Tyreus said:
"Thank you for coming. Before anyone volunteers, you should know the details. This process will give you the strength of an ogre, the toughness of a golem, and you will heal faster then you ever thought possible. Armed with this power and the ability to instantly teleport to wherever you desire, we will crush the evil creatures that have wronged you! You will be physically altered, appearing to be part golem, part man. This is not for the feint of heart, volunteer only if you are serious about protecting those you love."
After that, Dan and Zan will work with the masters of things mechanical in the city, to change those who volunteered into war machines. I have left the cost (if any) and how long the transformation takes for Fieari to decide.
Your speech alone would have inspired the people to take up arms, but the foul attack which claimed, when all was said and done, a total of 47 people, mostly civilians, only stiffened their moral, and did so greatly. You have 450 additional points to use. Your mechanical men may be constructed at a cost of 1000 gp each, however, the people have raised the cry for donations and help... half the price on each mechanical man to 500 to account for free labor... and 11,981gp is raised to help pay the remaining fee.
Axoreius gains 6,000xp and an additional 50 points.
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The Wren flies through the mirror... and as soon as it does, the image in the mirror becomes a reflection of the room you are in. You have no way of knowing what is happening now.
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The Dragon is surrounded by darkness, curled up into a fetal position. It seems to be straining against an invisible wall of some sort...
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When that is done, she wildshapes into an eagle, and Transports Via Plants to a thick bush approximately on the other side of the Green Desert, and flies around in the lands of the north, to learn what she can of the happenings there. She keeps her height, to stay away from any hungry soldiers, and hovers for a bit if she finds anything of interest. Also, the raven scouts are sent out to investigate as well, but spread out.
Flying northeast, you have two options. You can either fly low enough to be seen clearly from the ground, fly within the terrible cloud of smoke and ash in the sky (not really an option, as it will prevent breathing) or fly above said cloud, and see nothing of the ground.
Having said this, Zedrihar begins to leapfrog-teleport northward across the desert, using dimension door to move 960 feet, then running 30 feet, using dimension door again, etc., with a movement of 990 feet per round, or 113 miles per hour. He invokes true seeing before doing so and continues to keep it maintained during travel. Zedrihar will travel across the desert, then into Evil territory, and begin a spiral motion, searching for enemy forces. If he encounters anything unusual or dangerous, he stops leapfrogging and tries to stay out of sight if possible while he considers what next to do. Zedrihar will do this long enough to cross the desert, and then spend no more than four hours in the Evil lands before contacting the other generals to ponder his next move.
It takes two hours to cross the Wild Plains and the Green Desert.
After that, Zedrihar encounters very little for quite a while... towns situated nearly on bedrock, attempting to grow enough food to survive, and even then having most of that taxed away so that poverty is the rule, and anyone managing to survive at all well is the exception, not the rule. These towns and villages are scattered throughout the moor, you would estimate them all within a days ride of each other, but rarely nearer than that.
It takes another 4 and a half hours to reach sight of the sea, circling counterclockwise around the moor. Here, there are fishing villages which look slightly less oppressed than elsewhere, although very primitive. Kobolds outnumber humans in some of these villages. Starvation is considerably less, though still present. They look healthier around these parts though.
It is now a little after 3pm... you head north. In one of the villages you see a slave caravan, being loaded up with humans and kobolds. Since it's more or less effortless for you to free them, you may or may not as you choose, then move on. It takes about two and a half hours to make it near to the mountains, which you do not climb since you're scouting the moor. You turn west. There is a road to follow.
The road leads to a gigantic pit in the ground, digging deep into one of the foothills to the Silgrey Range. It is swarming with halforcs... getting nearer might be dangerous. It is now near sunset. What would you like to do?