I played it once, but we never got all the way through it. Let's see if I can remember the highlights. These may not be in order of occurance...
I remember the CN Drow in our party talked to a farmer, barely beat an ogre one on one that was menacing him, and and then stole the farmer's bracelet.
There was the time my dwarven cleric was having a ... difference of faith with the dwarven fighter. Botching my knowledge (religion) roll twice I decided that whatever he had done was a capital offense, and tried to kill him. The party was nice enough to have me raised, afterwards.
Then the kender wild mage botched a charm, and me and the party barbarian both fell in love with her, prompting me to challenge him for her hand. There's another raise dead.
I remember the wild hermit, and his pet cougar. We quickly were taken down to negatives, only to be saved by the kender's pet goat, Fluffy. The DM rolled a crit on the cougar for her. We loved that goat, after that. Oh, and that's another raise dead.
Ran into a party of ogres, once. Yep, there's another raise dead.
We spent more time in the temple, for healing, than we did on the actual adventure itself. The guards started mocking us each time we left, telling us they would keep the light on in the temple for us.
I remember the party once, after the barbarian botched his survival check, had to turn to my trusty dwarf for directions. We ended up camped on the tundra for 3 days, and barely made it back to town alive. Of course, this is after we leave, travel south for 2 hours, and only then realize that we didn't know where the caves were, forcing us to return to town and ask directions.
The one time we actually made it to the caves, the kender wildsurged and polymorphed the goblins and kobolds we were fighting into trolls and ghasts. We only got out alive because the DM allowed us to call upon Moradin to transport us to the keep.
And if you think all that was bad, just wait until the Castle Amber thread starts up...