SGoD Obstacle Course
SGoD Obstacle Course

It really hadn't taken much construction, mostly planning out the trail. The most difficult part of the entire endeavor had been coming up with the different obstacles. It had been mentioned by several that it would be nice for the Guardians to have a way to challenge others and test themselves and their own abilities without it being in a fight or battle, and this was a possible solution.  The runner completing the course with a good time will have demonstrated speed, strength and agility as well as a sharpness of eye, creativity and quick thinking.

Course Description:

    ((The running sections of the race will be done with 2D10, the higher valued die from each roll counting. The rolls will be added together, the totals indicating how far along the trail the runner is, the running sections totals are cumulative, not starting from 0 again after each obstacle.
     The obstacles will be done with 1D10, with the necessary roll to pass the obstacle being stated for each of the 5 obstacles. If the roll for the obstacle does not pass, the runner must keep rolling until a satisfactory roll is obtained. No obstacle may be passed without completion.
     Each roll, either in the running sections or in the obstacle sections, will count as 30 seconds, being summed by the Timekeeper/proctor. The object is to complete the race in the shortest period of time.
     Anyone may proctor, and at least one witness is required. Role play is what is being stressed, interaction between the runner, the witness/witnesses and the Timekeeper/Proctor encouraged. Coins gained may be kept, provided a copy of the log is sent to TheLdyDES. If a runner choses to try the course again, they forfet coins previously gained, those coins returning to the supply being used for the course.))

THE START:

The starting line is at the head of the trail that leads to the pond, it starts off fairly level, the surface wide and smooth.
((Need total between 11 and 20 to reach the first obstacle, rolling 2D10, the higher of the 2 die being summed.))

You've reached the first obstacle, a 20 foot rope bridge stretched between two trees, the bottom rope being about 5 feet off the ground. You have to go up a short rough ladder, cross the bridge, and then jump down into a mound of sawdust.
((Need to roll 7 or better on 1D10))

Leaving the sawdust the trail first heads gently downhill, then narrows as it turns steeply uphill, becoming much rougher as it twists and turns.
((Need total between 21 and 30 to reach the second obstacle, using 2D10))

The second obstacle is a spruce tree with a bell hanging from just below it's 20 foot top. The bell must be rung before you can proceed. There is no rope attached to the bell.
((Need to roll 8 or better on 1D10))

Leaving the tree the trail begins to parallel a swiftly flowing stream, some sections of it may be slippery or muddy.
((Need total between 31 and 45 to reach the third obstacle, using 2D10))

The third obstacle is a cargo net from the "Defiance." The net is strung up over a 10 foot high branch. You must go up one side of the net and down the other.
((Need to roll 7 or better on 1D10))

Past the net the trail peters out, vanishing in a deeply forested section. From here the course is marked by red flags tied around the trunks of the trees. The brush is thick, and there are scattered clumps of thorn bushes.
((Need total between 46 and 55 to reach the fourth obstacle, using 2D10))

The fourth obstacle requires a keen eye. Scattered and hidden near a huge old oak are Qcoins. Before you can proceed you must be sharp eyed enough to collect 8 coins.
((Here dice rolls are summed. Need total of 8 on 1D10 before proceeding. Runner may take the time loss and gather up to a maximum of 18 Qcoins before having to proceed.))

Past the oak the forest gives way an open field, you've circled back and are now on the outer edge of the guild Training Field. Markers lead the way towards a table with strung bow and a quiver of arrows, a target set up beyond them.
((Need total of over 60 to reach the final obstacle, using 2D10))

The final obstacle, and indeed the end of the race is simply shooting a single arrow into the target from 50 feet away. All that is needed is for the arrow to stick somewhere into the target for the race to be over. If a bulls-eye is hit, 1 minute will be deducted from the total running time.
((Need to roll 5 or better on 1D10 to hit the target.
Roll of 9 or better is a bulls-eye.
))