1) Can monsters that are animated by a hero with Necromancy continue with the heroes to the next level of a dungeon?
I am assuming no, based on page 18 of the RTL rulebook, which states: "Once a hero steps onto the portal map piece, he is removed from the board and becomes invulnerable to harm. Heroes remain thusly in transit until all of them either enter the portal or move to town, at which point all of the heroes are moved to the next level."
2) Can the "Alarm" Trap (Chest) card be played if there are no unrevealed areas, for the sole purpose of ending the hero's turn?
This one is probably going to come down to semantics, so for reference, here is the exact text of the card: "Play this card when a hero opens a chest. The hero must roll a power die. If he rolls a blank, nothing happens. If he does not roll a blank, you may immediately open one door (that is not rune-locked) leading to an unrevealed area. That area is now immediately revealed, the hero's turn ends, and it is now your turn."
Obviously, the use of the word "may" indicates that the card can be played even if there are no unrevealed areas, but I am uncertain whether the hero's turn would still end and the overlord's would begin if no hidden areas are revealed.
3) Use of the word "dungeon" on Treachery-purchased OL cards, when used in lieutenant encounters .
Cards purchased with treachery can be added to the Overlord's hand at the start of a lieutenant encounter, then "played as normal," according to page 16 of the RTL rulebook. Many of these cards make specific use of the word "dungeon." For example, the "Animate Weapons" card reads:
"Play at the start of your turn. Each hero in the dungeon must roll a power die. If the result is a blank..."
Is it safe to assume that, when using cards purchased with treachery during a lieutenant encounter, the word "dungeon" can be interpreted as "dungeon/encounter," so that the card will still effect all the heroes currently on the map, or are these cards useless outside of actual dungeons?