Expedition Logs - Turrn 1195SY

Expedition Logs for the month of Turrn.

Cian's Log

 * We headed out into the morning sunlight, skirting the sanctuary forest for its relative safety, Allyra wanted to head in via the skull hill to have a quick gander.
 * Just off of skull hill we found an old camp that ally mentioned looked as if it had been desolate for almost a year.
 * We got to skull hill and discovered that that Allyra isn’t that great at biology, after a quick detect magic we found out that it was permeating a rather turbulent mix of evocation, conjuration and necromancy.
 * Allyra picked up the skull with mage hand to investigate. Then dropped it into her hand and received a mighty burn to her hands. Didn’t learn anything and we placed the skull and jaw back into the circle.
 * Popped on a quick Demi lavato traveling system to the fey tree, Ally created a straw hat for Demi before we headed towards the blacksmiths.
 * We found a sign outside a pub which reads, [name= Ariak’s Watering Hole]
 * Allyra decided to start searching each building everything was boring except for some amazing green glass in a fireplace and some delicious white wine in the basement of the watering hole.
 * We met up with Mael who seems to be doing well and defended into he sewers to progress towards the city.
 * Once in the sewer we decided through the safety wording that the city would be left which was also the direction of flow through the sewers.
 * We moved to the left until we had to descend into the waters, you’ll need to keep walking until the sewers open up into a 15 foot wide crossroad, go directly across until your feet are no longer in poo water and take the new passage on your left. Once out of there you’ll want to stick to the right and you’ll see a door with a 15ft platform with the door in the centre, this will lead you to the stairs that take you into the city.
 * Inside the door there seems to be spooky noises off to the far left…… ignore those.
 * Once you ascend the stairs you will find yourself in the inner cities blacksmith.
 * We found a few items: small hammer which seems to be lacking an activation mechanism, but seems to have the effect of once it strikes an item it deactivates transmutation effects.
 * We also found a small chest with what appears to be vial holdings.
 * We went up to the next floor of the blacksmith and discovered a lady named Esseive, after Esseive, Ally cast comprehend languages on herself so that they could converse…… I didn’t understand any more…
 * Allyra seems to be discovering something about a new people from the conversation and she informed her that we are from Kherra.
 * Esseive seems to be a knowledge seeker like me.
 * Allyra’s eyes lit up during her conversation and she seemed excited about finding something and the demon war.
 * Ally said that Esseive mentioned that the silver dragons clings to a cold form of chivalry. It is currently being hunted by the Grey Hawks, an old order of mage hunters who were sponsored by the tinker, they were a predominant and strong faction during the demon war.
 * We found our location in the city when leaving the secret passage. It was near a beautiful bank. We found a battery for the hammer, and decided to head home. Post haste!
 * Nothing huge happened on our way back. Demi was still wearing the straw hat Ally made her.

Allyra's Log:
Day starts, let's head to Skull Hill on way to city!
 * Ask Cian about Mimics;
 * Aberrations that mostly grab and bite. Have adhesive properties.
 * Eyes and darkvis.
 * Nearly impossible to distinguish from what they're impersonating.
 * Can test by dropping something on them and seeing if it sticks.
 * Weakness; most are slow, about 10ft. Universal solvent is the only way to escape.
 * Immune to acid.
 * When hitting with weapon, need to roll reflex or weapon becomes stuck.


 * On way to hill. Camp in trees has been disused for less than a year.


 * Skull Hill; skull in center with jawbone still attached - laying on the ground facing south/southeast.
 * Magical - moderate, mix of evocation, conjuration, necromancy.
 * Swords all uniform (forged by same blacksmith?)
 * Pulled forward with Mage hand to investigate. When dropped into my hands, felt like the hottest thing I've ever touched. So painful. Don't do this again.
 * Decided to come back at night to view from a distance, or bring suitable carrying equipment to bring back to camp for investigation?


