feat: Links to pages
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@@ -35,28 +35,23 @@
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</tr>
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</tbody>
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</table>
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<p>
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Needless to say, a frequently patrolled area under enemy control will count as
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a <strong>High</strong> or <strong>Very High</strong> danger, just like a
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prairie overrun by hostile monsters.
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</p>
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<p>The Game Master has final say on the threat level for a given travel day.</p>
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<h3>Example</h3>
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<p>
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A group of heroes are leaving the village of Relde for the Kanka Hills, where
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they must search for an old mining tunnel that supposedly leads to the lair of
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a wise water serpent.
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</p>
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<p>
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Liz (the Game Master) takes a look at the map and determines that the
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characters will need one travel day to reach the hills, and another travel day
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to explore the surrounding area in order to find the tunnel entrance.
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</p>
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<p>
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For the first travel day, the group will cross prairies (d8) and hills (d10).
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Since only the highest die has to be taken into account, Liz should roll a
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@@ -64,18 +59,15 @@
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decides this should raise the threat level to <strong>High</strong> (d12). The
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die comes up a 7: a danger!
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</p>
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<p>
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Liz has the group encounter a band of four brigands, accompanied by a Grey
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Howler (a wolf-like creature). Following a quick conflict, the Player
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Characters manage to fend off the attackers.
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</p>
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<p>
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Before moving on to the next travel day, the heroes choose to use a Magic Tent
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and rest, regaining their energies.
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</p>
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<p>
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Finally, Liz rolls for the second travel day, spent exploring the hills in
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search of the fabled mine: this time, the die rolled is only a d10... and she
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