In retrospect I like the brutality of this module. I only say in retrospect because roleplay products can be so varied in where they go it's hard to know the overall direction until you've finished.
CoGD basically had either monsters with massive bonuses to hit (maybe +15 or higher) and womping damange (about 20) or a few push over monsters we devoured and utterly destroyed in a moment or two. Which actually works quite nicely!
The thing that really defeated us though is the overall supply chain of healing within a time frame - we had three days before the city floods with molten gold (probably not a good idea to be around at that point, eh?). And we had no real cleric. We had one once, but now the best we had is someone who chose their class levels at random! Yeah. So I think we had all the healing of a level 1 bard even though the character was level 5.
In the end, in a session that had two powerful enemies that nearly crush the life out of us, my fighters on 16 hp, the rogues on like 7 hp and never mind the wizard or the multi multiclassed characters hp. The last thing we'd found had said it's master had put it there to kill anyone who follows. It's MASTER! Uh yeah, when it kicked the living crap out of us and we have no heals and no HP, how much are we going to be able to take on it's master?
And yet I think some players wanted to continue!!
I guess I just didn't feel like having this character fight and likely die, so I said no, we just cannot do this - the city of golden death has defeated us!
I'm not sure what the GM will do with the module or whether another players idea of leaving some traps at the entrance and fighting the master there will be what happens next.
I think the GM could always run it again at some point, if they want to get more use out of it.