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"Childish games." scoffs Malvic as he leaps over the table towards the back of the line ignoring their commotion.
Acrobatics: 10 + 4 + 2 = 16
I don't know what I expected from a mercenary company.

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Everyone continues to cheer as Malvic shows his prowess, even if it is in a different manner. This sets the stage for Valon, whose display leaves them pounding the tables in approval. "Clearly, these ones - him especially - have fighting and partying down!" Larssok bellows, guffawing as he ushers Valon to the food.

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Jomanda takes a small bundle of sticks from her pocket and breaks them into slightly different sizes. She dips the end of the shortest one into a nearby bowl of stew to change the color and holds them out for people to take. "Take one, and I'll know exactly which one each of you has."
Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19
She carefully reads the expressions on everyone's faces as they take a stick. "I know what you're thinking. You have the shortest stick!" she points at one of the men dramatically.

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"Your next line is...'I have the shortest stick!'"
While more subtle than the performances of her fellows, Jomanda's trick still catches the company's attention. They once again erupt into wild cheers, though the man who drew the short stick seems to have taken it personally. Regardless, a good time is had by all, with a large assortment of meat and lentils and plenty of ale. After the longer-than-usual dinner is concluded, everyone retires to their respective dormitories. All present eventually decide to turn in, tomorrow being a big day. Sleep will be important, as you will need all your strength for the trials ahead, not to mention
CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG CLANG!
It takes a second for your bleary eyes to start working again, but your ears have certainly been jump-started. In barges Captain Othis, holding a soup ladle and a large metal pot, which she has been banging together. She continues to do so until everyone has gotten out of bed and stood at attention.

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Kondor rolls out of bed and stands in attention, waiting for the infernal clanging to stop.
He will follow any instructions and when given the opportunity to clean up he splashes water into a bowl using a simple orison Create Water, and washes his face and body.
He will put on his armor and ready his weapons.

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Oh, sorry, I forgot to mention this check can be made untrained as a straight Wisdom check.

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Profession (soldier), untrained: 1d20 + 0 ⇒ (12) + 0 = 12
Drukpa leaps to attention and then, seeming to catch the direction of the Captain’s glance, hurriedly sets to making his bed.
Craft (bed-making): 1d20 - 3 ⇒ (6) - 3 = 3
However, it quickly becomes apparent that Drukpa has probably never made a bed before, and he somehow manages to wrap the blanket around the bed legs of his bunk and the one next to it, as if he fears that the pillow may fly away if it is not anchored down.

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Xukong hisses violently and clutches the sides of its head at the horrible noise.
Wisdom check: 1d20 ⇒ 7
It rolls out of bed like a log and falls on its still-masked face before lurching upright, eyes narrowing (even moreso than they are normally) at the captain.

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Valon springs up and hops out of his bunk almost as soon as the banging starts.
Wisdom: 1d20 + 3 ⇒ (11) + 3 = 14
Seeing the captain glance at their bunks, he quickly makes his bed before moving into position and standing at attention.

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Wisdom: 1d20 + 2 ⇒ (14) + 2 = 16
Before standing at attention Kondor will quickly make his bed, and orders his gear neatly.

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Malvic jerks up and grabs his rapier when the commotion starts. Seeing that it is the captain he sighs and lays back down for a moment before getting out of bed.
He follows the others in quickly making his bed and getting his things. He chuckles at Drukpa and offers a hand.
"Hopefully our enemies aren't bed sheets...for your sake."

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Drukpa gratefully accepts Malvic's assistance. "You ain't lyin'. My Granpappy tole me that when *he* was a Batfinder, he once had to fight a whole coven o' bedsheets an' that he barely lived to tell the tale. I sure hope this is the toughest thing we'll face here on the Pain of Yourth!"

