I played as a Dwarven Cleric + Fighter heavy into undead turning and was sorely disappointed by the lack of anything that was genuinely ghost-like. But I did put the smack-down on the fire giant, which almost made up for it (before landing in the ocean, in a freakin' fish, next to a balmy tropical island -- wtf?). We had 4 characters, 3 survivors (with the one dying to the annoyingly arbitrary soul gem -- really, what kind of idiot would leave their death trap sequence set to "Random"?)
My experience taught me this:
0) Not all characters are the same. Adjust the motivation accordingly. (Paladin retreiving a gem that sucks souls out at random? Not likely...)
1) Traps have saving throws, even if they didn't when the mod came out no matter how cool the failed-save effect is.
2) There is no untyped, no-save, no-miss energy damage. If you don't want to miss, don't want to offer saves, use Magic Missile (which is a force effect).
3) When you're going for a major environmental shift -- to like, dinosaurs or something? -- be sure to actually use, like, dinosaurs or something. Replacing pteradactyls with eagles and a pleisosaur or whatever with a giant shark just doesn't convey the sort of prehistoric mood the module is going for.
3.5) "Spellcraft: Chronomancy" is also a good thing to have people check for.
4) Describing visible gravity reversals is not the easiest task in the world. Be prepared to draw a diagram to save time and frustration.
Overall, as a matter of heaping abuse on lots of random creatures? Sure, it fills the bill.
But anybody who puts skills into Bluff/Diplomacy/Sense Motive/etc or feats into Improved/Extra Turning will be sorely disappointed.
That's my story.
::Kaze