, a ragged hole in the chest, missing limbs. (Toughness: 5) You feel bile rising in your throat, a mixture of the scent and sight bringing it, but you shake it off, and continue searching until (Luck: 3) You find one of the guards has a water skin! Sadly, it has been punctured, and most of it's contents have leaked out. You would guess maybe two, three mouthfuls of water remain in it.
Nirur: You ease open the eastern door (Agility: 5) And it slides open without a sound. A thankful thing, cause standing three paces from the door is a pair of goblins, rummaging through a broken wooden bin! Looking past them for just a moment, you see dozens of workshops set up. They are sectioned off, all the craftshops next to each other, the mason shops set by a huge pile of stone, leather worker shops near the tanner shops, which are producing a god awful stench, but nothing you didn't already know about. One of the goblins stands up, putting a finely wrought gold ore crown on his head, laughing and speaking in it's grunting, hissing tongue, to which the other goblin laughs and smacks him playfully. (Perception: 2) Neither of them notice you, more intent with their looting.
Rooster: (Willpower: 3) You find it very hard to approach them, but you manage to gingerly pick through the bodies. (luck: 4) On one of the guards, you find some undamaged chain mail, and a backpack! It holds two rations worth of dried meat. What kind, you can't be sure, jerky all looks alike till you bite into it. But food is food.
Org: You walk up to Web, and you see the legendary dining hall of Wheeldriven. Enough room to let the entire fortress eat at the same time, and then still have a few tables and chairs left over for visiting travelers. You also see a large pair of doors at the far end. (Perception: 4) The booze smell is coming from there!
Weht: You wrap some silk around your face, but it does little to cover up the scent of rotting flesh. Makes it a little easier to deal with. You enter the dining hall as well.
Sonerohi: You shuffle into the dining hall, and are awestruck, as you always were, but just how fine the place was. A distant grumble fills your belly, the thought of all the fine meals you enjoyed here bringing your hunger to front.
Weht: Unharmed, +1 to dodge rolls, a masterwork iron spear, a -wooden buckler-, has a full waterskin! (Three rations)
Org: Healing just fine. Immune system of steel! carrying a -Iron Sword- +1 to dodge rolls, -chainmail shirt, leggings, platemail boots and gauntlets-. Roll of spider silk bandage
Sonerohi: Unharmed, unarmed, Thrower, 10 light crystal shards, kinda deaf
Nirur Torir: Unharmed, wearing gauntlets and leggings, wielding a +Iron Spear+
Webadict: Unharmed, is wearing a suit of turtle shell armor. Has no sense of smell!
Digital: Unharmed, holding +Steel Shortsword+
Flintus: =Wooden Crossbow= and quiver of 29 copper bolts. Holding a masterwork dagger
Rooster: Unharmed, Steel cleaver, leather breast plate and leggings, 3 finger sized crystal fragments
Rooms!
The Eastern door leads to the workshop hall. Dozens of various kinds of workshops line the walls and fill the center, with a large array of wooden bins to store all the fine items created here, and to hold the ones yet to be formed. The Western door leads to the sleeping quarters, with enough rooms set up to let 200 dwarves rest easily, and not have to walk too far to get to their quarters. The Southern hall leads to the dining room.