You detour to the hill on which the windmill stands. It's farther away than it seems, taking you a good 20 minutes or so to get up close.
The mill leans forward and to one side, as though trying to turn away from the stormy gray sky. You see gray brick walls and dirt-covered windows on the upper floors. A decrepit wooden platform encircles the windmill above the door.
Perched on a wooden beam above the the windmill is a raven. You glance up at the raven. It hops about and squawks at you, seemingly agitated.
...
When you make it to the door, you notice it's slightly ajar. Carefully, telling Ireena to stay back, you peek inside...
The ground floor has been converted into a makeshift kitchen. Warmth issues from a brick oven against one wall, and a crumbling staircase ascends the wall across from it. The room is filthy. Baskets and old dishware are piled everywhere. Adding to the clutter is a peddler's cart, a chicken coop, a heavy wooden trunk, and a pretty wooden cabinet with flowers painted on its doors. You can hear the clucking of chickens coming from the chicken coop, and the sound of toads croaking.
The sweet smell of pastries takes you back immediately, memories of your experience in Tser Pool impossible to resist. It blends horridly with a stench that burns your nostrils. You turn your head to where the odor seems to be coming from: an open, upright barrel in the center of the room. You can't see inside it from here.
You hear the sound of an old woman cackling. It's coming from up the stairs.
What do you do?
Suggestions:
>Sneak inside and investigate. (Stealth, DC 12)>Knock, or call out to the woman above.>Leave. Antonio warned you about these women.>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)>Other (specify)