I DM'ed this several years ago as the penultimate adventure for my high-level 2ed Planescape party (the ultimate being Die, Vecna, Die). Overall, we all had a lot of fun. Here are some of the highlights:
Find the Cheat...I mean, Path: The party used Find the Path to short-circuit the original tomb. I tried and failed to think of a good (in-game) reason to disallow it, so I ended up allowing it. They still had a tough time.
The City of Empty Rooms: My players' name for Moil--The City That Waits. This was more a fault of the DM than the module. I wanted the players to be tense and alert for every room, so I didn't speed things along properly for the vast empty areas of the city.
Hooded Axeman: I actually played my old PC (Atavar) as an NPC in the party for this adventure. He failed his saving throw against this nasty guy, and the party (read: players) sat back and watched him die before reacting. Super example of bad metagaming ("We didn't think anything bad would happen since he's your old PC, and even if something did, he's just an NPC now.") Argh!
Roulette Wheel of DOOM: One of the chaotic characters decided to go one spin of the wheel, and promptly had his soul sucked away. Another character accidentally mentioned the number "two" in casual conversation too close to the thing and started the magical wheel spinning again. Man, did he scramble to get off a greater dispel magic!
Deaths all Around: Of 8 characters, 5 died, 4 permanently.
For those who don't know, here is Acererak's "official" status in 3ed:
[sblock]He is now a vestige per the Tome of Magic book.[/sblock]
Take care,
Atavar
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"Oh death, where is thy sting? Erk...there it is.................." - Atavar, Fortress of Conclusion