 * Onwards to City
 * No farmhouses surrounding city.
 * Gargoyles at start of city, faint divination/abjuration aura. Ancient defences?
 * Signpost with faded words and an image of a horn. Comp Lang: "Ariak watering hole".
 * Tavern Barrel taste test - actually pretty good wine. Searching and find an empty bottle made of a glass like material. Find a stopper and pour a bottle of Historic White Wine.
 * Mattresses and blankets in top of tavern in not bad knick. All quite well maintained?
 * Skeleton outside blacksmith's died to heavy bludgeoning damage. Potentially bring someone who can cast Speak With Dead into city?
 * Met Mael, somber chap. Grateful for his company.
 * Through tunnel into sewers, ambushed by Bloodwraith, but escaped quickly.
 * Made way through sewers into a building.
 * Found hammer; flat head but with different counterweight. Complicated metallic shape of interlocking parts as head.
 * Haft has a grey-ish sheen. Faint transmutation feel. Missing a power source, enchanted to diffuse magic through hits.
 * Curios; 19 steel ingots. And a magic box with a test tube rack inside, also transmutation magic.
 * Heading upstairs, see a woman in purple robes pouring over a desk. Esseive - lives in city. One of a few dozen who do.
 * "Represents why people come here, looking for protection and anonymity". Studying history of city and old alchemical recipes. Fiona might be interested.
 * "On the Main road is a bank with something of particular interest to us. Can hear Kherran spoken within, though the vault has been locked since the war."
 * A Cyclops in the bay. Quite a walk away. She lives there but it doesn't bother her group.
 * Warned it is more dangerous on the other side of the river as "Grey Hawks" (mage hunters employed by tinkers during demon war) hunt a Silver Dragon.
 * Be careful of Western City, old nobles cling to luxury this city provides. Sound unfriendly.
 * Dragon's footmen (an army) are present in the city. Dragon clings to a cold chivalry. Believes this city is sacred and must be preserved. Might have affection for us if we assist in this.
 * Dragon's footmen kill anyone inside, preserving it as a graveyard, so don't try to speak with them.
 * Bloodwraiths weak to ice. Sense the life you have so don't try hiding.
 * Stay quiet and keep to the shadows. Exit from building and take a right to get to the main road.
 * Meet back in 6 days - if she isn't there, means the building is being watched by the dragon. Don't leave the building.
 * Found main road, Bank down to left, what a splendid looking building. Can't wait to investigate.
 * City has battle damage, but most things seem to be in good repair. Not really touched by time.
 * On way back, spot a body hanging from one of the building. Was holding a small cylindrical oval 5-6cm long tiny green gem. Magical, moderate transmutation, slots into hammer quite nicely.
 * Hammer uses crystals and casts localised transmutation magic to forge without furnace.

Marvor's Log
We set out on an expedition to explore the Sanctuary forest and the coast beyond.

At the sanctuary forest we first came upon some Deer like creatures, which I communicated with and got some information on local Fauna.

Furry with teeth – We saw some wolf like creatures with reddish fur and a sort of mane around their head and shoulders. We didn’t get close to these so have no idea on their threat level.

Flying ones – We found a few birds on our travel but nothing that seem dangerous.

Big Scaley one – On the outskirts of the forest there was a huge reptilian creature we believe is some kind of dragon or magical beast. It showed signs of being able to breath fire and could likely easily attack or kill us at any time. Luckily, this creature was asleep when we found it and Marcy mentioned she had seen one before and it seems like a non-hostile creature.

They also mentioned small, scaled creatures which we did not find (could be the lizard dogs that are in this area) and a creature matching the description of a Giant Anteater we saw from a distance.

We also took a quick look at the borders of the Dry Forest before heading towards the coast.

We found the coast completely overrun by elemental crabs, they varied in size drastically, with the smaller ones hiding or fleeing at our presence while the larger ones seems more territorial. We don’t know if they would have attacked us, but we kept our distance just in case.

We headed south along the coast to see if the crabs covered the entire coast, or just this area and eventually found the end of them near a small cliff near the waters edge. From here could see the potential origin of the elemental crabs, a large rocky formation protruding from the water that looked vaguely flowerlike. We suspect it is the epicentre for an elemental breach, and what altered the crabs.

On the peak we also found humanoid tracks and a small cave nested into the side of the cliff with a vandalised shrine in it. It appears that the humanoids broke the shrine, leaving behind the remains of a bird like statue and plinths that looked like they originally held some form of item.

We followed the tracks for a short while before determining they were from the Ichmatl east camp.

After this we headed back to base, stopping off one of the smaller crabs for further examination.

Ursula's Log
We left the camp to escort Patox to his group and to scout out the person that had been killing the Ichmatl. We made our way south, crossed the basic white bridge and made our way towards the Ichmatl camp. As we got closer, some of the Ichmatl were seen and Patox decided to make their own way with them.

We then headed further south towards the city for our second mission. Once we got to the red sand area, Jhanna, Fiona and Bagheera hid under a camouflaged net.

