((I won't be drawing the last picture tonight. It's not important for the turn, and not really worth delaying this another day.
I'm going to say that each unit of flamethrower booze-fuel lasts for an hour. It'll be completely dark without a light, and only the dwarf can safely find the entrance again in complete darkness. I don't want to track time too closely, but let's say that searching a room takes 5-15 minutes, depending on the size of the room.
The contents of a room are usually unknown until it's explored. I might have it written as a workshop or storeroom, but it might be empty, or full of whatever you were looking for, or have monsters, or just be an eyesore. Feel free to specify if you're going to search an unknown room, rather than spending a turn for the party to do nothing other than open a door.))
When asked where the Rift is, the bartender says that the adventurers should ask Captain Harold, who is conveniently sitting nearby.
The party goes to speak with the captain, who says that the sentry watching the Rift is due for a shift change soon. He says that the scout 'Fluffy' will be taking over the sentry shift, and should be at the military camp in the recently-made ruins in the western part of the town.
The party follows his directions, finds Fluffy easily, and has an uneventful hour-long journey through the forest. On the way, Fluffy mentions that the Rift opened up two days ago. After the initial attack, there hasn't been any sign of activity, as is normal. The company has 200 soldiers to guard the town, and the scout seems worried that it won't be enough. His giant bird mount 'warks' randomly throughout the conversation. The scout mentions an interest in well-crafted ancient dwarven spears.
[Picture of party with two Starbound-Avian sentries on two not-chocobos in front of fortress here. Because, that's why. I need no other reason.]
Once they arrive, the on-duty scout gives a brief report of nothing happening and heads back to town. The party enters the ruin, with a 'good luck' from Fluffy. After a straight tunnel with ancient sprung traps, they arrive in what was probably a barracks. The one that speaks with a voice that sounds of brimstone can sense a faint hum of magic through the eastern door.