Hi Bill please see answers to your questions below.
Q1. If a saboteur fails in an attempt to alter allegience the saboteur stays in play and is replaced face down but must remain in the same quadrant.
Q2. the sequence of events would be: Recruit the follower, turnover the fate card (some fate cards may move the player out of the path of the luggage) move the luggage. If the player is hit by the luggage his turn ends with him in the hospital (with out finishing his spell run)
However the wise thing to do on this occassion would probably be not to recruit that particular volunteer. You can already see the luggage movement on any face up cards before you recruit and, can check this even after drawing a face down card, if the luggage movement is going to mean you get trampled a player can refuse that volunteer and simply re-try the wizards challenge with the volunteers already at start gate. - Obviously this decision must be made before the player attempts to charm or bribe the new volunteer.
Q3. The members of the brethren are returned to the players hands after a summoning called by a fate card.
Q4. The Fire water tokens are returned to you once they have gone boom!
Q5. A player may only plant one saboteur on any one turn.
We are currently putting together a FAQ page which will be available on our website soon, and I hope to also add an additional expanded rule set some time in the near future.
with regards your final question, Players should collect any bonuses gained from their 2 free cards at the start of the game.
This one is covered on page 3 of the rule book under the section Getting Ready to Play, as follows
"• 1 Lords & Ladies Volunteer card • 1 Man & Beast Volunteer card. Players should collect any items/scrolls or attribute bonuses marked on the above cards. (Players do not draw any fate cards marked on these and can not be infected with the Pox from these cards)"