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Pathfinder Fair

NJ kssisms
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0% found this document useful (0 votes)
300 views37 pages

Pathfinder Fair

NJ kssisms
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

PATHFINDER FAIR

INFORMATION
AND
GUIDE
TABLE OF CONTENTS
a. Introduction and Philosophy of Pathfinder Fair
b. Expectations
c. Points
d. Fair program
e. Preparations for the fair
f. Rules of the Fair
g. Events
1. Skilled Events
2. Drilling Commands
3. Formation and Uniform Requirements
h. Booths
i. General
j. Appendix 1 (Skilled Events)
k. Appendix 2 (Pathfinder Fair Drill Event)
l. Appendix 3 (Orienteering Symbols and Maps)
m. Appendix 4 (Instructions on How to Pitch a Tent)
n. Appendix 5 (Types of Fires)
o. Appendix 6 (Chariot and ‘How To’ Lashings)
p. Appendix 7 (Pathfinder Uniform Guidelines and Judges Score Sheet System)

INTRODUCTION AND PHILOSOPHY OF PATHFINDER FAIR


The Pathfinder Fair is a gala occasion for the Pathfinder Clubs of a Conference. The chief purpose
is:
1. For fellowship of Club members across the Conference to increase the sense of belonging
to a larger organization which is successful and strong
2. An opportunity to see what other Clubs are doing and sharing ideas
3. A chance for Pathfinders to put into practice their skills which they learnt as part of the
curriculum, in a realistic setting.

EXPECTATIONS:
Pathfinder Club members are invited and expected to:
1. Come in dress uniform and be prepared to march in a parade.
2. Field uniform
3. Bring Hobbies and Crafts to exhibit, exchange and possibly sell to raise funds for their club.
4. Send teams for drill demonstrations
5. Prepare for various skills exercises

POINTS:
Pathfinder Clubs will be awarded points toward various standard awards, i.e. Gold, Silver, bronze.
Points will be awarded for:
1. Proper and neat presentation of dress uniform
2. Fulfilling various skills exercises according to a required standard, and in an allotted time
slot. (See Appendix Below for Skills exercises)
3. Execute, as a club, basic drill formations and commands in front of a live audience.
4. Presentation of a well organised and presented craft, hobby or themed booth.
(Adventurers could get involved in this exercise)
5. Overall presentation, sportsmanship and deportment by the Club and their supporters
FAIR PROGRAM:
The day will be planned as follows (this is an example and may not follow the same procedure on
the day):
• 8:00 am: Registration
• 8:00 – 10:00: Prepare Booths
• 10:00: Parade, devotion and Opening Exercises
• 10:30 –11:00: Formation and Dress Uniform Inspection
• 11:00 –12:00: Drill Commands Display
• 12:30 – 13:00: Selected Fancy Drill and Drum Displays
(Clubs will be allowed to change into Field Uniform at this stage)
• 12:30 – 13:00: Booth Judging
• 13:00 – 14:00: Lunch
• 14:00 – 17:00: Afternoon Skills Events
• Clean Up
• 17:00 – 18:00: Closing Parade
Awards and Presentations
Close

PREPARATION FOR THE FAIR


From the Launch, clubs will be required to prepare for the fair. This will be over the next 7
months.

These include:
- Preparing and making crafts and hobbies for display and sale
- Planning and preparing for a creative booth
- Prepare and practice for the skills exercises
- Prepare and practice the basic drill formations and commands
- Ensure their club’s dress uniforms are ready and in order for inspection.

Registration of your Club’s participation is required three months in advance of the fair.
(Actual deadline date will be communicated.)

Clubs will be charged a registration and attendance fee, which will go toward the
organisation and logistics of the event. (Amount will be communicated.)

