First off, apologies if I'm repeating past questions. Tried searching, but was not so successful. If something's been answered before, feel free to just link me to the respective thread.
1: First game, we ran into an interesting scenario. The rewards of the final adventure completed included one doom token and an elder sign. The elder sign would lock away the ancient one, the doom token would have released him. Which resolves first (I would assume it's the player's choice)?
2a: It would seem that you are supposed to declare the use of a spell before you roll the dice, implying you must simply anticipate needing to use it, is that correct (I think the answer is yes, you must declare it)?
2b: If so, what if you only use one of two slots on the spell (for a two-slot spell), can you fill the other one later on another adventure, or later on the same one if you fail the adventure on your first attempt?
2c: Do you have to keep the dice locked up on the spell until they are used, or can you elect to simply "dispell" the dice to free them up for another player?
2d: What if you end up not needing to put any dice on the spell (in other words, you roll well and succeed at the adventure without needing dice reserved)? Does it go away, or remain in play until you place dice on it? Or is it not a choice - you have to put something on it - in which case what if you used all the dice?
3: If an adventure has a task that requires loss of stamina or sanity, does that happen regardless of if you complete the overall adventure (I think the answer is yes)?
4: Do the yellow and red dice last only for the single roll immediately following the use of the item that brought it in, or for the entire turn trying to complete the tasks?
Thanks everyone!