Unfortunately that's part of the way the module is written that I didn't realize would be an issue when I started this game. Once you get out of the tunnels, there's more plot-relevant encounters. The encounter with Sull was something that I came up with myself to alleviate that exact issue. I've also been trying to hit at where the plot relevant encounters within the Traitor's den are without totally giving it away or being too railroady. That got soundly ignored in favour to tactics, so either I wasn't dropping a big enough hit, or people saw the hint and ignored it. I can only work within the bounds of the actions that are taken, because I refuse to be a railroad GM.<br/><br/>Which levels are you talking about Ghost (http://www.giantitp.com/comics/oots0012.html)?<br/><br/>I'm trying to do what I can, and I know this area has ended up as a running battle... but there's a limit to how many changes I can make before I'm effectively rebuilding the module, which I don't have time for that being the entire point of running the adventure path in the first place. I'm absolutely open to suggestions though and I am trying to mitigate the issues in translating the path from tabletop to online.