RULES OF THE FAIR (Subject to Review and Change)


- All registered clubs in the South England Conference are allowed to participate in the
Fair.
- Visiting Clubs from other entities will be allowed to participate at the discretion of the
SEC Pathfinder Director.
- Experienced Pathfinder Judges will be nominated by the Clubs and be appointed by the
SEC Pathfinder Department for the day.
- Judges will award points for:
o Proper and neat presentation of dress uniform.
o Fulfilling various skills exercises according to a required standard, and in an
allotted time slot.
o Execution, as a club, for basic drill formations and commands.
o Presentation of a well organised and presented craft, hobby or themed booth.
o Overall deportment and sportsmanship of club members, leadership and club
supporters
- Clubs will register their participation no later than three months in advance of the Fair.
(Unfortunately, due to logistics, no late registration will be accepted).
- Clubs will be required to be in A-Class Dress Uniform for Parade and Drill exercises; and
in Club Based Field uniform for skills exercises and booth presentations.
- Club Flags, Banners, and Guidons are allowed to identify your club and should be
securely placed in front or side of your club booth.
- Clubs who participate will ensure that all staff to be KCFS trained, DBS checked, their
club liability and insurances up to date, and their church boards informed and approve
of their club’s attendance.
- Registration will be online on Pathfinder Website

EVENTS:

1. SKILLS EVENTS (See Appendix 1)


i. TRUST-MY-KNOT (KNOT TYING RELAY)
ii. CHARIOT RACE (LASHINGS OF SIX POLES TO CONSTRUCT A CHARIOT)
iii. FIRE BUILDING (BUILD 2 FIRES – Fires will not be lit)
iv. FIRST AID (PERFORM BASIC FIRST AID REQUIREMENTS)
v. SEMAPHORE (MORSE CODE TYPE MESSAGE RELAY WITH FLAGS)
vi. TENT PITCHING (PITCHING A TWO PERSON TENT CORRECTLY)
vii. ORIENTEERING (BE ABLE NAVIGATE AND READ A MAP TO A DESTINATION)
viii. SEARCH AND RESCUE (SIMULATE A SEARCH AND RESCUE EVENT)
2. PATHFINDER DRILLING EVENT (DRILLING COMMANDS) (See Appendix 2)
Be able to execute a minimum number of Basic Drill Commands within a set time frame, in
front of a set of dignitaries and live audience.

3. FORMATION AND UNIFORM INSPECTION (See Appendix 3 for Guidelines and Point System)
The Pathfinder Fair also celebrates the value, importance and the pride of the Pathfinder
Uniform. Uniform will be inspected for deportment, correctness and at the highest standard.
Points will be awarded accordingly and added to overall score.

4. CLUB BOOTHS
Clubs to prepare crafts, etc for swapping, and selling to raise funds.
Each club must aspire to display their booth in the most original, ingenious, skillfull way.
There are three factors the Judges will take into consideration, and they are:

Appearance of the Booth


Its general appearance in relation to logo, attractiveness and appropriateness. Leaders and
Pathfinders are to work in partnership to prepare their Booth. Judges will allocate points
where Pathfinders participation is present.

Pathfinder’s display in the Booth


The displays that bring out the theme of the Fair, in the areas of crafts, hobbies or any
other exhibits. The aim is to show the works of the Pathfinders completed within the clubs.

Demonstrations
The manner in which the Pathfinder manages the Booth at the time of being judged,
without adult input.

Ideas for Booths in Areas of:

● Arts & Crafts


● Household Arts
● Nature
● Outdoor Industries
● Recreational Pursuits
● Personal Exhibits

Ideas Include:
Group 1 – Collections of Stamps, etc
Group 2 – Nature: Rocks, Shells, Leaves, Flowers
Group 3 - Household Arts: Cooking, Sewing

Club Name

CRITERIA GOLD (10 SILVER (8 BRONZE (5


Points Max) Points Max) Points Max)
Neatness
Attractively Displayed
Artistic Style
Organised
Quality of Workmanship
Effort
Number of items displayed (if honour related)
Teamwork
GENERAL (REQUIREMENTS)

