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You discover more rooms you never saw. Near the stairs, a kitchen. Then, clockwise, a temple -- although chapel would be more fitting of its size. This place is serene. It makes you feel amazing and might be suited for meditations or divination. Too bad you can't see the stars from there. Next room is a dorm - bigger one, worst craftdwarfship than the one you already visited on that floor. Moving on. After aforementioned smaller dorm lies an office, then a workshop, toolless. Next one appears to be a merchant's office, the hold economical hub. Your treasure sense is tingling...
>Roll me 3d100 boys.