
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.))