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Captain Othis looks as if she's waiting for someone to give her a reason to yell at you. When none present themselves, however, she turns on one heel and stalks out of the dormitory, leaving everyone to their previously scheduled sleep.
The next day (or later in the same day, given the lateness of the Captain's interruption) is brought about in the same manner. Namely, the incessant banging of the pot and ladle, around 0600. Othis continues her drum solo until the whole team once again rises and makes their beds. From there, they are berated for their laziness, allowed to fully dress, and afforded a cup of gruel from the kitchens. For another three hours afterward, time is dedicated to 'soft' labor, mostly unloading deliveries for the armory and kitchen as well as the maintenance of weapons and armor.
From there, the hard labor begins. Each of you are given a few bars of harsh soap and a small brush. Your orders? To clean. Your quarters, the mess hall, the kitchens - perhaps to the ends of the Multiverse itself and back, but only if you can do so before lunch at noon. As if it weren't bad enough, perhaps two hours in you are scrubbing your way through the kitchen's multitude of pots and pans. As is becoming the norm, Captain Othis barges in, this time wearing muddy boots. She walks around, surveying her handiwork, looking as if she's daring you to talk back.
Due to this particularly intensive labor, make me a Fortitude save or become fatigued.

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Fortitude save: 1d20 + 5 ⇒ (17) + 5 = 22
Despite feeling that this sort of menial labor is all quite beneath it, Xukong keeps its head high as it contemplates various possible means of revenge, as well as the occasional straight-up slaughter-fantasy.

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DC of Fortitude save vs. fatigue?
Fortitude: 1d20 + 3 ⇒ (8) + 3 = 11
Kondor works hard all day scrubbing and cleaning. He watches the Captain come in with muddy boots and it takes a lot of willpower to contain his anger.
This is not why I signed up to be a Pathfinder... CRAP!!! Maybe Drukpa is right and I misunderstood!! I think I signed up with the Batfinders...

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Drukpa is relieved that their next task is so much easier than the bed-making was.
Fortitude: 1d20 + 4 ⇒ (18) + 4 = 22
He scrubs the floors happily, from time to time looking quizzically at his comrades, who somehow seem discontented; perhaps the food here does not agree with them?

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Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18
"Our so-called captain clearly doesn't understand our capabilities. This is a waste of time and effort." Malvic says tired of the menial tasks.

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Sorry I was unable to post, I had a solid 34 hours of being drunk for a friend's birthday.
Fortitude: 1d20 + 3 ⇒ (14) + 3 = 17
"I'm better than this work, but I'll be damned if I underperform."

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Fortitude: 1d20 + 3 ⇒ (13) + 3 = 16
Valon finds the work tedious and tiring, though he goes about it with as much enthusiasm as he can muster. "Just like being an initiate again. Thought I'd gotten past that," he grumbles at one point, but otherwise doesn't complain too much about it.

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I see no problems there, Jomanda!
Despite the Captain's apparent efforts to impede progress, the team does well in their cleaning, and no one tires out doing so. After that it is time for a light lunch, consisting of bread, salted pork, and lentil stew. Next on the never-ending docket of activities is two and a half hours of marching drills. Everyone is led to the training yard to practice forming ranks, marching, responding to various commands, and learning chants and cadences.
Everyone can make either a DC 12 Perform (oratory) or DC 10 Profession (soldier) check. Remember, Perform can be done untrained. Sorry about the slew of skills that obviously not everyone (in fact, somewhat few) will have, after this and the next activity that will change.

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Wisdom check: 1d20 ⇒ 18
Who needs discipline when you have inner strength like Xukong's?
It keeps as silent as it can during the drills, and resists the mind-killing toil by retreating inward to contemplate mathematics.

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Kondor will try his best to keep up with the marching, drills and chants.
Perform Oratory, untrained: 1d20 - 1 ⇒ (5) - 1 = 4
Profession (soldier), untrained: 1d20 + 2 ⇒ (9) + 2 = 11
But he is just unable to keep up, until he observes others and barely sneaks by.

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Perform Oratory, untrained: 1d20 + 1 ⇒ (5) + 1 = 6
Drukpa eagerly takes to the marching ritual, shouting the chants with gusto and glee. However, he completely overlooks the elements of rhythm and pitch, resulting in him frequently bellowing the chants off-key and out of time. To make matters worse, his limited vocabulary leads him to unwittingly substitute words, inadvertently changing a chant about the glories of the Ungrounded’s martial prowess into a possibly bawdy ditty about someone who might be related to the Captain. He is blissfully unaware, and just chants louder in response to the giggles around him.

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Malvic takes the opportunity to command flights during marching practice using the rhythm from his sword fighting to help him.
Perform(Ora-Oratory): 1d20 - 2 ⇒ (18) - 2 = 16
He takes well to the task and even makes some jodies of his own.

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Perform (oratory), untrained: 1d20 - 1 ⇒ (12) - 1 = 11
Valon never was much for singing. While he does better than he thought he might, his fumbling of certain chants and the occasional giggle at Drukpa's antics mean he probably doesn't impress the captain much.

