In the end, it didn't matter for me. They only failed one check, and that one happened to result in a combat, rather than a trap.
Overall, as a GM, I liked it, but you really need to add fluff to it to make it work thematically. Also, they really trampled over all the combats, final boss didn't even get his spell off (rolled a 1 on initiative, then had to cast a full-round spell. A player noted that the higher level tier strategy made much more sense for him). No real problems to speak of, other than that it just doesn't seem quite there yet.