I have been drooling over this book ever since i got it, and i am eagerly looking forward to running it. I am currently trying to get a group together for this mega-crawl.
All the suggestions i found here have been helpful, i am going to go with the Level/Power up room idea, wich i think will work really well.
I do plan on spicing up Region A, and throw in some weird monsters(Fiendish Gelatinous Kobold anyone?) to keep my players on their toes.
As i posted on Alderac board, i have an interesting idea on how to get the PCs into the dungeon. They wake up, no memory of who they are, and no info on how they got to the dungeon, why they are here. A robe figure in the room tells them that they are here by choice and that to leave they must find the exit wich is at the very end. They start off with no EQ, save that wich will be placed in a treasure chest, wich will have simple basic EQ leather armor, some daggers, a spellbook for a wizards, holy symbol for cleric, and what not. Everything else they must find.
Now here is the kicker.
If by the gods willing, this group ever makes it through to the end, and did the whole crawl and what not. They find themselves travelling up a long corridor, supposedly taking them to the surface. When they get to the end, they find themselves back at The Entrance room, where they are told that the Dungeon is a prison for them, and that they are doomed to travel through its trials for all eternity. They are then stripped of everything, memories, levels, and wake up once more with no recollection of why they are and why they are here, and start over.
May or may not go with that, but i do like the opening and will go with that, but the ending, not sure just yet
ZA