fix: Formatting
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<h1>DANGERS</h1>
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<p>
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Characters should generally be able to overcome a danger through a series of
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Checks or a conflict scene.
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</p>
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<h2>Examples of Dangers</h2>
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<ul>
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<li>
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An area plagued by extreme weather conditions, such as sandstorms or bitter
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cold.
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</li>
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<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
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<li>A ferocious and territorial monster, or a group of hostile creatures.</li>
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<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
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<li>The risk of losing an important item.</li>
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</ul>
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<p>If you need to determine damage dealt by a danger, use the table below:</p>
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<table>
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<thead>
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<tr>
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<th>Level</th>
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<th>Minor Damage</th>
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<th>Heavy Damage</th>
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<th>Massive Damage</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>5+</td>
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<td>10</td>
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<td>30</td>
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<td>40</td>
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</tr>
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<tr>
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<td>20+</td>
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<td>20</td>
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<td>40</td>
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<td>60</td>
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</tr>
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<tr>
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<td>40+</td>
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<td>30</td>
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<td>50</td>
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<td>80</td>
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</tr>
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</tbody>
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</table>
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<p>
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Status effects are another good consequence for dangers: for instance, the
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polluted swamp mentioned above might inflict <em>poisoned</em>.
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</p>
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<h2>World Map Management</h2>
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<p>
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While playing, the Game Master is free to add new landmarks, settlements and
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similar features to the map sheet whenever they feel appropriate. This usually
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happens when the group encounters a new point of interest or dangerous area,
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or when they learn about it from someone.
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</p>
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<p>
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Players can also add new features and locations to the map by spending a
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Fabula Point to add a new story element, as explained on
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<a href="/books/core/#page-98">page 98</a>.
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</p>
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<h3>Attribution</h3>
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<p>UPDATING THE WORLD MAP</p>
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<div>
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<h2>DANGERS</h2>
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<p>
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Characters should generally be able to overcome a danger through a series of
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Checks or a conflict scene.
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</p>
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<h2>Examples of Dangers</h2>
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<ul>
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<li>
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An area plagued by extreme weather conditions, such as sandstorms or
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bitter cold.
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</li>
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<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
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<li>
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A ferocious and territorial monster, or a group of hostile creatures.
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</li>
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<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
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<li>The risk of losing an important item.</li>
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</ul>
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<p>If you need to determine damage dealt by a danger, use the table below:</p>
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<table>
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<thead>
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<tr>
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<th>Level</th>
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<th>Minor Damage</th>
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<th>Heavy Damage</th>
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<th>Massive Damage</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>5+</td>
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<td>10</td>
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<td>30</td>
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<td>40</td>
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</tr>
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<tr>
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<td>20+</td>
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<td>20</td>
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<td>40</td>
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<td>60</td>
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</tr>
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<tr>
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<td>40+</td>
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<td>30</td>
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<td>50</td>
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<td>80</td>
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</tr>
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</tbody>
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</table>
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<p>
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Status effects are another good consequence for dangers: for instance, the
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polluted swamp mentioned above might inflict <em>poisoned</em>.
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</p>
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</div>
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<div>
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<h3>UPDATING THE WORLD MAP</h3>
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<p>
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While playing, the Game Master is free to add new landmarks, settlements and
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similar features to the map sheet whenever they feel appropriate. This
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usually happens when the group encounters a new point of interest or
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dangerous area, or when they learn about it from someone.
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</p>
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<p>
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Players can also add new features and locations to the map by spending a
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Fabula Point to add a new story element, as explained on
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<a href="/books/core/#page-98">page 98</a>.
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</p>
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</div>
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