Scout Camp

ScoutCampEven on the open plains, mounted scouting parties will look for a copse of trees or other shelter when they make camp for the night. In general, they are in or near hostile territory, and would rather not be seen. They also benefit from protection from the elements.

Most of the scouts will sleep in a sheltered clearing, for example at [A], during the night, taking turns at lookout, whether on the ground or up a tree not far away, for example at [B], though northern and southern posts are also amenable to the purpose. The scouting party’s horses will be kept nearby and in sight of the lookout and main camp, at [C], for example. Because horses tend to make noise when disturbed or approached by an unfamiliar person, they can act as a second lookout, and so the lookout would be less likely to take a position to the North with the horses picketed where they are. However, the horses could be moved to the West and the lookout put in the North.

Clever scouting parties will spread out their risk, keeping one scout separate and better concealed, at [D] for example. If possible, he will keep his horse with him, both so he can return and report quickly if the party is attacked, but also so an extra horse among the horses does not tip off someone entering the camp as to a second lookout. This separate scout is a semi-lookout, sleeping lightly most of the night along with his horse, in addition to being a fail safe against attack.

Tomorrow, I’ll look at a generic scout build for Mind Weave NPCs.

How did you like the logic of organizing a scout camp? Anything you would add or correct? As a Master Weaver, how would you use it in a game? Would your players be with the scouts, or trying to pick them off? Let us know below.

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