fix: Formatting

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<h1>DANGER CLOCKS</h1>
<p>
The Game Master can use Clocks to keep track of incoming threats in the
dungeon. These Danger Clocks should feature a number of section based on the
urgency of the threat they represent:
</p>
<ul>
<li>
<strong>Eight sections</strong> for a threat that isn't immediately obvious
and will only come true with time — something like "crumbling temple" or
"magitech system failure".
</li>
<li>
<strong>Six sections</strong> for a threat that is quite obvious and likely
to happen after a while — such as "wandering monsters" or "poisonous fog".
</li>
<li>
<strong>Four sections</strong> for a threat that is urgent and very likely
to happen — something like "surrounded" or "high alert" in a dungeon
brimming with hostile creatures.
</li>
</ul>
<p>
The Game Master may fill a Danger Clock as a consequence of failed Checks, as
well as when an event would make the threat more likely, such as when the PCs
spend time searching a room, make noise, rest inside the dungeon or draw
unwanted attention.
</p>
<p>
Different Danger Clocks will be triggered by different actions and events, of
course — casting a spell might fill an "arcane overload" Clock, while
searching a room is unlikely to affect it.
</p>
<p>
As the Clock fills, the Game Master should foreshadow the incoming danger:
once it is completely filled, that threat will become active in full, and the
heroes will be forced to deal with it one way or another.
</p>
<div>
<h2>DANGER CLOCKS</h2>
<p>
The Game Master can use Clocks to keep track of incoming threats in the
dungeon. These Danger Clocks should feature a number of section based on the
urgency of the threat they represent:
</p>
<ul>
<li>
<strong>Eight sections</strong> for a threat that isn't immediately
obvious and will only come true with time — something like "crumbling
temple" or "magitech system failure".
</li>
<li>
<strong>Six sections</strong> for a threat that is quite obvious and
likely to happen after a while — such as "wandering monsters" or
"poisonous fog".
</li>
<li>
<strong>Four sections</strong> for a threat that is urgent and very likely
to happen — something like "surrounded" or "high alert" in a dungeon
brimming with hostile creatures.
</li>
</ul>
<p>
The Game Master may fill a Danger Clock as a consequence of failed Checks,
as well as when an event would make the threat more likely, such as when the
PCs spend time searching a room, make noise, rest inside the dungeon or draw
unwanted attention.
</p>
<p>
Different Danger Clocks will be triggered by different actions and events,
of course — casting a spell might fill an "arcane overload" Clock, while
searching a room is unlikely to affect it.
</p>
<p>
As the Clock fills, the Game Master should foreshadow the incoming danger:
once it is completely filled, that threat will become active in full, and
the heroes will be forced to deal with it one way or another.
</p>
</div>