1. If your unit selected the first option and fired at the sound, subtract one round of ammunition from your supplies. The sound of your gunfire echoes through the woods, and the heavy smoke drifts into the trees. Up ahead you hear someone yell, "Stop shooting! I surrender!" You rush forward, expecting to take enemy prisoners. Instead, you find a cow riddled with bullet holes lying on the road and an old man crouching behind his dead cow! The old man jumps up when he sees you and starts yelling, "Are you all crazy? Why, you coulda killed me along with poor ol’ Bess! Now what are you gonna do about my dead cow?" As you rack your brains trying to think what to say, your company commander rides up from behind you. He dismounts and looks at the dead cow. The captain glares at your unit with disgust and then steps forward to talk to the old man. After a short conversation, the old man seems to have calmed down. The captain informs you that you are to compensate him for the loss of his cow. Each soldier in your unit must give the old man an item from his or her supplies. In addition, everyone in the group must lower their Morale by 1 point. (Make sure students in the unit cross out something from their supplies list and tell you what it is. If you feel that they’re not giving enough, you can make them give up more.)
2. If your unit chose to hide and wait to see what is coming down the road, everyone in your unit must make an Agility skill spin.
If a soldier spins a number equal to or lower than her Agility number, she was able to hide behind the trees before being spotted. The old man and his cow pass quietly by on the road, never knowing that the soldier was there.
If a soldier spins a number higher than her Agility number, the old man waves at her as he passes and says, "Afternoon. Nice day for a walk, eh?"
If everyone in your unit makes the spin successfully, the company commander rides up and congratulates your unit on your quick thinking. Raise everyone’s Morale by 1 point. If one or more soldiers miss the spin, everyone’s Morale number stays the same.
3. If your unit decides to send a soldier to scout out who is coming down the road, that soldier must make an Agility skill spin.
If the soldier spins a number equal to or lower than his Agility number, he was able to move quietly through the woods without being spotted by the old man. The soldier returns to your unit and reports that the noise up ahead is just an old man and his cow. The company commander hears about your clever use of a scout and praises your unit. Raise everyone’s Morale by 1 point.
If the soldier spins a number higher than his Agility number, the old man hears the soldier in the woods. Pointing his walking stick at the soldier, the old man yells, "Hey, what do you think you’re doing? Sneaking around in the woods and trying to scare a feller!"