Rowena and I headed onwards to scout out stealthily. We entered the ruined temple which was mostly empty. There was nothing of interesting on the first floor as it seems to be an area to have a better view of the ground floor. On the ground floor, there was an altar with a tablet. Rowena and I approached this tablet and I was hit with flashes of emotion and thought. A vision and feelings of person who couldn’t shake the feeling that they were doing the wrong thing but they couldn’t help doing it. In the vision they entered the temple and locked and bolted the door. They ran to the hole underneath the altar and hid in the dark and dark cellar, away from the things that were banging on the front door. It seems one of the creatures that this person was hiding from, possibly banging on the door was a fire demon. A cyclopean creature of molten rock standing 8-10ft tall. As the vision faded, I had an awful feeling about this place and I suggested to Rowena that we returned to the others. Rowena, being a braver soul than me, suggested that we investigate the hole beneath the cellar.

The hole dropped down into a pathway that led to several doors. As we approached, the sound of slow breathing emerged from one of the doors. Rowena went forward to investigate which alerted the person resting in the room.

The person started muttering in several languages and seemingly could not register Rowena’s presence. As the person walked out of their room, I used the invisibility potion that Fiona had provided and emerged out of the hole to avoid running into this person.

I was able to get a better look at them when they emerged out into the temple. They had long swept dark brown hair, olive skin and brown eyes with flecks of green. They were wielding a hooked sword. Moments later, they returned down the hole and I took the opportunity to head outside the temple and kept an eye out for Rowena. Several minutes later Rowena emerged sprinting across the red sand back to Jhanna and Fiona. I followed as quickly as I could and luckily, we were not chased by this person.

Upon returning to Jhanna and Fiona, Rowena mentioned that this person spoke Kherran and Rowena was able to take some parchments that they found in this person’s room. Having succeeded in our scouting mission, we promptly returned back to the camp.

Cian's Log

 * After speaking with the new trader in the camp, Jessari bought a new trinket and we headed out. To check out the bank in the city.
 * Jessari noticed a fellow standing up by skull hill so we wandered up to find out what they were getting up to.
 * Upon getting their attention (through runt screaming greetings and us waving to them, just as they waved back to us, they were engulfed in a smokey hazy creature, which dropped them to the ground.
 * We hurried up to check what was going on and as we pulled the moved the body, the creature attacked us.
 * It seems to be a Necromental cinder-spawn, which I’ve haven’t learned too much about. If anyone could shed some light on these, it would be amazing.
 * It seemed to have an ability to double a person over while in its smoke and also to set its foes alight.
 * Runt managed to soak up most of its hits through out the fight but was set alight towards the end… insanely while on fire this didn’t stifle Runts sheer and unadulterated bloodlust.
 * Jessari kept us all standing through out with boosting magics and her immense healing magics.
 * Runt was taken down after the fight ended due to being engulfed in the flames, and her situation, to have really set her back.
 * All of that being said, after almost losing our entire party, we gave up on the idea of visiting the forgotten city bank and went home to the tent, bringing with us fragments of the skull and a new weapon.

Allyra's Log
Leaving for Bank Heist in the afternoon to stay overnight at the entrance and have the whole next day in the City.

Along the way, we see a stranger near Skull Hill and wave over to them.

- In an instant, they are engulfed in a terrifying dull red outline. Cian says it's a Necromental, a Cinderspawn. The stranger died from the burning.

- Decide to take body home to cast Speak with Dead on, to find out who they were and why they were there.

- Cinderspawn reappears and starts choking us all on smoke, it fights ferociously and its flames seem to harm the mind of Runt, who keeps punching into the fires fearlessly.

- Jessari sees no recourse but to channel her positive energy harmfully, destroying the skull with a swift kick from her horse deity's image.

- We have all sustained heavy damage and decide to head back to camp, bringing the charred corpse of the stranger and a mysterious sword dropped by the Cinderspawn. The Bank will have to wait until next week when we've recovered.

Rowena's Log
On our way to meet Jagad, met a group of Ichmatl who warned us about a big lizard in the forest or something and gave us another route to go that should be safer.

As we got closer we found an injured Ichmatl and nearby him, the Western Itchmatl camp, we helped him over there and then met with Jagad.

Talked to Jahad about the temple guy, let him know that temple guy had been driven away into the city, and gave him the "head" in return he told us that Dramvte higher ups tend to be vampires.

He asked us to try and broker a ceasefire between them and the Xipil, we said sure.

