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En World Review: Marauders of the Dune Sea by WotC

marauders dune sea coverIt’s Wednesday again, and today’s Review of the Dark Sun Adventure, Marauders of the Dune Sea, is posted over at EN World.  In addition to this review, I plan to do a Review of the Dark Sun adventure released in Dungeon Magazine, The Vault of Darom Madar, which was written by “Blackdirge”, and see how it stacks up against the “official” Dark Sun Module.

I wish I could say I like Marauders of the Dune Sea, but there were simply too many things going wrong in that adventure for it to be likable… and I’m afraid you will have to head to EN World to read the details and my grade card at the link below:

Review of Marauders of the Dune Sea by Wizards of the Coast

I have to say that I am pretty surprised that there is not more Dark Sun adventure content on the WotC Release Calendar following up after such a major product.  I would certainly hope that we will at least see more adventures appearing in Dungeon Magazine, otherwise it looks like Dark Sun will be left out in the cold for a while in favor of D&D Essentials.

So what are other Dark Sun Campaigns doing right now for adventure material?

Are Dungeon Masters going back to older products and updating them to 4E Dark Sun, or forging ahead and writing your own new campaign content?  I would be interested in hearing feedback and suggestions from other Dark Sun DMs, and as always, your comments are most welcome!

So until next blog… I wish you happy gaming!

About The Author

Michael is an Adept of a Secret Order of Dungeon Masters, and dwells in a hidden realm with his two evil cat-familiars, deep within the Vale of Wolverines, called by some "Michigan". He has been esoterically conjuring D&D Campaigns for nearly a Third of a Century, and has been known to cast ritual blogs concerning Dungeons & Dragons every few days with some regularity. Michael has freelanced for Wizards of the Coast, and writes reviews of D&D and other Role-Playing Game products on EN World News.


3 Responses to “En World Review: Marauders of the Dune Sea by WotC”

  1. Alphastream says:

    There is a ton of available Dark Sun 2E material. The fine folk at (site is down currently but expected up soon) may convert some to 4E.

    The many adventures released for two gamedays, D&DXP, PAX/Gen Con, Encounters, and the cool adventures and material in Dragon all amount to a fair bit of adventure content. I don’t suspect we will see another published product.

    I do agree that this was a very weak offering. Of all the 4E DS adventures, the only one they chose to sell is by far the worst.

  2. Yea, I’ll have to look at the material and see if there is conten there worth converting to 4E, which I am sure their is. I’m thinking I will probably lead off with the Game Day Bloodsand Arena, and then start working on something homebrew, unless I find something at that catches my eye. Honestly, there is a lot of hooks just reading the Campaign Setting and Creature Catalog which could be developed, it’s just a shame that WotC released such a great setting, and then chose to abandon it so quickly to spend their resources on Essentials.

  3. Mike says:

    I think the setting material they published is absolutely ripe for pillaging homebrew material.
    My group started Marauders and quit after the first night. The DM was really down on that particular module.

    I would also state that both the proximity to the Essentials release and the fact that they dedicated a full season of Encounters to the setting means they’ve probably done what they plan to do already.

    Personally, I’d like to see some more support for Eberron, but really, it’s not too hard to “flavor skin” a normal module for Eberron. Just make the bad guy a member of a dragonmarked house, or an exarch of one of the dust lords or something. Place the underground combat in an abandoned Dakhaani temple and ride and airship to visit a library and you’re good to go.

    Likewise, conversions of published material to Dark Sun are pretty simple. Just change the setting to Desert, add some slaves here and there and make the bad guy a part of one of the merchant houses while tying in some plot from Tyr like someone trying to assassinate a Sorcerer kings concubine and you’re good to go.

    Ok, so I’m oversimplifying, but if you own the campaign setting books, you can get the feel and flavor easily enough that when you read the published module, you just need to imagine it in that setting and then go from there.

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