Celebrim said:
Wishes and even miracles are not the absolute limit of power in the game.
Count me as a grognard, perhaps, but as far as I'm concerned "Wish" should be able to trump anything short of the explicit will and actions of a god...assuming, of course, it's worded properly...
Lastly, there is in 3rd edition never any reason for old skool 1st edition absolute claims like, "nothing can harm the widget" or "no force can resist the irresitable object". Any 3rd edition designer worth his salt, wishing to enforce his puzzle or challenge and take away the obvious short cut need only set the DC of solving the challenge in that fashion above what is reasonable for a character of that level to solve. For example, DC's 30 or more above effective character level are impervious to all but the most narrowly created specialists. A hardness of 30 or more and a decent amount of hit points will prove immune to the brute efforts of all but very high level characters, especially with other defences in place to discourage that approach (for example, a level shocking grasp is triggered whenever the object is damaged, and the object has 50 such charges). You want a door that always shuts? Instead of saying, "It always shuts and no force can stop it", point out that it is a gargantuan object and has an effective strength of 60.
You know, you may have just stumbled on to the biggest single flavour difference between 1e and 3e: in 3e, everything has to have a number attached. In 1e, things *could* be designed as absolute - "the Door of Wonders will not and can not open unless the word
GROGNARD is spoken loudly enough that the speaker can hear their own echo from the door" - wonderfully flavourful, gets the point across, and not a number in sight. In 3e, the door would have to have an Open Locks DC, a hardness value, a hit point value, a size, a specific range within which the password will work; never mind its EL...lots of numbers, much less flavour, same result for the players and DM. So why not just keep the flavour?
As for WG4 Lost Temple of Tharizdun, I've run it twice now and both times it's been more than memorable; I could tell stories all day, but suffice it to say things do not end well when the party
wakes Tharidzun up as one group of mine did long ago. Wonderful module!

(and gaining entry to the temple is the best set-piece battle I've ever seen in a published adventure) The only glitch is that on the lower main level there's a passage that leads off "to the outside", which implies a back door, but the exit is not noted on any map; if you're a DM planning to run this and have PC's capable of using high-powered divinations (e.g.
Commune, Find the Path, etc.) you need to place this exit ahead of time.
Lanefan