Well that's the problem with being insane! Too many wills and only one body, the awnser is of course to convince your fellow spirits that your pick is the best.
Good idea.
Ask for a map:
The miller's wife seems sceptical of us. I doubt she'll let us have more freebees beyond dinner. We might as well ask, though.
Ask for a job:
Neither of them have the authority to grant us one.
Go home to the room:
We've just slept, and the fire investigation might still be ungoing.
Explore:
The warden is hard on thieves and we had better avoid contact with dwarves unless neccecairy. There is nothing we can search for.
Go back to the prison and save our comerades:
The more helpers, the better. We'll also get access to elven skills(Hugging trees into items, riskless animal training) and gobbo skills(Basic military skills, brainwashing and kidnapping). The elf also presents us an opportunity to bring the wrath of the elven forest retreats upon the warden. And the both of them ar sentivores, allowing us to dispose of evidence easily.
Convince the nobles that we're the leader of our old fort:
Announcing our presence and power to the warden is a reasonable suggestion. Sadly, we lack the dye to paint a target on ourselves.
Back to the brewstry:
Our job will take place later, and we haven't got enough funds to buy stuff from the pipedwarf. We don't need food either at the moment, thanks to our benefactor.
Create 'wasntme' by going fell on the old woman:
We need a good weapon for that. We might be able to choke her before she alerts anyone, but her husband might be home.