Not sure if this is relevant, but it seems the discussion is getting dangerously close to arguements between religion. I'm game, but I don't think the board is.
As for playing a paladin stupidly hard (hoping none of those were aimed at me

), it depends on how you play. In DS, paladins are special forces, internal affairs, combat medics, and hostage rescue.
In Forgotten Realms, especially in Water Deep, too many evil folks are in an area with legitimate purpose. Running around smiting every evil business man will get YOU in trouble, although you might get an otherwise lighter sentence. I'm sure the same can be said for Eborron, if it has paladins. Not so good adventurer's can be hired in Thay to deal with 'those damned holy terrorists.'
I may play them hard, but the players know what to expect ahead of time. I don't throw dilemmas at them that they can't handle, but they can't go around screaming 'I killi it!' without justification first.
Moving on

:
In the adventure, it was proposed (in the published adveture mind you, not my slant on it) that if you were a nice DM you can tell them about the Sense Motive Roll, otherwise the characters have to figure it out for themselves. If you don't figure it out in time, the baby crys, wakes up mom who also screams and you now have to deal with 60 goblins.
While I would suggest the roll, I'd let them see if they can figure it out for themselves first (giving the appropriate clues; red gums, few teeth, etc).