Technically they are concealed, which is a legitimate thing in ToEE. The kobolds are lurking in the water and down the hole to the run, and the goblins are actually supposed to be in those shacks, so it's not like you'd be able to see them in there. Duly noted, but there's already a lot of exposition on Mathel in Captain Renton's tale (probably more than anybody else in the game besides the slavers). And I don't really want him to be a caster, sorry. He tried - but failed - at his necromatic efforts. That will already be adjusted in the next modpack. I'm of the opinion that ToEE's locks and traps implementation is not really a thrilling aspect of the game, so easy is what you get here. It used to be tougher (I just sort of guessed at it originally), but players didn't seem to care for that too much. It would be different if you could think up clever traps, not just "ZOMG - a poison gas trap! Roll to see if I survive!" Well, there's nothing in there that's so valuable that it requires a 24 hour personal guard. Besides, you have to get by the kobolds first, even if Mathel and Co. aren't in that room. His equipment issue is already fixed for the next mod.