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Perform (oratory): 1d20 - 2 ⇒ (1) - 2 = -1
Jomanda has no idea what sort of chants she's supposed to be repeating, and frankly doesn't care. She simply bellows unintelligibly at the top of her lungs along with everyone's chanting.

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The group's chanting ability ends up a bit lacking, but even an inspired success wouldn't likely elevate you in the eyes of the good Captain. You are given a few minutes to recover, after which she harshly bids you follow her to another part of the training yard. As if this could not get any worse, this area holds an impressive obstacle course.
"You think you can be Ungrounded, just because you helped us clean?" Othis bellows. "In case haven't stopped thinking that already, here's another little something to help you to that realization. I had some difficulty with this course, back when I was in basic. So you'll understand my thinking you don't stand a chance against it."
She points you to the first obstacle, a 10-inch wide beam set over a pit gouged into the rock. "Let's start with a little balancing act, shall we? Get across this to reach the next obstacle. If you fail any of these, try again! You have no one to blame for your frailty but yourself. Fail twice, you can skip that one, but the Ungrounded don't like an easy quitter. Fail five times, just skip it and go to the next one. Spares you further embarrassment."
For this obstacle, I will need two consecutive DC 12 Acrobatics checks. If you fail one, make a DC 12 Reflex save or fall, taking 1d6 damage and forcing you to start again. I assume everyone is taking off their armor to prevent ACP, but if not, let me know.

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Malvic scoffs at the thought of failing when Othis speaks. "Well, if you passed it then I won't have trouble with it. Simple pits such as these have been handled by the freshest Pathfinder agent..."
The elf locks his eyes onto the obstacle calculating the most efficient way to cross...
Perception: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6
...but it looks to be a simple beam and it should be overcome with two swift lunges. He takes a moment to set his footing and bursts forward...
Acrobatics: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
...but starts to slip midway across realizing the beam was not as sturdy as it looked...
Reflex: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
...however without pause he uses the spin from the slip to boost his momentum..
Acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18
...and finishes with ease.
"If this is any indication, Othis, I am still not worried and I am sure my companions are not either." he boasts and beckons the others over.
Threw the -1 from Studded Leather into the checks. He would feel like admitting difficulty if he took them off.

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Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Drukpa glances at the beam and scoffs, ”Who smeared grease on this beam? Even I ain’t so dumb not to know ya gots to clean the beam before ya walks the beam. Least that’s what Granpappy always said.” He vigorously scrubs the beam clean, ditches his armor, and hops gleefully up to the balance beam.
The acrobatics DC is now 10 for everyone instead of 12.
Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25
And hops across while holding one foot in the air!
Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8
... which causes him to lose his balance...
Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
...and fall, taking Falling damage: 1d6 ⇒ 4
He starts again, a bit less arrogantly...
Acrobatics: 1d20 + 5 ⇒ (2) + 5 = 7
But now he is nervous and trips over himself,
Reflex: 1d20 + 1 ⇒ (19) + 1 = 20
But catches himself before he falls again, and quickly scampers across without further mishap...
Acrobatics: 1d20 + 5 ⇒ (13) + 5 = 18
Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25

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Jomanda sniffs in disdain, nose in the air. "A balancing act? Seriously?"
Acrobatics (with armor): 1d20 + 6 ⇒ (12) + 6 = 18
She begins to stroll across the beam, nonchalant with her hands in her pockets.
Acrobatics 2 (with armor): 1d20 + 6 ⇒ (15) + 6 = 21
As she nears the end, she makes a very obvious show of pretending to lose her balance, then hops nimbly off the end of the beam. She turns around and strikes a rather ridiculous looking pose, fixing Othis with a glare.
"Not even worth my time."

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Acrobatics, no armor: 1d20 + 4 ⇒ (19) + 4 = 23
Acrobatics, no armor: 1d20 + 4 ⇒ (8) + 4 = 12
Kondor gets up on the beam and calmly crosses the length with no issues.

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Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12
Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
Valon steps up onto the beam and makes his way across, not stopping or slowing down even for a moment. He looks back at the pit in confusion after crossing. Was that supposed to be difficult? He shrugs. Maybe the captain meant the rest of the course.

