Two more emeralds go on the wall, the death counter becomes a talking point, and we finally decide whether the chain chestplate is for wearing or for hoarding.
The first wool of the run goes on the board, we finally build somewhere to keep things, and we learn that losing Emerald 1 cost us more than one emerald.
A new map, a new rulebook, and 54 hidden emeralds. We read the rules, take the one-way trip to the Grotto of the Novice, and immediately get into trouble.