Here you'll find yourself in a cell in the Hideout. Jarvia will drop by to let you know that Beraht plans to come by and make a slow and painful example of you.
It now becomes a question of how to get out. One way is to pickpocket the Cell Key if your skill is good enough. Another option is to use Persuasion to convince the Guard to open the door, and then kill him. Failing any of that, you can search the rubble for a couple of Splinters so that you can pass them onto Leske, and then he can break both of you out of your cells. Once you're free, a nearby crate holds whatever belongings you may have had, except for what you may have gotten from Everd.
For almost the rest of this dungeon, it will be a matter of fighting your way through groups of 2 or 3 Carta Thugs as you make your way towards Beraht himself. This shouldn't be difficult, as long as you remember to set up flanking positions and take them out one at a time. Scattered throughout this hideout will also be a number of containers with random items in them.
Here you'll find Beraht and a couple of his thugs. However he taunts you and however you choose to reply, one thing is inevitable, combat. Take out his helpers first, and use Health Poultices whenever needed, and you should be able to win this. Beraht will leave behind a Dwarven Warrior's Belt.
This leads to the Orzammar Commons at #5. The Proving Master and his guards will show up wanting to execute you then and there. Lucky for you, Duncan the Grey Warden also shows up. He invokes the Right of Conscription in order to bring you into the Order of Grey Wardens. This means you're headed for Ostagar for a battle with the Darkspawn.
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