EPISODE 4: GOING TO SEE THE ELEPHANT
Picket Duty and Gathering Intelligence
Picket Duty and Gathering Intelligence
Choose a soldier who will be assigned picket duty.
The commander has also asked that a soldier from each unit be chosen to sneak up on the enemy camp and spy on them. This soldier should gather as much information as possible and report back to the company commander. Choose which soldier will spy on the enemy camp.
The commander has also asked that a soldier from each unit be chosen to sneak up on the enemy camp and spy on them. This soldier should gather as much information as possible and report back to the company commander. Choose which soldier will spy on the enemy camp.
Make an Agility spin to see if you can move quietly through the woods.
If you spin a number equal to or lower than your Agility number, you have successfully snuck past the picket and find yourself crouching behind a tree just outside the firelight of the enemy camp.
If you spin a number higher than your Agility number, a guard on picket duty calls out, “Who goes there?” You hold your breath and wait to see if you are discovered. Make another Agility spin to see if you can hide from the soldier.
If you spin your Agility number or lower, the soldier passes by, thinking that you were just a porcupine or raccoon moving in the woods.
If you spin a number higher than your Agility number, the soldier shoots when he gets a good look at you in the moonlight. Make a spin to see what kind of wound you receive:
If you spin a number from 1 to 4, you receive a minor wound. Make a spin on the Minor Injury Table to see what kind of wound you sustained and its consequences. If your injury is minor, you try to run away, but you must make a Stamina spin to see if you make it back to your own camp.
If you spin your Stamina number or lower, you make it back safely.
If you spin a number higher than your Stamina number, you have collapsed and have been captured. (For the purposes of this simulation, a soldier who has been captured is as good as dead. However, like a dead soldier, he must still participate as the “unseen conscious” of his unit.)
If you spin a 5 or 6, you suffer a major wound. Make a spin on the Major Injury Table to see what kind of wound you sustained and its consequences.
If your injury is major, you have been captured by the enemy and will be sent to a prisoner-of-war camp.
If you have successfully snuck into the enemy camp, begin counting the number of men, horses, and artillery pieces. After you have finished your count, you have to sneak back out of the camp and past the pickets.
Repeat the process you used to sneak in, as described on the previous page. If you succeed in getting the information back to your own camp, raise your Morale by 2 points and everyone else’s in your unit by 1 point.
Skirmish
If you spin a number equal to or lower than your Agility number, you have successfully snuck past the picket and find yourself crouching behind a tree just outside the firelight of the enemy camp.
If you spin a number higher than your Agility number, a guard on picket duty calls out, “Who goes there?” You hold your breath and wait to see if you are discovered. Make another Agility spin to see if you can hide from the soldier.
If you spin your Agility number or lower, the soldier passes by, thinking that you were just a porcupine or raccoon moving in the woods.
If you spin a number higher than your Agility number, the soldier shoots when he gets a good look at you in the moonlight. Make a spin to see what kind of wound you receive:
If you spin a number from 1 to 4, you receive a minor wound. Make a spin on the Minor Injury Table to see what kind of wound you sustained and its consequences. If your injury is minor, you try to run away, but you must make a Stamina spin to see if you make it back to your own camp.
If you spin your Stamina number or lower, you make it back safely.
If you spin a number higher than your Stamina number, you have collapsed and have been captured. (For the purposes of this simulation, a soldier who has been captured is as good as dead. However, like a dead soldier, he must still participate as the “unseen conscious” of his unit.)
If you spin a 5 or 6, you suffer a major wound. Make a spin on the Major Injury Table to see what kind of wound you sustained and its consequences.
If your injury is major, you have been captured by the enemy and will be sent to a prisoner-of-war camp.
If you have successfully snuck into the enemy camp, begin counting the number of men, horses, and artillery pieces. After you have finished your count, you have to sneak back out of the camp and past the pickets.
Repeat the process you used to sneak in, as described on the previous page. If you succeed in getting the information back to your own camp, raise your Morale by 2 points and everyone else’s in your unit by 1 point.
Skirmish
1. Load your weapons and fire at the approaching riders.
2. Hide among the trees and wait to see who is coming.
3. Send someone from your unit to see who is coming.
Journal Prompt
Write in your journal about the events in this episode. Remember to write in character, even if your character has died or been captured.
2. Hide among the trees and wait to see who is coming.
3. Send someone from your unit to see who is coming.
Journal Prompt
Write in your journal about the events in this episode. Remember to write in character, even if your character has died or been captured.