Returning to the monastery after a long rest, we run across a couple of minotaurs coming up from the stairs below. They need to see the abbess to get orders, so Rimardo points them at Lam, who directs them to guard the front gate. We then continue down the stairs (the ones next to the abbess's quarters) and find more guards, whom we beat up. We try to keep them from getting word out, but the silence eventually falls, and a thunderwave ensures everyone knows we're there. After a hard fight, we retreat to recover (the minotaurs don't investigate, thankfully) (1800 xp, 90 gp, 40 pp, 2 keys). After having healed up, we go back and rescue the captives - 17 locals and the dwarf scholar from the delegation, who have been forced to pointlessly dig, as unworthy prisoners. Two other members of the delegation are down below (Rudorf and Teresia, worthy prisoners, apparently), and bandits (the air cultists, likely) had kidnapped the fourth member of the delegation. We escort the former prisoners out and take them to Beliard as the nearest safe place; our new prisoners come as well. The scholar and two prisoners we take to Summit Hall, while the locals disperse and the other prisoners are sent to Yartar by ship (spent 85 gp for transport). We run across Orc on the way to Summit Hall. At Summit Hall, Akra returns a banner she'd found at some point, which turns out to reward her with a magic hammer[1], a quest that had long been incomplete. There's some amount of humor over the blunt nature of the weapon. We also convene with the chiefs of the hall, telling them of the monastery and asking if they can aid further investigation. They're curious about the lich, so agree to help. The next assault on the monastery has the knights attacking the two minotaurs by the front gate while the group assaults the priests and guards inside by the altar. After a pitched battle, the priest manages to escape, but the rest are subdued, along with the minotaurs out front (2250 xp, 60 gp). [1] Trollbane: +1 warhammer, +1d6 fire damage, glows red when trolls within 120', damage can't be regenerated or magically healed