Trek 1d4 = 3: 3
3=Diamonds Finding something helpful along the way
The return of the 4th to Castle Refuge was inglorious, they had lost a lot in the final three-way fight with the CS and the Tectonic Entities. One thing they had brought back was a new member, the Simvan Eco-wizard they called "Carlos". He was questioned and his skills assessed before he was officially induced. During the fight, he lost his communications band. Not speaking American well and being illiterate, it was fortunate that they had tother Simvan about to assist in translation.
Given his arcane background and his survival skills, he was sent out as an advanced scout to check for trouble in advance of the main group being sent to investigate a missing ATT in Old Detroit. Taking his Ostrasaurus and his communicator, as well as his basic gear, he set out to fulfill his orders.
A solo Simvan is not greatly welcome in most places, as he is often suspected to be either a scout for raiders or an outlaw who is without even the barbaric code of honor of the normal Simvan. While Khar-loez is neither of these things, he finds it easier to avoid trouble by avoiding people.
Khar-loez encounters the first area of Faerie activity. For many, this would be dangerous, or even deadly, but Khar-loez is an Eco-wizard, he carries a minimum of upsetting technology and understands natural magic. He only gathers fallen wood for his fires and respects how dangerous fire can be by only lighting small fires in well-cleared areas and properly putting the fires out when finished.
As he rested in the forest, a small faerie came to him and begged for his help. He took a chance and followed the creature, which lead him deeper into the forest. He soon heard the sounds of machinery, it was a party of loggers, probably from a nearby settlement seeking wood for construction and to use as fuel.
Now Faeries do not like loggers in general, as trees are the homes to many of them, and some of them...such as Dryads...are bound to their trees to such an extent that they can be hurt or killed by harming their tree. They also dislike machines, because technology is a way of separating oneself from nature. Tech-using loggers are, thus, twice bad to Faeries.
Khar-loez tries to talk to the loggers but has trouble making himself understood and can not convince them to leave peacefully. Eventually, he is forced to take more drastic measures. He uses his telekinesis to steal items, he sets swarms of insects to carrying dirt into machinery to make it stop working, he causes vines to invade their tents and tie them down when they are sleeping. The Faeries use their own magic to help, in increasing numbers as they enjoy playing pranks.
The loggers, eventually, understand that the pranks are only harmless because the guiding hand wants them stopped, not hurt or killed. They leave, though whether they intend to return is hard to determine. The Faeries reward Khar-loez with a strange staff of unknown wood.
When he finishes aiding the faeries, they show him out of the woods to a town. Outside the town is an ATV bearing the markings of the Legion, it appears the team caught up to him while he was in the woods. He sends a signal on his communicator, "Khar-loez, Simvan, Ecowizard, premit to join."