FAIR DOCUMENTS
• Registration Form
• Insurance
• Staff KCFS Evidence
• Church Board Approval
• Payment
• Fair Schedule
• Pathfinder Medical and Consent Form

CLUB PACKING CHECKLIST

• Unit Guidons (A guidon is a flag showing the name of each unit. These may be
handmade.)
• Full Dress Uniform (to be worn Sunday until noon)
• Field Uniform (worn after lunch)
• Club Banner For Grand Parade
• Booth Supplies
• Booth Exhibits
• First Aid Kit
• Change for purchasing/ buying items
• Event items

CLEAN UP
1. Take down Booths and clear area
- Events Area
- Signs
- Resources And Equipment
2. Pick up rubbish and dispose in the bin
3. General clean-up and personal class and club inspection after sites car park
4. Additional Points will be added for Clubs who clean up their area.
APPENDIX 1 ( 8 pages)

TRUST-MY-KNOT (KNOT TYING RELAY)

SKILL SET: Knots learned in Friends to Guide Class

OBJECTIVE: Connect a hessian sack or old blanket by tying a relay of 5 pieces of rope with
6 various knots. The whole team then pulls one pathfinder on the
blanket/sack to the starting place.

SIZE OF TEAM: 6 Pathfinders from each club

AGE GROUP: (10-15 years old)

TIME ALLOWED: (Until all knots are tied and whole team safely home)

EQUIPMENT: Each team must have an old blanket, or hessian sack and 4 pieces of rope
each 1.5 metres in length and a 5th 3 metres

PROCEDURE: At a signal the first Pathfinder of each team will run to the blanket/ sack, sit
down in the middle of it, and tie a SLIP KNOT around the one end of the
blanket/sack. When the knot is tied, he raises both hands as a signal to the
second in line to run forward and tie his rope to Pathfinder number 1, using
a SHEET BEND. Pathfinder 2 then runs back and touches off Pathfinder 3 in
line, who runs forward to tie his rope to that of Pathfinder number 2 using a
SQUARE KNOT. Pathfinder 3 runs back touching Pathfinder 4 who runs and
ties his rope to that of Pathfinder 3 with a FISHERMANS KNOT. Pathfinder 4
runs back and touches off Pathfinder 5 who runs forward and ties a SHEEP
SHANK in the rope of Pathfinder 4 shortening the rope. Pathfinder 5 runs back
to touch Pathfinder 6. Pathfinder 6 ties a BOWLINE with his own rope around
his waist and runs to tie his rope to that of Pathfinder 4 using a SHEETBEND.
Pathfinder 6 raises his hand and the whole team runs toward him then
together pull the joined ropes with Pathfinder 1 on the blanket/sack until the
starting line.

If any knot comes undone during any point in the process, the responsible
Pathfinder needs to go back and re-tie the correct knot.

SCORING: Points awarded for

Club Name Team Captain

CRITERIA GOLD (10 Points max) SILVER (8 Points max) BRONZE (5 Points max)
Speed,
Accuracy of Knots
How well the knot holds

Appendix 1 (Pg. 1 of 8)
CHARIOT RACE (LASHINGS OF SIX POLES TO CONSTRUCT A CHARIOT)

SKILL SET: Lashings learned in Pathfinders

OBJECTIVE: Lash a ‘Roman Chariot’ in the form of a rectangular trestle frame, and drag a
team member on the chariot back to the starting point.

SIZE OF TEAM: 3-5 Pathfinders from each club

AGE GROUP: (10-15 years old – FRIEND TO GUIDE CLASS)

TIME ALLOWED: (Until the whole team finish the race with chariot intact and rider staying
aboard)

EQUIPMENT: Each team must have 6 round poles of about 1.5 metre in length and about 6
inches in diameter, 9 pieces of rope each 2 metres in length.

