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[-] <-- well
~|~ <- a level of water above grate
~-~ <- grate
Is what you want.
As for drinks, their production should be fairly easy. DF is extremely forgiving in regards to food/drink needs and supply. Basic tips are only plant Plump Helmets initially (if not always). Make sure your kitchen isn't cooking with them, as cooking with an item destroys the seeds/spores. Labor menu -> kitchen -> turn off the icon after Plump helmets that looks like a hot tub. Do not turn off the make drinks from them icon right next to it.
Also, when embarking, I'd do a custom supplies lists that has 2-3 planters (and set them to be the only planters, legendary skill planters are important on multiple levels), 2-3 miners, and rest with mixed skills like... well, whatever really. As for supplies, a mating pair of cats (extremely important), a mating pair of either Llamas (preferred) or Alpacas (secondary), and rest fill your point allotment with alcohol and plump helmets. Bring enough, and you'll have enough drink to last 1-3 years.
Finally, you can change pop caps on the fly in the options. Think of it like closing/opening the borders.
W is the well.
w is a wall.
G is the wall grate.
t is the trench full of water.
R is the river.
The well stands in a grasing area inside the walls.
The bodies are above ground around the well.
check the bucket inside the well maybe, if its muddy or filled with blood slime etc the dwarves can't use it
Other than that, I'm stumped. I'd have to see whatever in action since there's a hundred things that could be going on.
The only dangerous critter was a giant found and killed on a corner of the map by a bunch of monster hunters.
If I can reproduce the issue, this time I'll try to film it.
I once had an embark that was both reanimating and rained pink slime that was instant paralysis (and death in about 30 seconds unpaused running time) ... that was not a long-lived fort.