As the party sits in the darkness by the splashing mill wheel, knowing they have to get out of there but not daring to move, the voices continue.
"If only we still had Moss, we'd find them right away."
"Yeah, but why don't we have Moss?"
"Because he died..."
"Because they killed him! They killed ALL the dogs, exactly so they could move around in secret! Bastards!"
Meanwhile,
Ember has squeezed along the muddy edge of the bank in the gap between the millwheel and the building, crab-walking carefully so that she can duck under the heavy axle going into the wall without losing her footing and falling into the river. Then she is past that hazard, and scurrying back toward the trees. At one point, just shy of the
copse, one of the
people in front of the
Mill looks in her direction with a newly-lit lantern. She has just enough time to collapse to the ground. Under her cloak, she apparently doesn't look enough like a person in the dark for the
man to suspect her, as after a few long moments he turns away. In the blink of an eye, she's up and lunging for the trees. In among the trunks, she knows that the shadows give her even more protection from the idiots all bunched up with their lanterns. There's no way they can see her now.
::Thank Rudd that there aren't more elves or dwarves living in this backwater!:: she thinks to herself, reaching the
stone bridge that crosses the
Realstream River.
Back at the
Mill, the
men have finished lighting their lanterns.
"Spelt, you take those three and see if you can find the Watch. Start by checking across the River."
"OK, Pa. Come on, you're with me." Some of the light moves away west.
Briefly
Ember considers crossing the
bridge before raising the alarm...but then she remembers how it felt to be alone and hunted in this village on the other side of that bridge - just ONE DAY ago - and she decides against it. This side of the river has
Ramne's Grove, and while she doesn't want to put
that old man in danger, she's more confident that she can lose any pursuit in the forest if she has to. She's done it before, after all. Squatting down behind the western side of the
stone bridge,
Ember takes a deep breath and is about to let it out when
a quartet of men ("Villagers") appear with a lantern out of the trees, and hustle their way across the bridge.
Ember ducks down and they do not see her in their hurry.
Back at the
Mill:
"Gold, you go with these two and Ollwin, head to the crossroads and check to make sure they haven't circled back to murder more people in the barn. You should meet up with Grand and the Clayborns."
"It's a plan." More of them move off ("Citizens").
"Well, it's up to the rest of us to check the shore."
As the light recedes across the bridge,
Ember counts to herself. How fast will they come running?
How soon will they find the adventurers squatting just a few yards away from them? Taking that deep breath again,
Ember howls, a long, mournful cry of rage and loneliness. It doesn't sound much like a wolf, but then it's not meant to: it's meant to grab the hunters' attention.
"What's that?"
"They're signaling each other!"
"That came from down by the River!"
"Come on! If we hurry, we can trap them there!"
The
search party ("Millers") that was about to discover the party turns around and runs toward the trees to the west.
Ember can see lantern lights bobbing as people run from the south of her (across the bridge), the east of her (in the trees), and the north of her (coming down the road).
[ +- ] Map of known quantities moving through Orlane

Note: Each square on the Orlane village map is 20' on a side.
Note 2: the nature of lantern light at night - it only illuminates so far and prevents the eyes of the people holding it to adjust to the moonlight - means that none of the three groups can see Ember yet. They're too far away, but they know where she was howling and they're coming closer, fast.
OOC:
Now is your chance. Everyone,
roll STR (Athletics) checks to see how quickly you run out of there (whether you are by the bridge - Ember - or squatting between the Mill and the lake - everyone else). With that Athletics roll,
Ember could dive into the
river or rush into
Ramne's Grove. She could also choose to do something else, like stand her ground, hide again, fast talk, disguise herself, etc.