PROCEDURE: On signal, the team lashes together a “chariot” in the form of a trestle
frame, similar to trestles used in bridge building: (See attached Picture)
• Four poles lashed into a square, using SQUARE LASHINGS and begin
and end with a CLOVE HITCH,
• Fifth and sixth poles lashed diagonally using DIAGONAL LASHINGS
to opposite sides, beginning and ending with a CLOVE HITCH.
• Tie a 2 metres long rope to the top pole as a ‘Rein’, using CLOVE
HITCHES.
When frame is finished and “reins” attached, two team members
pull chariot and a rider down the field around a marker and back.

If any lashing or knot comes undone during any point in the process, the
responsible Pathfinder needs to go back and re-tie the correct knot or lashing

SCORING: Points awarded for

Club Name Team Captain

CRITERIA GOLD (10 Points max) SILVER (8 Points max) BRONZE (5 Points max)
Speed,
Accuracy of Lashings
How well the chariot holds
How long the rider stays
aboard the chariot

Appendix 1 (Pg. 2 of 8)
FIRE BUILDING (BUILD 2 FIRES –)

SKILL SET: Fire Building in Friend to Guide Class (Some may have done it in Advanced
Class)

OBJECTIVE: You will be required to build 2 different fires within a specific time.
One fire will be a fire that you may use to cook food on
One fire will be a fire that you may use to keep you warm

SIZE OF TEAM: 3-4 Pathfinders from each club

AGE GROUP: (10-15 years old – FRIEND TO GUIDE CLASS)

TIME ALLOWED: 5 minutes

EQUIPMENT: Each team must have necessary materials prepared to build any of the fires
below.
Water, fire tray, fire extinguisher,

PROCEDURE: You will be told which fire you are required to build before you begin:
Log Cabin Fire
Reflector Fire
Wigwam/Teepee Fire
Crane Fire
Council fire

You will need to choose the correct type of material to use for your specific
fire.
You must work as a team
On signal, you may begin your fire build.
For the cooking fires, you will need to simulate a cooking scenario, either
boiling, baking or frying

SCORING: Points awarded for

Club Name Team Captain

CRITERIA GOLD (10 Points max) SILVER (8 Points max) BRONZE (5 Points max)
Speed,
Quality of Build
Level of Team Work
The fire stays lit
The fire serves it purposes

Appendix 1 (Pg. 3 of 8)
FIRST AID (PERFORM BASIC FIRST AID REQUIREMENTS)

SKILL SET: Practice First Aid actions learned in Friend to Guide Class

OBJECTIVE: You will be required to:


• Be able to demonstrate DrABC.
• Be able to put someone in the recovery position.
• Be able to apply a broad arm sling.
• Be able to apply a Compression bandage.
• Build a stretcher to carry the patient back to the starting line.
SIZE OF TEAM: 3-4 Pathfinders from each club

AGE GROUP: (10-15 years old – FRIEND TO GUIDE CLASS)

TIME ALLOWED: 10 – 15 minutes

EQUIPMENT: Each team must have the following equipment:

PROCEDURE: On signal one Pathfinder will run from the starting line to the point where
the equipment is placed, and lie on his back to simulate a patient. The rest
of the team will follow and 1. Demonstrated Dr ABC. 2. Place the patient in
the Recovery Position. 3. Apply a Broad Arm Sling. Apply a Compression
Bandage on the leg of the patient. 5. Build a Stretcher. Place the person on
the stretcher and carry patient back to the starting line.
Patient and adventuterer

SCORING: Points awarded for

Club Name Team Captain

CRITERIA GOLD (10 Points max) SILVER (8 Points max) BRONZE (5 Points max)
Speed
Quality of Bandage work
Level of Teamwork
Demonstrating DrABC and
Recovery Position
Quality and sturdiness of
stretcher

Appendix 1 (Pg. 4 of 8)
SEMAPHORE (MORSE CODE TYPE MESSAGE RELAY WITH FLAGS)

SKILL SET: Administer Semaphore in an emergency situation

OBJECTIVE: You will be required to:


