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.