chopping parts out of a module?

I've been considering chopping the caverns section of Crash on Volturnus as i just dont see how it advances the story. Maybe its just meant to consume more equipment and supplies to get the PCs to a more desparate position so that the quick death is a real challenge. I had a player decide to not take chances with the quickdeath and drew his laser pistol dialled the SEU setting to max and with its ROF of 2 pretty much turned the whole Ul-mor manhood ceremony into a 1 round anti-climax so maybe the caverns before the quickdeath encounter is suppose to use up supplies of ammo?<br /><br />I've thought about each section of all three modules in this campaign and I dont really see much that could be chopped to move things along- most everything serves a purpose even the ABC quest at the start of Star Spawn.<br />Though I kind of dont like the linear crawl through the underground of Volkos where the only way to the central command center of the dying eorna civilization is through the insane assylum! I belive I'd prefer a simple above ground exploration of Volkos culminating in a meeting with Jamison and the eorna elders. Yet the trap in the Volkos underground set by the supposedly insane eorna is a pretty good encounter I'd rather not waste it either.<br />

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