• Send and Receive a message correctly and accurately within an
allocated time frame, using semaphore code and semaphore flags.
SIZE OF TEAM: 4 Pathfinders from each club
- 1 To Read The Sending Message.
- 1 To Send The Message.
- 1 To Receive And Repeat The Message
- 1 To Write The Received Message

AGE GROUP: (10 -15 years old – FRIEND TO GUIDE CLASS)

TIME ALLOWED: 5 minutes

EQUIPMENT: Each team must have the following equipment:


4 Semaphore Flags
Pen And Paper

PROCEDURE: The Instructor will send a 34-36 letter message to one team member. That
team member will signal to the other team member who will then report
message to the instructor.
Example of messages:
1. Go on God’s errand equals I will go today. 34
2. To enjoy camping, learn the six ways. Be safe. 35
3. Jesus will soon come. Ready pathfinders. 35

SCORING: Points awarded for

Club Name Team Captain

CRITERIA GOLD (10 SILVER (8 BRONZE (5


Points max) Points max) Points max)
The correctness of the message received and
The time lapse from the sending to the reception of
the message to the instructor.
Teamwork

Appendix 1 (Pg. 5 of 8)
TENT PITCHING (PITCHING A TWO PERSON TENT CORRECTLY)

SKILL SET: PITCHING A 3-PERSON IGLOO TENT CORRECTLY

OBJECTIVE: You will be required to:


• Pitch a 3-Person Igloo Tent correctly with in a set time.
SIZE OF TEAM: 5 Pathfinders from each club

AGE GROUP: (10 -15 years old – FRIEND TO GUIDE CLASS)

TIME ALLOWED: The fastest team will get maximum points.

EQUIPMENT: Each team must have the following equipment:


A Complete 3-person Igloo tent (tent, poles, pegs)
A mallet

PROCEDURE: Each team should start with the tent properly packed. On signal, they
unpack their tents and start pitching. When they are finished setting it up,
the captain of the team call for inspection and scoring. Dismantle tent

SCORING: Points awarded for :

Club Name Team Captain

CRITERIA GOLD (10 Points max) SILVER (8 Points max) BRONZE (5 Points max)
Teamwork.
Tent Pitched Correctly
Sturdiness of Tent.
Correctly tied knots.
Tight guy-lines.
All pegs accounted for
Dismantle of tents and re
pack it
Tent back in the bag and
zipped correctly

Appendix 1 (Pg. 6 of 8)
ORIENTEERING

SKILL SET: Reading a Topographical Map and following Orienteering instructions (SEE
APPENDIX 3)

OBJECTIVE: You will be required to:


• Match map symbols to the correct name
• Record 6-point grid reference and correct magnetic bearings.

SIZE OF TEAM: 5 Pathfinders from each club

AGE GROUP: (10 -15 years old – FRIEND TO GUIDE CLASS)

TIME ALLOWED: 10 minutes

EQUIPMENT: Map, Compass and Worksheets will be provided

PROCEDURE: Round one – Symbol Relay


Teams will be given a set of 15 random symbols out of 20. Members will, in
turn, run up to the board in which they are given 5 seconds to match one
name to a symbol. The aim is to match the symbol to its correct name the
fastest. (See Sample Symbols in Appendix 3)

Round two: Grid2Bear


Each team will be given a map with a short route plan. For each check point
teams must record a 6-point grid reference and record the magnetic
bearings from check point to check point. E.G.

