Vincent, re-disguised as the classy and wealthy Lord Vallantahar, returns to Steam & Steel to collect the silvered Warhammer commissioned for key one of the dragon vault. Nothing bad happens.
The party, full of health, spellcasting potential, and wealthy ambition, suppresses all curiosities and social inclinations to head right for the converted windmill in south ward.
The somewhat neglected two story windmill is covered in graffiti and surrounded by other buildings occupied by numerous unknown witnesses. Smoll listens at outside doors and inspects the structure’s walls. Janky and Reade peek into unlocked exterior doors. Togy befriends blind old man Vasper, priest of Ilmater, collecting trash from the yard, and tours the apartment rented to him by the windmill’s landlord, coincidentally Lord Neverember’s jilted significant other who lives in seclusion making impressionistic paintings of foul beasts. Magic detecting Vincent emphatically warns everyone that there are concentrations of hidden magic lurking all around the perimeter.
A drow supervisor appears to the north and proposes, nay demands, some level of profit sharing lest the adventurers meet the same fate as Luth. A couple of his goons nab Janky and pile drive his handsome face into the mud. Reade monk glides the length of the yard, hands the drow supervisor his quarterstaff, and speed bags the drow’s solar plexus. Hand axes and arrows advantageously stack up in the paralyzed supervisor. A henchman, unable to learn vicariously, rushes to his boss’s rescue. Reade doses him with the same stunning treatment before raining a fatal flurry of blows on the supervisor. Smoll pastes a couple of drow in a single combo surge of action. Vince boomerangs his shadow blade through the few remaining drow. The lone survivor runs away now that there are no witnesses to his cowardice.
The supervisor’s personal possessions comprise a vial of poison, studded leather armor, a bougie black cloak, and a single coin of foreign denomination and great potential held in his hand.