There were often TPKs or near-TPKs in the Game Day version of this Adventure. You guys managed to only really lose Bob, if I remember right. That's pretty good, all things considered.
Of course, I did a lot of rebalancing of fights, and I made a LOT of stuff up. For example, only Imani the Sage and Silakul the Dragon Cultist are named in the adventure (aside from Dretchroyaster, obviously). Oh, and that skinny Lizardman in the lake, who's name currently escapes me: Guldred, or something like that. Oh, and Ironbark the Treant and the Trog Chief. (Okay, that's a few more than I thought)
But Corrah, Loklafd, Dunmire, Argyle, Bardaby "the Beast", and on and on are mine. Anything outside the dungeon I made up. The adventure just teleports you inside. A lot of things like the Earth Node and the Staff itself are hinted at in the adventure, but not really talked about. The Dracolich's Lair isn't shown (he's just in the crack in the last Vault).
There's not supposed to be any rests at all in the adventure, or levelling, so I had to come up with ways that the place would react to your being there whenever a night passed. (They had necromancers, and a lot of dead, so I figured they'd reanimate some people to shore-up their defenses).
You missed some treasure, but you missed a couple of encounters, too. Then again, you did MORE than the whole dungeon, and the adventure is designed to play in four hours by just b-lining it for the last vault. The adventure is set up so that each "team" (it IS meant to be run with multiple parties) just has to grab one Idol and use it to disarm a ward, and you're in. I made you gather all four, and came up with a more interesting way in which they are used.
Feel free to ask me any "Aftermath" questions, if you have any.