Keep the following in mind when you describe the impact of a Check:
If you think an objective requires multiple Checks, use a Clock (see page 52).
This rule allows Player Characters to turn failure into success, but it comes at a steep price. When a character fails a Check, anyone may propose a success at a cost. The Game Master can make adjustments to the cost as they see fit, and then the Player who performed the Check can accept or refuse.
When determining whether a given cost would be appropriate, remember that it should put the character in a rough spot or take something important away from them. If a cost can be remedied with little effort, something is wrong.
Back to the previous example: The High Master might listen to Brigid's reasons, but only if she publicly apologizes and admits that Relde's scholars are better than her.
You cannot succeed at a cost if your character fumbled the Check. When you succeed at a cost, the Check's High Roll and Result remain the same.