Kal Torak said:
I must admit that the part of the tresure that eorryes me is the magic items (the +2 sword more that the others)....
You mean the +1 sword with the special ability? If it worries you, I give you official permission to change it. Seriously, you shouldn't take what I've written to be set in stone; change and adapt it so that it's as fun as possible for your group. I designed the sword so that it was cool and memorable but not too powerful; if you want to change it in any way, you should do so and not feel guilty. Making it a short sword or a dagger would be one way of quickly reducing its usefulness to most adventuring groups.
Also in tha room the copper minions throw themselves aginst the bell, you say that the goblins will not hear them if it does'nt happen more than a few times, what would be their reaction if they did hear the bell? Also if the copper minions get chucked down the waterfall they will continue to serch, track and try to kill the PC, how can they do that if they are:
a)stuk at the bottom of the waterfall
b)mindless
c)deactivate after 1 minute
If the goblins did hear the gong - and remember, listen checks suffer a -1 for every 10 feet - they would be confused. Is there a part of this area they didn't know about? Within half an hour, searching teams would have found the illusionary wall. Then a small team of five or six goblins would be sent on a scouting mission.
As for the copper minions, I for one would think it was hilarious if the small constructs didn't deactivate after a minute, but kept trying to kill the intruder. If they're tossed over the edge of the slitherramp, though, that's going to take a while! So maybe a week later, the PCs are relaxing in town and this small muddy copper monster comes trudging up the street at them....
And then the month after that. And two months later, in an entirely different dungeon. And three weeks after that, in a comfortable inn! This could become the running joke of your campaign if you aren't careful.
I'm being a little silly. If you want to play it as written, tossing them out of the room pretty much gets rid of them. They'll sit, deactivated, under the waterfall for the next adventurers to find and worry about.