My only concern about going up that ladder is what we will find - we have absolutely no idea what is up there. Could be a room full of guards as far as I know.
As far as HP go, Edel is ok, but he has expended a good part of his spells already. Still it is probably early for a rest.
From what Edel and Durrant were able to explore down here, we do not want to antagonize these aspis - there are several of them, plus their pet ants.
But they are not immediately aggressive toward us also, which means this could be a place we can retreat to, or rest in.
If we can make our way back to the sundew room and grab some gooey sugar-y goods, we might be able to set up some for of uneasy truce with the aspis?
Regardless of whether we try a truce or not, this could be a 'safe' area from where we could strike at the orcs, if that is our plan.
We also got some pretty good intel from the charmed orcs, which point to the fact there ARE things which might be relevant to explore down here, however it will not be easy to get past all the aspis I thin, because we would need a lot of glands, which means we would need to find a lot of sugary treats to trade.
I was even considering actually trying to convince one of the orcs to shift sides, and join us (since he is charmed) - then we would have a sort of a guide, and an other combatant, but... I don't know, they feel pretty confident this is the best place for them, and there is also some sort of religious fervor involved. I never actually made him an offer, so that could be a chance. I would create a ruse, say we are here to take over the slaving operations and not to trade, but that he could have a place and a nice pay if he joined us. Not sure how successful that could be.
Instead of simply killing them, we can also just tie them up and try to gather more information from them - like for example where do they store the sugar they use to trade with the aspis, and then take it from there.
I would always prefer to keep at least one of the charmed ones, as they can be a source of information while they are charmed. So I could just ask him this kind of stuff
But not sure how long we can keep up the ruse, with a dead ogre and spells being cast at them.
Bottom line, my suggestion:
Keep at least one orc alive for information extraction, could be hypnotism, him remaining charmed (I doubt it), threats, or bribes, or any other idea.
This could help us decide where to explore/go next, find out exactly what is up that ladder, where they store sugar, etc, etc.
With sugar we can navigate the aspis caves and explore beyond them, as we did not explore all with the charmed orcs.
With intel, maybe we decide to go up the stairs again, but at least we will know where to head, or where to try and strike.
Last but not least, we need to keep watches going - they may send another patrol looking for this one after a while - I would like it if we somehow managed to play it as if the aspis attacked and killed the patrol, which might actually work since the ants seem intent on chopping up the corpses
