Hmm, did we not mention the "no resting" rule in the printed module? In the tournament, resting was not allowed. The dungeon is such an overwhelmingly evil place, permeated by such negative energies, that no one can sleep soundly there. Any attempt to rest is disrupted as the character constantly awakens in fits and starts, gaining no benefits from his sleep or meditation.
The Free Materials of the GG web site has a bunch of downloads for the tournament rules, which may contain the no resting rule (I can't remember).
The challenge in this room is the traps, not the allips. When I played the module, the allips escaped after a few rounds, too. Once 200 pounds of pressure is applied to the pressure plates -- regardless of whether one of the doors is propped open or not -- the room starts to spin, and then the traps kick in as the PCs try to get out.
If you have a very thorough, methodical party, they might find all the traps and get out okay. It depends on your group. But if they only trigger one or two traps here... and one or two traps there... then by the time they get to Chalychia's lair, with no resting, they're so depleted of resources that they're practically goners.