SANDS
OF TIMMS Ps xavers
(roll Idle for #)
Hit on a 5 or 6
‘SANDSTORM,
Roll 6 dice 3 times
For the 1st round only 6 scorpions attack
At the end of each round add & more scorpions
unt al 30 have entered the battle
peony ot
‘ANKHEG a
Hie on a 5 or 6
iitisstl
‘burrows and wll attack gain
along withthe next encounter.
3 SPHINXES
Pik on a 5 on 6
‘Apply damage points
fone ata time tothe Adventurer
withthe current awest health,
there sa ti, you choose.
Fighter Charge - 6 do one damage, but you can only count up to two 6 per round as this attack.
Rogue: Sneak attack - 1's do one. > Any number of 1's can be ‘but onl inst a single opponent.
Gilg ke“ Fall house "Th Gc the damage aleed age ase opponent
Wizard: Ray of frost -3 ofa kin. Roll two less ce forthe monsters this round.
Chain lightning -4 ofa kind. One damade to esc opponent
Fireball ~5 ofa kind. 6 damnage which can be applied to multiple opponents.
Demise -6 ofa kind. All of your opponents Inthe curent battle are destroyed.
Cleric: Minor heal Siaight of Heal wo darage
eho Heal th amo ce de I ts hal al vag party meer ly.
Miracle Straight of 6 Resurret dead adventirers and restore al party mem
Fichrer
CLERIC = -WIZARD.
(2 Jeweled Scimitar (rogues Rogue)
“The rogue can attack multiple
opponents
12 Healing Waters (requires Clerc)
Heal al ving arty members fly
(3 Spell of Confusion (requires Wizard)
The Sphinees apply damage
normally instead of attacking
the weakest opponent
(4 Grappling Hook (requires Fitter)
The Anes cannot burrow.
15 Enchanted Hourglass
You have 6 rounds to destroy the
time tap
Ve Baits
= Only roll 5 dice for the
‘Adventurers forthe
rest of the game,
TIME TRAP,
but f you dnt destroy it
|n3 rounds al the Adventurers de