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Xukong gives the captain a wordless, cryptic look, like an annoyed cat...
Acrobatics: 1d20 + 6 ⇒ (18) + 6 = 24
Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
...before leaping across like a flea!

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The Captain looks rather annoyed that everyone managed to cross without much difficulty. She glares daggers at Malvic and JoJo, especially the former, but then grins. "Worry not, little maggots. It will be plenty challenging." From atop the other side of the gap, it is easy to see two obstacles beyond it - the first a tangle of wire amid a field of broken glass, rocks, and other detritus, the second a climbing wall - but Othis still decides to introduce the next one in her trademark bellow.
"The bear crawl! Wriggle under that wire like the worms you are. Remember, fail any part of it twice, you can skip it, it's your own defeat you're admitting. Fail five times, get off and to the next one, before you infect the course with your incompetence."
A DC 12 Escape Artist check is required to enter this obstacle, and then another to traverse it completely.

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Determined to show his comrades that he has what it takes to be a Batfinder, Drukpa throws himself into the obstacle course.
Escape Artist: 1d20 + 1 ⇒ (13) + 1 = 14
Escape Artist: 1d20 + 1 ⇒ (11) + 1 = 12
... which he narrowly does. He promptly leaps to his feat, both hands in the air, celebrating as if he had completed the test of the Star Stone.

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Later, catching his breath, he turns to his companions: "I don't s'pose none o' youse got one o' those healing sticks? I just noticed I skinned muh knee back on that balance beam..."

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Escape Artist: 1d20 - 1 ⇒ (13) - 1 = 12
Xukong appears at first to fall flat on its 'face,' only to catch itself and 'limbo' under...
Escape Artist: 1d20 - 1 ⇒ (5) - 1 = 4
...almost appears to be having a seizure for a moment...
Escape Artist: 1d20 - 1 ⇒ (17) - 1 = 16
...only to coordinate its limbs and finish scuttling through like an arachnid.

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Malvic smirks at the thought of getting under the captains skin but lets out an annoyed sigh after hearing he has to crawl on the ground. Feeling it below him he looks to get it out of the way quickly...
Escape Artist: 1d20 + 5 ⇒ (2) + 5 = 7
...but his concentration isn't there as he gets snagged on the wire when entering the obstacle...
Escape Artist: 1d20 + 5 ⇒ (8) + 5 = 13
...after a moment he gathers himself and begrudingly sinks down to actually low crawl in the dirt...like a lowly commoner...
Escape Artist: 1d20 + 5 ⇒ (12) + 5 = 17
...already dirty at this point he sets his mind to the task and finishes hastily.
This time, rather than smart off the elf focused on dusting himself off and stretching out.

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Strength (throwing her buckler high in the air): 1d20 + 4 ⇒ (14) + 4 = 18
Escape Artist (Armor, no buckler): 1d20 ⇒ 16
Escape Artist (Armor, no buckler): 1d20 ⇒ 7
Huh. So that's weird. I originally rolled and got 16 and 14, and then when I made space to add the strength roll and some text, it... rerolled my second Escape Artist check? I thought it was scripted to keep the rolls.

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I think if you add another roll, it'll keep your previous ones in order. I assume you rolled the two Escape Artist checks and then, in an edit, added another for Strength? If that's the case, it took your first two rolls in order (the 14 and 16) for your first two checks, in order (Strength and Escape Artist #1), then assigned a third, new dice roll to your next one (Escape Artist #2). It's okay, you can make it in normal time. Trying to catch the shield before if falls?

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Yes indeed that's what I planned. I'll just post as though it didn't go screwey with my rolls
Jomanda smirks at the Captain, then hurls her buckler into the air. She immediately drops to the ground and shimmies under the wire as fast as she can, barely standing up in time on the other side to catch the shield on its way down. She strikes the same ridiculous pose. "Hmph."

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Valon approaches the wire obstacle and crouches down to begin his attempt.
Escape Artist: 1d20 + 4 ⇒ (1) + 4 = 5
He completely misjudges its height, however, and gets badly tangled up as he tries to go under. He wiggles his way back out. "All right then. Lower." Determined, he gets back down much lower and starts again.
Escape Artist: 1d20 + 4 ⇒ (18) + 4 = 22
This time he makes good progress, moving quickly and easily under the wire.
Escape Artist: 1d20 + 4 ⇒ (4) + 4 = 8
Near the end the monk's leg catches on something, halting his movement...
Escape Artist: 1d20 + 4 ⇒ (12) + 4 = 16
...but after a moment of struggling, he frees himself and swiftly reaches the end without further incident. He stands and brushes himself off, checking for scratches.

