A more accurate description of the basement...
The stairs down open into a large staging area which would be useful for storage, but is presently empty. You enter at the middle on the long edge; the room is 100' wide and 50' across. There are two doors spaced out on the wall you're entering through. To your left is a reinforced, locked door which leads to the prison cells. To your right is a an open wooden door which leads down a short hallway to the storage room for all dry goods - which have spoiled and disintegrated beyond use. To open archways on either end of the the right wall lead to the smithy. The smithy is 60' across and 120' long - a massive and industrial operation suitable for provisioning all the needs of the knights who manned this city. It is suitable for the working of steel, such as humans could. Racks and lockers hold carefully oiled and polished weapons and armor which the ghost knights continue to maintain. Most of the racks are empty, as the ghost knights replaced their gear many times over the many centuries they were here. As Fingers maintains a keen interest in inventory, you inspect it all.
You could piece together 2 sets of plate mail, and there are still a half dozen shields, a score of long swords, and a similar number of spears. There are only a dozen arrows left. Three armor stands at the end of the room hold suits of platemail with gilt trim and noble insignia - sized for humans but with the craftsman's marks of dwarves. The knights hold respect for the commander's armors of their former, living human sires and will not wear them.
Knowing you'll likely return this way and having decided your course to pursue the cursed elf, you pass through the storage room. It is 40x80 and oriented parallel to the forge and perpendicular to the first chamber, with doors to each. In the far corner of the storage room is a dug tunnel 8' diameter and roughly circular in shape.
"The creature calls itself Gadrinest," offers the commander of the ghost legion, then they depart back up to the keep above, leaving you to progress alone.
With Winnie's light at the fore, you see that it branches 30' in, then each branch forks again no more than 50' after that. You get the sense that you face a branching maze before you...
(You can state a plan for how you proceed through extended forking, or I can handle it randomly. I'm not going to ask each fork.
)
Date: 8:00am, 06 September 2021
Light: Winnie's continual light
Effects: None
Injuries: Winnie (moderately injured), Markd (minorly injured), Bandy (minorly injured)