--- The Wheel Turns ---
"Good," you reply to Althair. "We will go in the late afternoon to this bluff to see what can be seen. But now I must rest."
You rest as best you can. Maeslyn treats the wound on your leg, placing some hot cloths soaked in some herbal mixture on the claw wound on your thigh. It stings for a minute and then the pain starts to dampen.
Althair awakens you when it is time to leave. Keb is standing by him, her eyes alert. You can tell the afternoon sun is about to turn into early evening.
"Come we must go," Althair helps you to your feet. You still feel sore all over and are still somewhat tired, but you are much more refreshed than you were five hours ago.
You don't dare to risk horses and after a two hour hike through the woods, with Althair in the lead, you approach the town. You climb atop a small bluff just south and east of Tobin's Hollow. Then, lying on your belly, you peer through the grass, down into the town below with Althair and Keb next to you.
You are approximately a half a mile from Tobin's Hollow. You can see that a wide hard-packed road winds down from some hills to your right through the small village. Tobin's hollow consists of no more than perhaps two-dozen structures--typical selection of homes, shops, and the like. Tended pastures extend from either side of the village all the way to the base of the surrounding hills some hundred paces beyond the edge of town.
Many buildings lie in ruin from unchecked fires, their burned out shells nothing more than blackened rubble. Dark curls of thick, black smoke wind into the sky, and a smoky, acrid scent fills your nostrils with its bitter stench, even at this distance.
Seanchan soldiers patrol the streets. You can count two squads of five men each patrolling the outskirts of town. There are two more squads of five men each patrolling the actual streets in the town.
"Where would they be keeping the prisoners?" You question Althair.
"I don't know for sure, but the only buildings large enough are the Inn or the stables." He points out two large buildings close to the center of town. "That building there," he points out a building far to the north on the eastern side of town, "is Bryna's home. That's where the fight took place between Megda, Maynard, and the Seanchan."
You look at possible approaches into the village. "Those pastures on either side of the village will leave us open to their view." Keb says.
You watch for nearly an hour, looking for some weakness or approachable location.
"I think we could avoid the patrols if we're careful. Look Keb," and you point out the outlying patrols and their movements. "They are moving in a pattern. With a little luck, we should be able to time it so we can get past the initial patrols without being spotted." (GM note, you'll get a bonus to
hide)
"Hmmm." Keb muses. "That will get us past the patrols on the outskirts," Keb says. "But what about getting close to the town? There's more patrols inside and we will still have to cross those fields."
Althair chimes in. "See that dark line right there?" He points between the two fields. You don't see it at first, but soon you can see a faint line.
"That's an irrigation ditch," he explains. If we can get past the initial patrols, and into that ditch, we'll have at least some cover between you and their scouts. Then hopefully you can avoid the patrols as needed."
"Then what?" Keb asks.
"Then we'll have to be as silent and motionless as shadows to avoid the patrols inside the village."
"Maer, What do you think? Are we sneaking in? If so, I think we should go at night. With at least a score of armed men out there and who knows how many more are inside the buildings, we're going to need the cover of darkness. What's the plan?"
Thursday, March 18, 2010
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