As the last minotaur falls, the party hears someone clapping. The sound seems to be coming from behind them, from somewhere in the valley leading to the Ivory Sanctum. They turn, and see a beautiful elven woman with emerald hair. "Bravo," the woman says, "you defeated Vang's minotaurs handily." She introduces herself as Jerribeth, loyal servant to Hepzamirah, and offers the companions a deal. Hepzamirah has given command of the Sanctum to a hideous creature named Xanthir Vang, a fact that has upset Jerribeth. Vang, an mysterious being known as "the Work that Walks" is not even loyal to Baphomet, but instead serves Deskari. Jerribeth has taken an oath that she will do no direct harm to the Sanctum's commander... but she figures that having some convenient heroes do the dirty work for her presents a convenient loophole. The party will get the glory of defeating Xanthir Vang, and can help themselves to any intelligence in his quarters. And in the ensuing leadership vacuum, Jerribeth believes she will be returned to her rightful place as Hepzamirah's lieutenant. Everyone wins! To sweeten the deal, she offers one party member a special boon. Lor steps forward and asks for all of his negative levels to be removed. Jerribeth agrees, if Lor will wear a special ring that lets her track the party's progress. She will also give the companions specific directions to Vang's chambers, so that they can avoid the Sanctum's many dangers. This deal is too good to pass up, so the party agrees. Jerribeth places the ring upon Lor's finger, casts wish upon him to remove the negative levels, then teleports away. The party follows Jerribeth's directions, and have a relatively easy time making their way through he sanctum. As the approach the final area, however, they encounter too large derakni demons guarding it. Jerribeth was either unaware of these final guardians, or failed to mention. Either way, the party quickly defeats them. Opening the final door, they find Xanthir Vang sitting at a desk, looking over some papers. "I assume Jerribeth sent you to kill me?" he says. "Pretty much," Nor replies. Vang suggests and alternative course of action: a battle of wits. The heroes and Vang will take turns asking questions. As long as each side answers truthfully and directly, the game will continue. In this way, each side can gain vital intelligence. Since (as Nor points out) Vang has already asked a question, the heroes may start. The companions and Vang each ask a few questions, testing each other. Then Vang asks Elaryan why he is so eager to destroy the Forge of Corruption, since it could be such a powerful tool for the forces of good. Elaryan does not seem to want to answer the question. He begins to speak evasively, and worse, peppers his response with rhetorical questions of his own, thus tipping the balance of questions asked wildly in Vang's favor. Eventually, the Worm that Walks grows impatient and simply disappears. Everyone who played gains 1,000 XP