  We introduce a gossip-like protocol for covert message passing between Alice
and Bob as they move in an area watched over by a warden Willie. The area hosts
a multitude of Internet of (Battlefield) Things (Io\b{eta}T) objects. Alice and
Bob perform random walks on a random regular graph. The Io\b{eta}T objects
reside on the vertices of this graph, and some can serve as relays between
Alice and Bob. The protocol starts with Alice splitting her message into small
chunks, which she can covertly deposit to the relays she encounters. The
protocol ends with Bob collecting the chunks. Alice may encode her data before
the dissemination. Willie can either perform random walks as Alice and Bob do
or conduct uniform surveillance of the area. In either case, he can only
observe one relay at a time. We evaluate the system performance by the
covertness probability and the message passing delay. In our protocol, Alice
splits her message to increase the covertness probability and adds (coded)
redundancy to reduce the transmission delay. The performance metrics depend on
the graph, communications delay, and code parameters. We show that, in most
scenarios, it is impossible to find the design parameters that simultaneously
maximize the covertness probability and minimize the message delay.
