DBG, I am so happy that you run TLPs. It has pulled me back into the game, and brings a sense of nostalgia that I can't find anywhere else. I would like to leave some constructive criticism on the Sleeper's Tomb topic. I hope that the rest of the player base can add additional constructive criticism. Aside from what has happened in the past I have vivid memories of going into Sleeper's tomb after velious and killing mobs. It was learned very early on from other servers that waking the sleeper would remove mobs from the zone. Many servers did not wake the sleeper for just that reason. We all knew it was a one and done event. Some servers even held out until they had a chance at killing the sleeper (many may remember the PVP server that did kill him). On TLP servers the sleeper is woken to gate other guilds from the experience/loot that drops there. This doesn't feel very authentic to the way the game was before. If we look at TLPs as a chance to re-live the past of EverQuest in a compressed timeframe everyone should have a chance to experience this zone as the way it was initially intended. My suggestions (if they are technically possible): Leave open world ST the way it is. If the sleeper is awoken it will not spawn the warders The DZ version should always spawn as the 1.0 version of ST. If a concern is plat farming tradable items from ST a change could be made (maybe same item new item id) where once the sleeper is awoken all tradable items dropped in the DZ drop a no trade version instead. I do miss the chance at re-living the ST experience, but I don't have the ability to play as much as would be needed to race guilds who would choose to wake the sleeper.