Location: Jungle
Challenge Course
Free men only (do not have
to be a warrior), all roll 2d23, no matter caste dice
A race through a treacherous Schendi jungle
course, armed only with sleen knives. Must go ten rounds
through jungle obstacles to determine winners and those
dropping out due to treacherous jungle conditions. Any
competitor not reaching a 10 on either die in each round
will face another challenge. Not reaching a 10 on either
die in the second challenge means injury, and you must
be treated by healers and are eliminated from the
competition.
None of the jungle animals/creatures are "tame" of
course. But they are smaller versions of their breeds,
and Askari will be available at each leg of the course
to prevent death of the competitor, though injury is
still possible.
(Keep in mind no points awarded unless over 15 on
either die, having a ten just allows you to remain in
race without having to fight!)
Round 1
Runners! You must run through the jungle along the
barely seen path with a hungry sleen loose in the area!
(If you do not get a 10 on either die, you must roll
again to fight the sleen...a roll over 15 in that fight
means you at least slow down the sleen enough to escape.
Less than a 15 roll means you get injured and are out of
the race.)
Round 2
You must grapple a vine ahead of you and successfully
leap the 10 ft tall gorge. If you fail, roll again to
determine if you were too injured to climb the side of
the gorge.
Round 3
You must now successfully traverse through this
section across a rope bridge!!! Go fast but keep your
footing! If you fail, roll again to determine if you
caught hold of the side rope or fell to the jungle floor
below.
Round 4
Larl den! You must make it through the larl's cave
without having to fight the larl! A failure in a first
roll means you must try to protect yourself against the
larl. Another failure means you take an injury and are
out.
Round 5
A cliff ahead! You must rock climb down without falling
into the river. Again, if you fail, roll again to
determine if you were too injured to climb back up to go
to the next challenge.
Round 6
Past the half way marker! Beware of pit traps
placed underfoot along the trail. Use your vines!! A
failure sends you into a pit. Roll again to determine if
you are able to climb back out and finish the race.
Round 7
You must pass through the ruins where hiths have been
seen. If you fail, it means you are in the range of a
hith and must fight to defend yourself. Failure on the
second roll means injury and out of the competition.
Round 8
Almost back! You must shinny up a tree to get up to a
ledge so you can finish the race. A failure here allows
another try. If you fail again, you cannot make it up to
the ledge and will have to drop out and walk the long
way around to get to the finish line.
Round 9
Wounded Free Woman ahead!!! You must rescue the Lady!
If you rescue her, you are awarded an additional 3
points! (best combined score of this roll only wins the
rescue, only one free woman, volunteer free women 1
needed for each race!)
Round 10
The finish line! Beach seen ahead through the
undergrowth! Get the lady to safety. Hurry! (Fastest or
highest score of this round also receives 2 extra points
in addition to his score!)
Winners first, second and third if there are any left
standing will be determined by highest individual scores
of all entries!
(All scores will be added highest individual score
assumed the fastest well skilled.)