The Admiral wrote:1) When a Hero chooses to go through a Trap Door, Special Passage or Tunnel, does their turn end after that movement, or can they still continue moving and perform an action if they haven't yet done so?
We've always played that they can continue with the rest of their movement and use any remaining actions, so that would apply for all of these cases too.
2) Do Teleport squares work in exactly the same way as the above features, the only difference being that you have to find them first?
Yes and yes
3) I assume monsters can only use the teleport squares once they have been discovered by the Heroes, not before?
Definitely a grey area. I'd be inclined to leave it up to Morcar/Zargon to use these to maximum effect. If using the teleport spaces gives the foes an advantage, great, if keeping them hidden messes with the Heroes that's even better.
4) In room J of Quest 2, what should be in the two chests? I see that even empty chests have been noted as such in other quests.
5) In Quest 4 there are two doors shaded orange to indicate they are trapped, but there are no notes as to their effects?
LOL, I'm guessing you're referring to volume 2 (The Destruction of the Tomes), not vol 3? I need to go back and look at my original draft Word document for these Luckily I still have each of the iterations on an external drive.
6) From Interlude 1 onward the Wizard has -1 to his MP and Movement due to his possession of the Master Chaos Tome. However, the same tome allows him to teleport 10 spaces instead of moving, which I have found he does every time he moves. Does the -1 also apply to the Teleport move? If not it will be pointless.
You're right - So the -1MP and -1Move stack, every time he gets another tome it weighs on him physically and mentally. One of the tomes lets him teleport so the movement effect isn't much of an issue, but I wanted to keep it in for effect anyway. The 10 space teleportation is powerful, for sure, and isn't affected by the Wizard's movement penalty... in fact, he needs that teleport more and more as the Quests go on.
7) With the Magic quarrel I assume that the target monster does not get to defend? 1 Auto BP is not great when a crossbow could inflict 3BP's normally. As a Magic Dagger inflicts 1 auto BP, I would suggest the Magic Quarrel inflicts 3 Auto BP?
Good points. I'll take a look at the card...
I have noticed a discrepancy with the the geography. The monastery in Quests 2/3 is set in the SE corner of the Empire. This would place it near the intersection of the Black Mnts, Grey Mnts and The Vaults. In Quest 4 the party then journeys NW past Remas and north along the coast to the Blighted Marshes. To travel on that path the journey would have to start in the Apuccini Mnts in Tilea to the SE of Remas. From the SE empire the journey would be west to the Blighted Marshes and would go nowhere near Remas. They would travel west along the coast past Miragliano. This is obviously a minor point that doesn't affect play at all, but a Heroquest world (like me) would spot it.
The Journey on after Quest 4 from the Blighted Marshes to the Blood River (Quest 5) going through the Vaults and then across the Border Princess fits perfectly.
I did plan all of these out looking at the various maps of the Old World... but TDOTT was planned out 13 years ago. Clearly I need to go back and re-map this out. I wonder if I just mis-identified one of the earlier locations... I do that a lot in revisions, decide part way through that I want their travel route to change but forget to update the entire route!! Thanks for catching this!