We got to meet the Xipil leader. She was quite stubborn about not wanting anything to do with the Ichmatl. I asked how long they'd been fighting with the Ichmatl and she said 23 years and wouldn't answer any more questions about the subject.

We managed to get her to agree to talk to a Ichmatl representative, if they came to them. So we went back to Jagad, he was positively excited to go, so we went with with him to make sure shit didn't fuck up too much. I also suggested that the two camps could exchange hostages for the duration of the ceasefire as motivation to stay honest.

They had a conversation we couldn't really understand, it seemed to go well for us because they didn't attack each other. They agreed to another parlay on more neutral grounds in ten days.

Talkning to Jagad afterwards he said he found the Xipil leader quite scary as she seemed to be a powerful caster.

Cian then apologised for fireballing the Itchmatl as Jagad was walking away.

Marvor's Log
Feywild Expedition 1 Report

We set out from our camp in the morning and came across little of interest until we came to the white bridge. From there we saw a human with a red face cloth attacked by a giant mosquito. We tried to help and see the mosquito off, but we were too late. The mosquito also escaped so I was unable to take proper samples, but I was able to gain valuable information on how it hunts prey, how fast it is and more that could save lives in the future. It is just a great shame the information cost a life.

The rest of the travel to the Feywild portal was uneventful, we came across many of the reptiles that inhabit the forest near the hill but avoided them with ease. We did find that there seem to be multiple ‘alpha’ reptiles that seem to be territorial with eachother and potentially have their own pack or family group of the ‘beta’ reptiles.

The portal worked as expected, channelling a powerful enough spell that manipulates plants opened the portal for travel. On the other side we found ourselves definitely in the Feywild, in a cavern created from the roots of an enormous tree above us. It was here we found a denizen of the Feywild called Altuarideshi, which appeared in the form of a giant owl with autumn leaves as feathers. The ability to speak Sylvan was invaluable on this mission as that is what we used to communicate with the being.

We found out that Altuarideshi has the unnerving ability to look at someone and tell how they will die. It even seems to take some level of entertainment at seeing this. The future death is apparently not set-in stone unless Altuarideshi speaks what the death will be, and we obviously declined to know of our own deaths.

Despite being eery and mysterious to some extent, Altuarideshi was open to answering our questions and all the following information was gathered from that. People from the material realm made the fey portal and used it to commune with Altuarideshi as they believed he was a god of death. They spoke to it to find out how they or their loved ones would die and Altuarideshi would respond with vague prophecy. Due to the way time works in the Feywild, even Altuarideshi knew didn’t know how long ago these pilgrims last returned. He also made mention of a blind man who he wonders ‘if we will survive it’, and that Altuarideshi has even foreseen the death of gods.

On the Feywild it told us to be careful and quiet as there was another being who controlled this area atop the tree called Xolototo. This creature is a pale humanoid with a crown of horns and seems worryingly powerful. Altuarideshi seemed to think we could deal with Xolototo, but also implied that it was incredibly fast, hard to pin down, incredibly tough hide and has a paralysing touch. It also controls the realm almost entirely, able to mold the environment to its command, from the creatures to the plants to the very rocks beneath our feet. We say an example of those later as it almost trapped us during our escape.

Altuarideshi has some personal issue with Xolototo, describing his behaviour as a contentious, loud mouthed and lording over the area of forest. Once Xolototo was a lesser creature of the wood filled with pride and ‘dickishness’, how he came to power is unknown although Altuarideshi made mention that Lady Autumn would not have allowed this to happen if she was here. Could this have been her realm and something happened that allowed Xolototo to take over?

Before leaving Altuarideshi asked us to kill Xolototo in exchange for knowledge and also saying that removing Xolototo was the only way we would be able to explore the rest of his domain. The only knowledge initially mentioned was that going through this portal would mess about with time. If we stayed in the portal for under an unknown amount of time, then when we returned back to the material plane, not time would have passed. But if we passed that time threshold we might never return. It was unwilling to tell us what this time limit was unless we killed Xolototo and we refused to make a decision there and then. After this Altuarideshi left us alone and flew out into the unknown.

We also got a very brief description of the area, some of which we backed up at the glance outside the roots. It was mostly us surrounded my moving and shifting forests, but above us and tree we were inside was a large lake. How that works was unclear, whether the take is resting atop the tree, or is suspended above or any other possibility it unknown.

Our moving around and looking outside the roots alerted Xolototo to our presence and within seconds we were under attack by it as it descended the tree. The roots from the ground and walls reached out to grab us but we managed to slip away before they caught hold. We quickly ran back to the portal, opened it up again and got through.

