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Rolled 20, 10, 17 = 47 (3d20)
As you trot across the sands, you can hardly believe your luck – mayhem is blossoming in every corner of the area, but your direct advance to the empty cage (middle right) is entirely unmolested. You watch as Dadaces and his bull follow the rounded fencing, passing by empty cages – the Cycladian is not fleet of foot, but appears entirely at ease as he lopes along, apparently unconcerned with his lack of progress.
Bundling your bull into its cage is a straightforward affair – perhaps you imagine it, but there seems to be some relief in your victim as it enters the safe space. You rip out of the supporting brace that holds the cage door aloft – it crashes shut, and you “lock” it by jamming the brace back through a set of iron rings that links the door to the cage floor. Looking behind you, you see that the Theban has hardly made any progress – the beast wobbles left and right, attempting to spin off its grappler. You don’t doubt that Hyperbius will succeed in the end, but you don't stick around to observe, or take stock of the other competitors. Now that you have the advantage, you must push it!
Putting your shoulder against the heavy cart, you strain – it pops into motion, and you duck out of the arena trailing behind it. Of course, the trail itself is lined with screaming commoners, who chant your name - you ignore them. Sweat rolls down your back under your lion’s hide as you strain – the morning is growing hot, although thankfully, Zeus Σκοτιτας has sent a few billowing clouds to shade the earth here and there, along with a cooling sea breeze. Your muscles thrum with power, still fresh - you make the best of your early victory and speedily begin your descent to the shores – already, you look forward to a quick wash in the waters of the Malian…
>okay, /qst/ - this is a (STR+CON)/2 + SKILL contest. Hippo has a mighty +12 for STR, a decent +5 for CON, and +3 for Gifted Athlete = +11 (round down). Cart pulling was not specifically part of Hippo’s athletic training (lol), but by QM fiat, all reasonably-related athleticism traits held by all characters will apply to this part of the competition.
>so I need THREE rolls of dice+1d20+11 for Hippo!
>I’ll be rolling for Hyper with an (8 + 5)/2 = +6 bonus, except that I’m also giving him a significant speed penalty due to his poor grappling outcome – so he’s back down to dice+3d20 flat. Hyper has no athleticism trait, btw.
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>I also need a vote – this will close in 24 hours at 10pm EST tomorrow. I have a bunch of rolling to do tomorrow, so updates might be scarce tomorrow.
>stop to collect rock, try to ambush Hyper? Hippo will sacrifice a large chunk of his lead in the process and success is not guaranteed, given the practicalities of trying to throw around a bulky cage. Success means that Hyper is realistically out of the competition...
>continue with all speed to the beach.