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fixed typos
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yochaigal committed Jul 25, 2023
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2 changes: 1 addition & 1 deletion wip/2e/marketplace.md
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Expand Up @@ -73,7 +73,7 @@ search_exclude: true
| Rope (25ft) | 5 |
| Sedative | 30 |
| Sewing kit | 20 |
| Simple Instruments (Pipes, Lute, etc.) | 100 |
| Simple Instruments (Pipes, Lute, etc.) | 50 |
| Smoking pipe (_petty_) | 15 |
| Specialized Tools (Ink, etc.) | 20 |
| Spiked boots (_petty_) | 5 |
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4 changes: 2 additions & 2 deletions wip/2e/wilderness-exploration.md
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Expand Up @@ -101,10 +101,10 @@ search_exclude: true
### Travel

- Travel begins. Obvious locations, features, and terrain of nearby areas are revealed according to their distance.
- The party rolls **1d6** to see if they get lost along the way. This risk can increase, depending on the travel **Difficulty**. Maps, skills, and relevant backgrounds may decrease the chances of getting lost.
- The party rolls **1d6** to see if they get lost along the way. This risk can increase or decrease, depending on the travel **Difficulty**, items, skills, and relevant backgrounds of the party.
- If lost, the party may need to spend a **Wilderness Action** to recover their way. Otherwise, the party reaches the next **point** along their route.

> Compare the **Getting Lost**result to the current travel **Difficulty** to lower or raise the chances of getting lost. For example, Tough terrain in Fair weather would require a roll of 2 or under in order for the party to get lost.
> Remember to reference the **Getting Lost** result to the current travel **Difficulty**. For example, Tough terrain in Fair weather would require a roll of 2 or under in order for the party to get lost.
### Explore

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