Stunned at your sudden arrival, the lookout gives a grunt of shock as you rush him. He raises his arm to defend himself, but your blade punches through his forearm, into his chest and heart; and as the light flees his eyes you drag him back a few steps into the reedy slush of the marsh. The young Weevers are going for their weapons, preparing for the situation to 'go loud'; but when your swift efforts, they sheathe their knives and their esteem for you grows.

Cesare even vocalizes it. "Good. That chainmail makes you clumsier, but at least you can back up the difference. Let's follow the other one."

Shadowing the swamp-skimmer, you trek away from the firelights; south along the swamp's rim, but further from the land of the particular swamp-dwelling clan you have come to seek. It seems where they have elected to keep Augusto is not within their camp proper - perhaps wise, to prevent a direct rescue. Your night-eyes are important here, and with them you avoid having to follow so close you are heard and falling into hazards on the way. Eventually the skimmer leads you to a sort of elevated cave; it is above the level of the swamp by a few inches, so the mud tapers off to the stone cavemouth that leads into the inside of a rocky hillock.

The skimmer takes and lights a lantern as he goes inside; and you can see just inside the cavemouth the scene it illuminates: a young man bound with ropes to a natural pillar of stone, slouching and battered, as the skimmer approaches with an indiscernible conversational jabber. The swamp skimmer hasn't produced a weapon yet; pausing to do perhaps exactly what he was asked to do: give the captive a chance to make peace with his gods.

"There he is," Cesare confirms. "That's Augusto. They've worked him over badly. I thought he'd be closer to the skimmer camp, but I guess that's the point. If we can get him out, we can dash east back towards the towers on the wall. They'll fire on skimmers, but not tabarded men. With the morning light oncoming, we'll be in the clear."

But west of you, deeper within the swamp toward the skimmer camp, the is a slow swelling clamour and shout. Perhaps they have found the dead man - but striking before dawn is not soley the province of stealthy bands like yours. Perhaps the clans fight among themselves, for your benefit. But your instincts tell you that, by the knife in the belt of the skimmer you followed, or by whatever is happening back in the camp, your window for action is narrowing.

Spoiler: OOC:
Show
Time for action. You can:

1. Take your time and sneak up. This requires no roll, but will cost time, which may or may not mean something.
2. Hurry and sneak up. This requires a challenging Silent Move roll, but you will be able to attack the unaware man at the end if you succeed; or else he will be aware.
3. Hurry and charge. This requires no roll; but the man will hear you coming and have a chance to act briefly before you arrive. The thieves will fire their slings as you close; they may even take him out, but it's not at all as promising as a melee attack on an unaware opponent.