Leg # (Check point) Map Reference (Grid Reference) Magnetic Bearing


Start Finish
1 133,366 135,360 177
2 135,360 137,353 182
3 137,353 143,343 157
4 143,343 151,350 59
5 151,350 307

SCORING: Points awarded for

Club Name Team Captain

CRITERIA GOLD (10 Points max) SILVER (8 Points max) BRONZE (5 Points max)
Speed
For every symbol matched
correctly
For correctly recording each
leg’s #: Grid reference and
Mag Bearing
Team Work

Appendix 1 (Pg. 7 of 8)
SEARCH AND RESCUE

SKILL SET: Proper and adequate procedures for Search and Rescue

OBJECTIVE: You will be required to:


• Administer proper and adequate procedures for a simulated search
and rescue incident.
SIZE OF TEAM: 8 Pathfinders from each club

AGE GROUP: (10 -15 years old – FRIEND TO GUIDE CLASS)

TIME ALLOWED: 20 minutes

EQUIPMENT: To be communicated nearer to the time.

PROCEDURE: Possible scenario that your team may face


Your team leader has just received notification that there has been a serious
incident located in a hard-to-reach area of your wooded community. Several
skilled Pathfinders (up to 8) are required to assist in the search and rescue of
members of the community. It is likely that this mission will take some time,
so adequate food that will have to be prepared onsite for the team needs to
be considered, first aid supplies carried and there will be a need to evacuate
injured persons possibly by use of a stretcher.

SCORING: Points awarded for

Club Name Team Captain

CRITERIA GOLD (10 SILVER (8 BRONZE (5


Points max) Points max) Points max)
Following track and trail signs to a destination.
Following OS map guidance to a destination using signs,
symbols, map and compass.
Familiarity with relevant communication skills for rescue.
Acquaintance with relevant knots for use in rescue.
Acquaintance with relevant first aid skills to protect the
person/s being rescued.
Ability to extract a person to a site of greater safety
Ability to sustain the Search and Rescue (SAR) team with
good nutrients whilst on the mission
An organisational structure in the team for managing the
mission

Appendix 1 (Pg. 8 of 8)
APPENDIX 2 (2 pages)

PATHFINDER FAIR DRILL EVENT


DRILL AND MARCH DEMONSTRATION INFORMATION

1. Pathfinders must remain in Full Dress Uniform until after they have finished their Drill and
March demonstration.
2. When your club registers, your drill team will be assigned a time for their performance. Be
sure to show up a little early. You must be present during the entire drilling demo. You will
receive notice when to be in position.
3. When you arrive at the Drill and March area, check in with one of the judges and let them
know your team is present and ready.
4. Once called on to perform, do your best. Often there are lots of visitors and they really
enjoy seeing Pathfinders working together as a team.
5. When your performance is completed, move quickly off the field so as to make room for
the next club.

SKILL SET: Basic Drill Commands

OBJECTIVE: Be able to execute a minimum number of Basic Drill Commands within a set
time frame, in front of a set of dignitaries and live audience.

SIZE OF TEAM: The Drill Team must:


1. Consist of Pathfinders, TLTs and/or Master Guides
2. Be registered members of the Pathfinder Club they represent (Club must
be officially recognised by the South England Conference)
3. Consist of a minimum of 6 people

AGE GROUP: 10 - ? (Pathfinders, TLTs, Master Guides)

TIME ALLOWED: 4 minutes

EQUIPMENT: Full Dress Uniform; Drill Instructor

PROCEDURE: 1. The routine is to be a rehearsed routine without commands


2. The length of the routine must not exceed 4 minutes
3. Creativity is left to the team, however, the following movements must be
included:
• Attention • About Turn
• Stand at Ease • Fall Out
• Dress Right Dress • Mark Time
• Salute • Forward March
• Left Turn • About Turn on the March
• Right Turn • Halt

4. Bonus points will be considered for inclusion of one or more of the following:
• Changing Direction

Appendix 2 (Pg. 1 of 2)
• Left/Right Turn on the March
• Breaking into Slow/Quick March

SCORING: Points awarded for

Club Name Team Captain

CRITERIA GOLD (10 SILVER (10 BRONZE (10


Points max) Points max) Points max)
Correct commands given by Drill Instructor
Executing of Commands correctly as a Team
Teamwork
Maintaining formation throughout the display.
Bonus points for the execution of extra
commands (No 4 above