We had been in the Feywild for over 3 hours, but not a second had passed when we came back through. After a short rest and mentally recovering from what happened, we set off on the journey home with a slight detour to see the dryad Sol to try and get another other information on what was going on in the Feywild. Sol told us that he knew very little current goings on in the Feywild but still had some useful information. We found out the portal had not been used for decades at least, potentially centuries, so getting information from surviving pilgrims of the god of death will be unlikely. Sol also found it very unlikely that Lady Autumn could have been defeated in anyway. It also had heard the name Altuarideshi, but not Xolototo, and was unable to give any other information.

After this, we continued our journey home tired and suffering from heatstroke, but generally fine and safe.

Cian's Log
Remembering our alcohol soaked rags, We headed out in the morning towards the ex-spider cave. Moving through the sanctuary forest Jessari discovered some boot prints moving north to south. Jhanna mentioned that some dramvaite may have been moving through these areas. We decided that may be a job an issue for another time. After moving towards the caves below the dry woods tree, we were discovered by the shroomers, it spoke into our minds in Sylvan, “You return after killing my watcher, How bold.” During the battle I used some Burning Gaze spells, which they responded into our minds “You brought fire”. We finally finished the Shroomers off and skiddadled out of there after sending Insect Scouts in to investigate the Caverns… All in all we once again went out with a plan and got beaten up and sidetracked.

Cian's Log
Heading out and saw nothing until we reached the basement hole… because I refuse to acclimatize to this god damn summer sun. somewhere along this walk of absolute horror, we came across a warrior in peacock feathered armour, NOTHIN’ WAS LEARNED FROM THEM.

We got to the Hole beneath the Moonlit ruins and popped ourselves down there with some haste, as we did, we realized that as long as we stay careful not to disturb the cupboard on the fight of the first room, we could essentially just move freely into the study area to the south, within we found a scroll of Heroism which I intend to copy into my spell-book. And a large device, which emanated an aura of Divination (nice), Conjuration and Evocation, given more time, I am sure I could work out how to use this device, but it felt kind of like a relay beacon, of some sort.

Perhaps, given the correct sequence of actions, it could be used to message another of its sort? But where it would go and who would answer are complete mysteries to us.

While I as examining the device, Jessari and Ursula noticed a gargled noise from beyond a caved in wall, with a faint glow emitting through the rubble. Jessari used some form of devout magic (unlearned and gifted, unlike true magics) to see through the wall where she saw the light receding down a passage.

We pressed on into the next room where we found a large square table with a Orb in the centre, surrounding the orb there were three items a Large lizards skull, Magical leather armour of grinding*** (which would deal damage to anything trying to grapple with the wearer), and a broken blade. When I approached the broken blade on the north point of the table, we were set upon by a Ice Golem, which was joined by the opportunist Will-o’-Wisp, we dispersed of the Ice Golem and the Wisp fucked off.

Stupidly we decided to stand in the dead centre of the room, while we all licked our wounds. More devout magic later and the gargling returns, we all stand and stare at the source of the noise and it blows our minds. See Monster Notes at the bottom.

A Hound of Tindalos, was standing in the next corridor, and it busts open Marcy’s shooter arm with a bloody gaze, Ursula and I also took a big old drink of that damage, but I did not see the damage on me (Still hurt just I was all freaked out by the Marcy-Rose fountain of blood).

The bloody thing disappears, and we were left half dead, wondering what the bloody heck just happened.

TURNS OUT, just like Demi. This prison has more than one trapped dimensional being.

After dicking about with the table and its contents for a bit we followed down the south-eastern hallway and had a battle with the old Hound and wisp combination. It

After a combat which felt like an actual eternity, we finally managed to make the wisp and hound piss off.

Moving on to the gated room to the south, we discovered an inactivated teleportation circle, which could be a huge boon if we manage to find others in the future.

Speeding our way through, we went west and found the planar anchor, which took 18 bloody hours to decipher how to halt the binding effect on poor old Demi Lovato, so we turned that off so that they and the Hound could escape this plane if they needed to. Poor tortured that they are.

This big old mechanism of ancient magic and mechanism is also what has been forming and issuing the directives to the Ice golems too. It’s seems that as ancient as they are, they still understand what it’s informed them to do. And if we can just harness that power, we will be able to turn this facility into our own.

