That was a fun quest, I apologize for checking out early, but I was low on BP and didn't want to risk anymore treasure searches. I am having fun in these well constructed quests (I'm not kissing ass here, they really bring new things to HQ which I enjoy) and I finally get to be a Hero unlike in all of my real life campaigns in the past.
I suggest we all re-read the house rules and spell cards before the next quest.
I think dropping Sir Jason is the only option at this point. We should not get to keep his starting equipment though, that would be unfair. It makes no sense for an adventurer to join a group and then leave, giving away his stuff! His bought/found items and gold though, what should happen to it? Realistically it makes sense to split gold evenly and he takes his share as he retires.
EDIT : I thought about this some more and I don't think we should keep any of Sir Jason's equipment or items, and he should exit with 1/5th of the gold pool. Having a 5th hero effectively meant we were allowed the opportunity to search for treasure more, and keeping the rewards for this after he exits seems like poor sportsmanship in my opinion. I know he bought the helmet after quest 1, when we had 4 heroes, so maybe others disagree on that point. Thought?I Always find that armor takes priority over weapons. What should we buy? I'd like to point out I have 2 defense as well, and effectively a basic elf, so front line fighting is expected. If we are keeping Sir Jason's bought items I can take his helmet...
I was disappointed to die in the first turn, but as discussed I was expecting the 5th Hero turn to do some damage and take pressure off of me; But I also do not want exceptions to be made for me, the next time I make a tactical error and the dice turn against me I will not expect, nor accept special treatment! I'm a big boy and I can handle defeat! Plus it gives me a chance to try a new Heroes!

Sotiris wrote:I think the correct way is to let the hero move. In Lurchbrick's heroquest (for pc) it is allowed too. Otherwise it would be written in the card, as for the hazards. I'm sorry if i confused you all.
How I have always played it: Hazards end a hero's turn as stated on the card. Wandering monsters do not end a hero turn, so if their first action was to search they may move away after the monster takes it's surprise attack.