Appendix 2 (Pg. 2 of 2)
APPENDIX 3 (2 Pages)

PATHFINDER FAIR – ORIENTEERING

Round one – Symbol Relay


Symbols to learn:

Appendix 3 (Pg. 1 of 2)
Round two: Grid2Bear
EXAMPLE OF TOPOGRAPHICAL MAP

Leg # (Check Map Reference (Grid Reference) Magnetic Bearing


point) Start Finish
1 133,366 135,360 177
2 135,360 137,353 182
3 137,353 143,343 157
4 143,343 151,350 59
5 151,350 307
APPENDIX 4 (7 Pages)

HOW TO PITCH AN IGLOO TENT.

Appendix 4 (Pg. 1 of 7)
Appendix 4 (Pg. 2 of 7)
Appendix 4 (Pg. 3 of 7)
Appendix 4 (Pg. 4 of 7)
Appendix 4 (Pg. 5 of 7)
Appendix 4 (Pg. 6 of 7)
Appendix 4 (Pg.7 of 7)
APPENDIX 5 (2 PAGES)

TYPES OF FIRES

COUNCIL FIRE
The council fire was used by Native Americans
during their meetings (or councils). It is very much
like the log cabin fire except that more than two
logs are laid on each layer. Be careful not to lay
the logs too close to one another. Leave gaps of
at least one inch (2.5 cm) between each log to
allow air to circulate. Like the log cabin fire, the
council fire is very stable, and it falls into itself as it
burns, remaining within the fire ring. Unlike the log
cabin fire, the council fire lights easily as the main
fuel is located directly above the kindling and
tinder where convection will carry the flames. This
fire is hot, and will make a nice bed of coals for
cooking. It also uses a lot of fuel. This fire is
sometimes called a pyramid fire as well.

REFLECTOR FIRE
This fire can be used for baking. The fire itself can be
of any other form, and is placed in front of the reflector.
This fire is also good for getting oneself warm. If you sit
(or sleep) between the reflector and the fire, the side of
you facing the fire will be warmed directly, while the
reflector throws heat to the opposite side. Very toasty.
You will be making the reflector from logs, which
means the vertical members should be driven deeply
into the ground to support the weight of the horizontal
members. You can also use rocks to support them.

LOG CABIN FIRE


The log cabin is easy to lay, and it is fairly stable
as well. It is laid very much like a log cabin
(hence the name). It is somewhat difficult to light
though, as the fuel is off to the side of the tinder
and kindling. When it burns, it falls in on itself,
confining itself to the fire ring. It is also easy to
add more fuel and maintain a neat orderly fire.

Appendix 5 (Pg.1 of 2)
THE TEEPEE (WIGWAM) FIRE
The teepee fire is probably the most recognized
campfire. It is somewhat difficult to lay however, as
getting the logs to balance against one another can
be tricky. Sometimes the log pile will topple and upset
the kindling and tinder beneath, and you'll have to
start again from scratch. If necessary, you can lash
them together at the top with twine (but don't use a
synthetic rope such as nylon or polypropylene). Once
laid, the teepee fire is very easy to light, as
convection will take the flames right to the fuel.

CRANE FIRE
The Crane fire is a type of fire build to support a
hanging pot over a fire. You can make the crane in
various ways. A long stick with a weight on the back
propped over a log or rock will work fine. Feel free to
use whatever is handy for propping up a crane. A
large rock or two work as well as a log for this crane.

This crane on the left, allows for adjusting the heat


of cooking by raising or lowering the cooking pot over
the fire. By spiraling the piece of rope around the
large stick, you can raise and lower the pot by
twisting the stick to wind on more rope, or release
more rope. The tripod could also be a forked branch
driven into the ground

THE DOUBLE SUPPORT CRANE on


the left is supported on both sides of the
fire. It is a popular choice and provides a
stable crane. As seen on the right hand
forked branch, use a small pile of rocks to
hold the vertical supports where the
ground is too hard to drive in a branch.