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Kondor focuses on the next trial and visualizes himself wriggling onto the course, crawling along and contorting his way out again.
He then launches into action:
Escape Artist: 1d20 + 4 ⇒ (12) + 4 = 16
Smoothly accessing the course, moving through, then:
Escape Artist: 1d20 + 4 ⇒ (8) + 4 = 12
Escaping back out.

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Everyone does quite well going through, and Jomanda's trick goes especially well with those around. Recruits on break and surveying the Pathfinder's progress, as well as those training in the vicinity look on and cheer. Captain Othis almost looks impressed, but less than a second later her face reverts back to its preset of anger.
"I've seen worse going through the course their first time," she calls. "But I've most certainly seen better. It's done it again, lured a batch of fresh meat into a false sense of security. Now, let's see you get past this beauty! No ropes, no magic. Just your frail hands and feet." As you saw from atop the balance, a stone wall looms over the bear crawl. It is about 15 feet high, with few holds.
It is a DC 20 Climb check to move a quarter of your normal speed, rounded down.

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Kondor studies the stone wall, and realizes that alone he will probably fail this trail.
Wisdom: 1d20 + 2 ⇒ (8) + 2 = 10
He realizes this must be a test of how the group works as a team.
"No magic and no rope. But we can and must work together. Let's identify the strong climbers in our team. One strong climber needs to climb up first, straddle the wall and help pull up the the next one. Also will need a strong climber at the bottom, boosting up the weaker climbers. Then once all the weaker climbers have completed the test, the two strong climbers can finish."
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
"Hey hold up! Look there... I see a tripwire half way up the wall."
Can we climb around the tripwire, or does it need to be disarmed first?
Without armor Kondor has a +1 Climb. Definitely a weak climber. I think Drukpa and Xukong are probably our strongest climbers. Anyone can Disable Device?

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Jomanda has a +4 climb without armor. Not the greatest, no skills points assigned to it. Never actually seen many people put points INTO climb before.
"Let me test the waters and see what's going on here."
Jomanda unbuckles her leather armor drops it on the ground before doing a few stretches. She approaches the wall and studies it for a moment.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Climb (no armor): 1d20 + 4 ⇒ (18) + 4 = 22
She can't quite make out the tripwire from this angle but she reaches up and grasps the first part of the wall. Feeling rather surefooted, she quickly finds her marks and pulls herself up to the 7 foot mark.
Perception again if allowed?: 1d20 + 6 ⇒ (9) + 6 = 15
The tripwire must be just behind a foothold from her field of view, because she still cannot see it.
"Alright, I'll stay here and help people up from this point. I've got a good hold."
Would this be an aid another that I can make, even though I'm already on the wall?

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Kondor, it looks like wherever you go at the 10-foot mark, the trap will go off unless disarmed. Jomanda, Kondor can point it out to you, and you can do an aid another to help your team climb. Due to the size of the wall, though, I'm going to say only three people can be on it at a time.
Othis smirks from the ground below. "What's the matter, Pathfinders? Already tired? Come on, don't tell me you give that easily."

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Jomanda plants her feet and prepares to help swing the next person up the wall past her.
Climb to aid another: 1d20 + 6 ⇒ (17) + 6 = 23
and I did it again, posted with the wrong alias. Looks like it didn't add him back to the current character list this time though.

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Posting from high over the Pacific... the miracles of modern technology...
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Drukpa ain't got no idea about no tripwires, and he sure knows nuthin' 'bout disablin' devices, but he's happy to try to climb up the wall and help any of his friends who can do it. He drops his armor and attempts to clamber up.
Climb, with possible assists from up to 3 friends: 1d20 + 5 ⇒ (8) + 5 = 13 Probably not going to do it even with aid another from 3 friends...
My wifi on this flight is about to cut out and it may be a number of hours or even a day or so before I can get back online. Please feel free to bot me as needed. My Perc is +6 and my Climb without armor is +5 (and I'm happy to either climb or assist as needed). If I do end up falling - as seems quite possible - please note that I've already got 4 damage that hasn't been healed, so only 8 left - hopefully Drukpa won't fall on his head - sure don't want him to get any dumber than he already is!