You catch four young huntsmen of the <clan> poaching on your land. When caught, they say they wandered here in pursuit of game on their own, and were not told to come here by their elders.
  1. Let them go.
  2. Frighten them, then let them go.
  3. Hold them for ransom.
  4. Let them go, then demand compensation.

— Six Ages: Ride Like the Wind


If successful, frightening them not only increases clan mood but pleases the boys' clan, who give gifts in thanks for your proper sternness. Failure will simply the mood a bit.