What is most peculiar is that while studying this magic, I could not help but feel that so much more of this land is under similar effects. The Helix island has a security team of elemental crabs. The sanctuary forest has its magic that turns it into a haven for natures beasts. And while it may seem crazy to state aloud the city has its red earth which harness’s necromantic powers…

What if there’s facility in all these areas, that are linked and maybe even have teleportation circles and safety procedures we could use to the guided dawns benefit?

That is enough for one day. And as I go to bed, I cannot help but be filled with pure awe at what awaits us…

There is a new directive for one of the Ice Golems to guard the entrance…

When you first descend into the quest hole, please remember to whisper to the Bat-like statue “Berry Good Cat”

Monster discovered - quest hole

A “Hound of Tindalos” is a hound of the Somnian sea, known as a hunter of people who do not pay their debt, it has an ability to harm you if you stare at it, it is said that it will give you visions of your own demise.

Defensive - DR10/magic and immune to poison & mind effecting

Magic abilities: can cast Slow & teleports probably stronger than we should ever fight.

Will-o’-Wisp - opportunistic attackers, huge defensive capabilities with being able to turn invisible at will and un-fucking hit-able

They seem to only attack with electrical sparks.

Cian's Log
Into the Demiplane

This was kind of a weird trip, we entered the teleportation circle and found ourselves in a demiplane, populated by mushrooms, a Demon of light, and a warning voice note from the wizard who inhabited the moonlight tower. The wizard told us that the demon was ancient and that the Demiplane was its prison and that unfortunately we were now also its prisoners.

We proceeded into the rooms and floors finding a second teleportation circle, (Leading to the wizard’s bedroom, I found out later) and then was greeted by the aforementioned Demon, who was actually a really likeable individual. If you are alright with extra-planar beings whose kin have recently sacked an island.

Which eh yeah, I guess we are, so Ritt (The light demon) tells us that in order for us and them to escape, we’ll have to go into two rooms and disable the binds on planar travel.

We then mooched about for a bit discovering another defense crystal, some pristine arcane statues - which seems to grant aspects of arcane items for energy, and then a bloody gate spell portal, which seemed to be the reason the Ritt was pulled into this plane.

After some time, we moved on to the rooms where we would need to deactivate the holding spell that Ritt was subjected, upon stepping into another arcane glyph the wizard informed us it was apologetic for holding us here, but as long as demonic presences were on the floor it would not allow passage.

We discovered Ritt could not telepathically talk to us in here so plotted to murder them, after some chatter, we decided not to do this and free the old bastard and headed on home…

++++

Knowledge gained on The Demons of light (named Ritt in this instance)

Very much the origin of force based arcane magic, it is thought that they may be the source of where the people of IX discovered it, they value Knowledge above all else and a way to show trust between their kind is to share some format of knowledge.

They are thought to be the lowest rank of Demon soldier, amongst Yan’s legions. The Ancient one was capable of casting forgotten forms of Magic Missile and Fireball.

As a general species they are ill equip for Melee and are known for their magical prowess above all else.

The one we met floated above our heads, was roughly 7ft and emitted a dazzling light.

Rowena's Log
We entered the teleportation circle to the demiplane and quickly discovered that it was currently a one one teleportation circle. On entering some people got a telepathic message warning them that the demiplane contained a creature from the war. The demiplane seemed to be a prison for the creature and we were now also trapped there. We found a bunch of weird mushrooms that released spores so Ursula created us some face cloths to protect ourselves. People started getting telepathic messages from the creature, that called himself "Ritt". We go to talk to it, Cian works out that it is a light demon and we also find out that it has truesight. It tells us that the only way out is for us to do what it can't and go and destroy the "lynchpin" which will let us use the teleportation circles to leave. We explore around a little and find several rooms with arcane items that we believe can summon arcane tools, a power core and some kind of arcane set up that used the gate spell to bring things to the demi plane to imprison them? We moved on from this to try and find the lynchpin Ritt had told us about. It showed us where the secret passage to the lynchpin was and when we found it, Cian stepped into the circle and received a "pre-recorded" message apologising for trapping us but the only way we could leave was if the demon was dead. Everyone except me had a moral discussion on whether or not we should kill the demon or free it. I just wanted to go the path of least resistance and free it (and mostly us), but Ursula and Cian wanted to destroy it because it was dangerous, and Jessari wanted to free it because she felt bad for it being trapped. They wanted to go back and talk to the demon some more so we did that. Jessari eventually manages to convince herself and everyone else to let the demon free. I destroyed one of the soul jars stopping us leaving, they others destroyed the other ones, Ritt left and we left ourselves.