How would the EU players here adapt Forsaken Tunnels to a classic UK/EU map and rules? Suppose this Quest had been released in 1992 for the European version. What would be different?
I gave it a go, but am still tinkering with it.
The first order of business was to reduce the number of single blocked squares, because the UK base game only came with eight and you had to use them for falling block traps as well--which is probably why falling blocks are rare in the UK base game quests. I managed to get the total down to 14 by taking out a few single blocks and removing one of the falling block traps. I chose the one in the last room because, under EU rules, it would either do nothing much (falling on an empty square) or completely stuff you if you don't let fallen blocks be removed (if it falls behind you and blocks the door).
With 14 total single blocks, you can play this Quest with an old UK/EU set as long as you have either Kellar's Keep or Return of the Witch Lord, both of which come with enough extra block tiles.
The other change needed is deciding where the falling blocks actually fall, since you have to specify an arrow square for them (or else use a special rule). This means the traps won't have the same effect as they do in the NA rules and need a bit of fiddling with.
I completely missed the point of the X for the Thing Below and almost left it out. Glad I checked this thread!
I still don't understand what that line of spear traps in the treasure chest room is for, though. Who's going to move down there and get speared? Seems pointless. What am I missing?
Like others I'm uncertain exactly how the darkness is meant to work. I'm pretty sure it's still dark in rooms, otherwise things like the double blocked square with the Zombie behind it don't serve much purpose. I'm less sure about activating monsters that aren't yet on the board, which sounds like too much tracking and bookkeeping for the classic UK/EU rules. I think simply not revealing them until you're close enough would be effective on its own, since you have to at least move into a room to do that.
One final change I would make is to rewrite Mentor's text to be more generic. Instead of taking place directly before Kellar's Keep, make it talk about "reaching your next goal through the tunnels" so that it can fit in anywhere. Halfway through KK! Halfway through RotWL! Whenever a sudden dark tunnel quest is called for, Xor-Xel shall provide!
Most importantly, is it pronounced Zor-Zel or Shor-Shel?
