Use the same method to determine which corner of the starting room in which to place the stairs. Place the door for the starting room in the diagonally opposite corner, as far away from the stairs as possible.
Whenever a hero gains line of sight into an unexplored room the following things must be done in the order below:
1) Roll for doors 2) Roll for furniture 3) Roll for monsters 4) Roll for traps
Whenever a hero gains line of sight into an unexplored corridor the following things must be done in order below:
1) Roll for doors 2) Roll for monsters (wandering) 3) Roll for traps
Doors
After the first hero has line of sight into an unexplored room, roll once on the door table. North is always toward the HEROQUEST words on the board. Do not roll for a door if there are already two or more doors for the room. Reroll if the table indicates a door leading back out to the area where the heroes entered from, or if there is no other way out of the room. Place the door as far from the heroes as possible on the wall called for. Note: there can be two doors on the same wall yet each leads to a different area.
Doors in a room:
1) None 2) None 3) North 4) South 5) East 6) West
Doors in a corridor:
After the first hero has moved into an unexplored corridor, roll once on the door table for each room on the corridor. When a door is rolled, place it on the corridor as far from the heroes as possible on that room's wall.
1) None 2) None 3) None 4) Door 5) Door 6) Door
Upon opening the door to an unexplored room, roll once on the furniture chart to determine what is in the room. Then roll on the monster tables to determine the number and type of monsters in the room.
Furniture:
2) chest (1) 3) coffin 4) desk 5) fireplace 6) bookcase (1) 7) table (1) 8) cupboard 9) torture rack 10) throne 11) alter 12) weapon's rack Monsters: 2) Chaos Warlock 3) Chaos Warrior 4) Fimir 5) Zombies 6) Orcs 7) Skeletons 8) Goblins 9) Goblins 10) Orcs 11) Mummy 12) GargoyleNote: Monsters are placed as far from the heroes as possible. Monster will always move and fight to their greatest advantage. For wandering monsters only one monster will appear and it will never be the Chaos Warlock or Gargoyle. Reroll for either of those.
# of Monsters appearing: 2) 8 3) 6 4) 5 5) 4 6) 4 7) 5 8) 4 9) 4 10) 5 11) 6 12) 7Note: If the number of monsters called for is greater than the number of figures available for that type of monster, then the next less powerful monster type should be used to complete the force. If there are more monsters than there are available squares in the room the extra monsters are not placed.
After the first hero has moved into an unexplored room or corridor, roll on the trap table. If a trap is called for place it directly in front of the lead character. Use a skull tile to mark spear and falling block trap squares.
Traps: 2) Falling Block 3) Spear 4) Spear 5) Pit 6) None 7) None 8) None 9) None 10) None 11) None 12) None
Treasure
Use the search deck when searching furniture for treasure. Do not replace drawn cards back in the deck. If a monster is drawn, place it on the square that is farthest away from the heroes but still within their direct line of sight. Wandering monsters will always try to wait until the Heroes are in combat before attacking.
When the search deck is depleted the quest is over.