!!!Third Act:
You are now in an impressive cavern, filled with goblins and maybe the occasional Ice Giants. You have to find your way… until, you stand before the Temple's Ice God: inside, he's waiting for you, forewarned by the sounds of fighting. He offers you a choice: either fight him, or let him show you through a magical portal and fight for him the God of Good©®™. The final decision is yours, their powers are a match. In either case, once the god you're fighting is reduced to half his health points, an angel or a demon (depending on the god) comes forth to help him. Once your foe is dead (1), you use the magical portal to report back the good news to his rival.%%%You ask the God (the one you ended up helping) to transform you back into a Djinn; he accepts, then with a sadistic grin, request you put aside the Samarqand Amulet (if you're wearing them, he can't use magic on you). If you agree, heedlessly, you find yourself change into… a duck. For all eternity.%%%If you don't, he'll finally relent, and lift most of the curse off of you - he can't completely change you back into a Djinn, the essence's modification was irreversible: so you're now one of a kind, half-Djinn, half-mortal -, you get back your interplanar privileges, and the God, his promise accomplished, disappear. %%%Only problem: the Carrot from the Second Act, if you pocketed it. Oh yes, the God has also lifted the protection, far less powerful, that tied the Djinn to his vegetable form. And said Djinn is a master at disloyalty: thinking there is more for him in helping your mystery foe, and having no love for your rucksack's smell, he attacks you. %%%If you manage to overpower him, agonizing, he'll use his last resources to pass into another plan, only leaving his diverse material possessions – not everything his lost at least. Doesn't matter, you'll meet him again (indeed, even if you hadn't picked up the Carrot, you'll meet him again and he'll have a quarrel with you: he had to wait for his curse to end, in a dank cave)…
On that note, off you go! You leave Samoth's Plan.
Mini-clip: You use your freshly-returned powers to pass into the plans of Hell, so as to conduct your investigation discreetly and tactfully, and to get the bastard of a demon that framed you to spill the beans. Your possible companions can't follow you there, so you bid them farewell and leave, on your own.
(1)Technically, a God is immortal: so he's not dead, just as fit as a bloody pulp can be.