Appendix 5 (Pg.2 of 2)
APPENDIX 6 (2 PAGES)

ROMAN CHARIOT AND LASHINGS INSTRUCTIONS

Clove Hitch

Appendix 6 (Pg. 1 of 2)
TIEING A SQUARE LASHING

Appendix 6 (Pg. 2 of 2)
APPENDIX 7 (8 PAGES)

PATHFINDER DRESS (A CLASS) UNIFORM


SEC GUIDELINES

SEC Pathfinder uniform


(male)
Ironed and clean
Shirt tucked into trousers

SEC Pathfinder uniform


(female)
Ironed and clean
Shirt tucked in to shirt

Appendix 7 (Pg. 1 of 8)
SEC Pathfinder shirt
with insignia on front &
sleeves

Appendix 7 (Pg. 2 of 8)
Measurements:

Appendix 7 (Pg. 3 of 8)
Pathfinder scarf with
pathfinder world
emblem
Ironed and clean

Pathfinder woggle

Pathfinder tie

Appendix 7 (Pg. 4 of 8)
Or female pathfinder
tuxedo tie

Black Pathfinder honour


sash with Pathfinder
triangle (image below) at
base of sash to be worn
over right shoulder.
The front displays

honours)

Black beret
With pathfinder triangle
positioned over left eye
plus correct insignia with
green border

Appendix 7 (Pg. 5 of 8)
Correct positioning of
beret on head

Black shoes clean &


polished

Pathfinder belt or black


belt

Black tights & not socks


(female)

Black socks (Male)

Long hair to be tied at


the back in a bun not tied
at the top of head
Beret to be able to
position correct on head
Hair should not cover
pathfinder scarf, also
should not cover
pathfinder world emblem)

Clean fingernails

No jewellery except
wedding band (minus
points x1)
This is not part of
pathfinder uniform

Appendix 7 (Pg. 6 of 8)
PATHFINDER DRESS (A CLASS) UNIFORM
Points system

Correctly Points
displayed (1 points
(√ or X) each)
SEC Pathfinder uniform (male)
SEC Grey Or white shirt
SEC Charcoal & Black trousers (if not yet purchased SEC
uniform)
Ironed and clean
Shirt tucked into trousers

SEC Pathfinder uniform (female)


Grey Or White shirt
SEC Charcoal or Black Skirt if not yet purchased SEC
uniform (Knee Length or Lower)
Ironed and clean
Shirt tucked into skirt

SEC Pathfinder shirt with insignia positioned on front


(Correct class name with green border)

Class pins (positioned on left shirt pocket)

SEC Pathfinder shirt with insignia on right sleeve


(Correct pathfinder insignias with green border)

SEC Pathfinder shirt with insignia on left sleeve


(Correct pathfinder insignias with green border)

Yellow Pathfinder with Pathfinder world emblem


If TLT (Red TLT Scarf)
Ironed and clean

Pathfinder woggle (Correct woggle with green borders)


If TLT (TLT Woggle)

Pathfinder Tie

Or Female Pathfinder Tuxedo tie

Black Pathfinder honour sash


With Pathfinder triangle at base of sash.
Sash worn over right shoulder.
The front displays honour)

Appendix 7 (Pg. 7 of 8)
Optional Black Beret
With pathfinder triangle positioned over left eye plus
correct insignia with green border
Correct positioning of beret on head

Black Shoes clean & polished


Heel height

Pathfinder belt/black belt or grey

Black tights & not socks (female)

Black socks (Male)

Long hair to be tied at the back in a bun not tied at the top
of head
Beret to be able to position correct on head
Hair should not cover pathfinder scarf, also should not
cover pathfinder world emblem)

Clean fingernails

No jewellery except wedding band (minus points x1)


This is not part of pathfinder uniform

Appendix 7 (Pg. 8 of 8)

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