Move on the scene is OK, but what do we want to do about the chained up warforged? Are there tools we could give them to let them cut themselves free, and then we could ask some or all of them to come with us so we can get more information from them? Seems kind of callous to leave them chained up, even if we're planning to come back.
According to the text, he is Poisoned (the condition, disadvantage on all rolls) for 24 hours, and wakes if he takes damage (a good slap for 1 hp). I would say roll 1d4 and he'll wake up naturally in that many hours, though still Poisoned.