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Lost Caverns of Tsojanth...

That is one AWESOME page! Are other modules given this same treatment? For example, assuming they live to get there, next up is Forgotten Temple of Tharizdun.
Even though WG4 is not without its issues, to put it mildly, DAMN, it has amazing atmosphere. It was the first D&D module to really ooze menace, IMO.
 

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That is one AWESOME page! Are other modules given this same treatment? For example, assuming they live to get there, next up is Forgotten Temple of Tharizdun.

Thanks Robert. I haven't yet delved into any other module with the same obsessive level of detail as S4 (with the possible exception of Castle Greyhawk itself, I suppose). If you're looking for some good analysis/expansion on WG4 Forgotten Temple of Tharizdun, check out Scottz's Cold Text Files @ Cold Text Files: WG4-1: A Suspicious Introduction.

Actually I am finding a lot of "sense" in this module.

I agree, and the dungeon levels are much more "perforated" than they would appear to be at first glance---there are numerous ways in and out of the levels in addition to the main entrances.

So bottom line is, I find the ecology to definitely be a bit of a stretch, but resources are there, distance is there, and nearly everything is powerful or numerous enough that their neighbors would be very unlikely to want to attack, or at least not wipe them out.

*nods* If you're so inclined, you can definitely push the ecology further, given what Gary provided. You can also go the other direction, and play up the planar portal side of things, which would increase the randomicity.

Back in the day, I mostly regarded S4 as a mini-Monster Manual, set of new treasures, [snip] and a module as a distant fourth.

Absolutely: the module's good, but not phenomenal (but it is also one of the few wilderness expeditions published by TSR, too). The Greyhawk background and the new monsters and treasures were the stand out features for me.

a gallery of great art (the daughter sleeping under the lantern is just awesome)

If you're a fan of the sleeping Drelnza, you may want to see the original @ http://tomeoftreasures.com/forum/viewtopic.php?p=13766
 
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I never purposefully tried to kill characters, but I remember that in this module I killed more PC's than any other ones. Bodaks + Behirs + Drowning = 50% survival rate, IIRC.

Of course, the players whose characters drowned were razzed by the players whose characters died by bodak or behir. :p
 

Whizbang Dustyboots said:
Even though WG4 is not without its issues, to put it mildly, DAMN, it has amazing atmosphere. It was the first D&D module to really ooze menace, IMO.
You know, sitting here thinking about it, I agree. It would be interesting to go through it in detail and figure out exactly why. That feeling would be good to duplicate.

It doesn't have many illustrations. Even the cover is simple. That's what, a grell, done impressionist style?

Bullgrit
 

Well, for one thing WG4 is not over-engineered/over-designed: IIRC, Gary wrote it in ~2-3 weeks, and it was illustrated and mapped and edited in another ~2-3 weeks, and was sent to press thereafter. TSR was having challenges getting books out the door via their product developments process/cycle, so Gary brought in Eric Nelson Shook to do the maps, and his mom Karen provided the cover art (and perhaps interior too??).
 

What WG4 has going for it is a great central concept: the Forgotten Temple of Tharizdun. Once you get down to the final sepulchre, Gygax's prose moves to the astounding (possibly the best he's ever written in an adventure) and you really get the feeling of the immense significance of what the place is you've found.

This works so well due to the contrast with what is above: it's a deserted temple. The upper levels are home to a band of humanoids and giants, which are who you've come to slay (due to their depredations of the gnomes). So, you expect that. Delving deeper, you find the rooms that alert you to the fact it's a temple, and a few odd monsters that have made their homes there, but it's not overpopulated with such - it's a strange, empty place, with a few clues as to the original faith of the builders.

And then the finale.

Forgotten Temple isn't overengineered. It doesn't outstay its welcome, and it's one of my favourite adventures written by Gary.

Cheers!
 

I own WG4 thanks to a copy I picked up in a used book store some years back, and I agree that it reads very well, but having never played it (or even heard of it) back in my 1e days I'm very curious how it actually played. Like, for example, how many groups ultimately TPKed by
staying too long in the black cyst
? Did you have problems with groups not finding or figuring out the purpose of
the Wailer for Tharizdun
?
 

I've run WG4 at least three times, and in the first two, I
helped PCs find the entrances that lead to the Black Cyst
. The third time, I
didn't provide hints, and they never found it
(and, coincidentally, the players didn't have a very high opinion of the module as a result---"sort of like a knocked-off, lamer version of the Giants modules, eh?" ;) ).
 


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