So, I had this scenario a couple of weeks ago. To tell the truth, I had my doubts as to how it would play out, being such a dangerous site. Turned out it was both interesting and really fun to run and, according to my players, also to play. I had more thoughts as to how I would make the site come to life and describe it in an intriguing way. See this here thread for how I did that:
viewtopic.php?f=104&t=6823
Now, we've played biweekly sessions for more than a year and a half, and so far, none of my players have died so they are quite powerful and they have found at least one magic or master crafted weapon each. I do believe one of them has an enchanted helmet as well. (We do run a quite low fantasy, dark and gritty game so they are not overburdened with magic and powerful artifacts though) Oh! And they have the Stanengist and decided to use that in the throne room as well, which I pretty much had to wing when it came to Q attacks but it worked out quite nice. It was a powerful debuff to her magic. It didn't nullify her magic though. It is HER world after all.
In the site they found only the feather blade dagger, which turned out to not be as helpful as they had hoped. I did hint them to the fact Q had removed "weaker" parts of herself and that a mysterious orb or sphere might have had anything to do with that. This was two sessions before entering the throne room with Q and nothing I mentioned more than in passing, but as soon as they saw Q in the throne room they knew not to take what would have possessed one of them. Now, I don't believe they would have taken that even if I hadn't mentioned anything about it earlier. They are much too experienced in playing RPGs to fall for that. It's quite obvious a trap after all. They tried to destroy that thing while it was resting still in its original place and thanks to that, we still had an interesting encounter...
Well. For the parts before the throne room, getting what they need to get past the maze and the garden, I really don't enjoy the approach that was hinted in the adventure. I ran it and tweaked it where I had to. I didn't do any modifications beforehand but was confident my players would try something interesting, they're resourceful like that, and then just ran with it. They found the garden first, which I found worked out really well. At first, Quet-Scyre was reluctant and wouldn't give them anything but my players gave me a whole bunch of compelling arguments and asked, much in character, her to help them. Now, I do appreciate that my players seldom resort to violence and they try everything else before charging in, so I tend to reward that behavior. I also don't care much for the whole "save or die" thing. I think it doesn't contribute to the story very much. So after a really long RP scene, with good, compelling arguments and a few good dice rolls for manipulation, she handed over what they needed. The next part was the maze and, except a few tigers, the hard part was to make the site feel fresh and interesting for the time it took them to find the center of it. When they got there, well, Quit-Faeren ran away so the PCs just let her. They had what they needed and didn't want to harm her. I missed the opportunity to use Argento though so I had him around the neck of Q in the throne room instead and as her first action after wakening, she tossed him into the air...
Now, Q is quite powerful and I kept her at 1 action (1 fast and 1 slow) a turn, which was enough to make this an interesting fight, what with Argento, the feather blade and she also brought the shadow of the party "tank" to join...

That was fun! Said my players not!
So, it might not be what you wanted if you do like the adventure as written or the let's-roll-up-a-few-extra-characters-every-game-because-PC-death-is-fun approach. My advice is to be lenient and think of what makes for a better story. Describe situations, even hard ones, to your players and make them come up with a way of solving them. When they do, if it makes for a fun or interesting story, maybe call for a roll and then just get on with it. Quit-Scyre is after all described as all together good and friendly and to me, a being like that would be more susceptible to compelling arguments than to someone committing suicide... And! As my players vowed to Quet-Scyre not to wake Q up if she would hand over what they wanted, I didn't feel any quilt when the PC got a -1 to all his rolls because he broke that promise. He heard a faint, distant, sigh of a woman, broken hearted when she realized the first man that came her way broke his promise to her so easily...
Best of luck running this site and I'm looking forward to hearing how it played out.