I was thinking about this the other day, and came up with a list of great adventures to convert to Dark Sun.
Here’s what I have so far:
Old 1st and 2nd Edition Adventure Modules Which Convert Surprisingly Well to Dark Sun:
Wizard’s Challenge - Set within the veiled alliance in a town or city, the whole adventure plays like a clandestine secret war among spies, almost taking on a John Le Carre vibe.
Dark Clouds Gather - Set in an isolated plateau above the Thri-Kreen Empire, or perhaps the Dragon’s Crown or a similar terrain feature, it works surprisingly well.
Expedition to the Barrier Peaks - Perfect for the Jagged Cliffs, with mainly only encounter changes.
the only one in your list I’m somewhat familiar with is Expedition to the Barrier Peaks, and I agree, I think it would be great for Dark Sun. Actually, looks like someone may have already adapted it: Expedition to the Barrier Peaks Dark Sun Adaptation
Concerning Ravenloft:
This has been done. One of the FB group members wrote something that got posted on DriveThruRPG to work around the legal issues. I think it was 5E content.
The Expedition to Barrier Peaks rehash I’d seen before, but if I ran it I’d probably put my own spin on it.
couldn’t find the Dark Sun Ravenloft adventure on DriveThru.
In my search, however, I did stumble across The Touch of Death and Dawn of the Overmind, both of which look like they might make good fuel for Dark Sun.
I’m guessing this took a lot of work to convert (starting with the street names - “Maple Way”, “Ten Alders Road”).
Or did you maybe run it as a Green Age adventure (yet another reason the sun was dimming)?
It was run it in the current age. I tuned down the dimming of the sun part. For my game, it was a city of illithids that has an expansive dome of shadow that protects their lands for the sun. Instead of dimming the sun they were trying to increase the radius of the dome (The Dark Cupola) to grow immensely.
I recently converted Beast of Burden (Dungeon Magazine 100) to Dark Sun.
Biggest change was swapping out bugbears for gith and the big bad with a githyanki.
Anyone tried converting any Eberron adventures to Dark Sun?
You’d have to replace magic-steam tech with psionics or life shaped items, I imagine.
The combination of politic intrigue with swashbuckling action seems like it would make a good fit for Dark Sun style of play.
I’m converting Ghosts of Saltmarsh to Dark Sun, in 5e. I replace the water seas with silt seas, change the town to be a fortified town, Harrow Spring, owned by a 16th level Draconic blood line Sorcerer, who wants to ascend to be a Sorcerer king, but isn’t one yet. The town is completely different than the town in the book, more of an Arabian and Bedouin feel to it. It even has a gladiator ring below the surface in an old cistern from the ancient structure that used to be here.
Placed it on the edge of the silt sea in the Saltmarshes near the Southern Kreen Lands, at the “World’s Edge” (B5 on the Atlas map) where the old dry river (wadi) spills out into the Silt Sea.
Changed the Sahuagin enemies to Thri-Kreen, and the Lizardfolk to Ssurrans. It’s working really well so far. I might publish the adventure if I ever get done with it.
Good thinking. Temple of Elemental Evil is a lengthy campaign-sized module. I’ve never finished running, or playing it.
If you have any notes left over of how you ran them, I would not mind you sharing.
I would give the honorable mention to adapting the Time Machine book. I was a teenager. More enthusiasm than sense. As for actual modules Troy Denning’s Empires Trilogy.
Oh, and I found a way to import Jabba the Hutt into Dark Sun.