Men's Jungle Challenge

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.)