Tired of hanging out in the Vault of Baphomet, the party decides to leave. Yet they are reluctant to drop Elaryan's prismatic wall , in case Ylleshka is still on the other side. So they all jump back into the magic tapestry. Ten minutes later, they are all back in the vault. But the time spent in the interdimensional maze is not completely wasted, for while wandering its halls, they have found Eovan and Lor. The party is whole once more! The heroes spend another ten minutes casting various defensive and buffing spells, then Elaryan dispels his prismatic wall . Ylleshka is gone, and the stairway out of the vault is unoccupied. Suspecting a trap, the heroes spend another ten minutes casting protective spells. They then discuss their options. Arthas reveals that his time in the golden mist granted him supernatural insight into the prison's layout-- so he can theoretically lead them anywhere, given enough time. The heroes decide that their best bet is to make their way back to Alderpash's cell, so that they can rest, recover, and cast more protective spells. Arthas takes the lead, and they begin to traverse the prison's halls. Halfway to their destination, they encounter a guard patrol. This particular patrol is led by a shaggy demodand who is armed with some of the magic items the party lost. The shaggy demodand and his two minions fight bravely, but are quickly overcome by the mythic heroes. Everyone who played gains 20,000 XP.