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DARK SUN ADVENTURE HOOKS

1. The kidnapped bride

Two powerful noble houses in Raam were to be joined by a marriage of their respective
heirs; it was hoped that this would end their feuding, and create a power bloc capable of
bringing the rest of the city in line. But in a terrible twist of fate, the daughter of House
Ka'pelt was kidnapped by elves! Her groom-to-be, not trusting his father's soldiers (who
have lost friends and relatives to the bloody feud), hires the PCs to recover his bride.

Of course, nothing is that easy. She was hardly kidnapped; she eloped with an elf-maid of
her own free will, and wants nothing to do with her arranged marriage or Raam at all. It's not
just that she's in love, nor that he's her family's mortal enemy being made into an ally of
convenience; he's also secretly a wizard! A member of some dark conspiracy called the
Veiled Alliance, which surely seeks no good for the city or the region. How could the party
force her to return to such a monster?

2. The druid and the artifact


The PCs are traveling through the wilderness when they are approached by a mysterious
Thri-Kreen druid. She tells the party the spirits have been watching them and sent them to
aid her. She claims to know the location of ancient artifact that can call forth a great amount
of water creating a substantial new large and fertile oasis. After the PCs retrieve the item for
her, they learn the terrible truth. The item only works (once) by drawing all of the water from
the bodies of a large number of intelligent beings. She intends to use it on one of the city
states.

Now the PCs have a choice, do they allow the druid to continue "for the greater good", fight
to stop her and save thousands of lives, or take the item and control its water for
themselves.

3. The antidote

Their is a spot near the village where a group of strange mutant plants grow. The
plants are hardy survivors and produce a large and succulent fruit in sufficient
quantity to act as a basic food crop. Unfortunately, the fruit is toxic and inedible by
humanoids. The local sage has studied the plant and believes he has found
reference to closely related plant that can be hybridized with the local variety to
create a non-toxic strain. They don't need a continues supply of the new plant, just
enough pollen to get their crop started.

Unfortunately the only place the needed foliage is known to grow is in the forest
ridge in a territory belonging to a particularly xenophobic (and hungry) halfling tribe.
4. The lost city
Almost any of the old old D&D modules (B4: The Lost City, for example) can have its maps reworked
into something a little more Dark Sun. There is a major issue with porting things into the setting
though, in that Dark Sun just breaks so many of the established fantasy rules that it's difficult to
retain any of the character of the original module. You'd be best off with just stealing maps and
general setups, but reworking their contents and denizens entirely.
If you're putting together something original, though, keep in mind even something as insignificant as
a few iron coins in the bottom of a dried up well is enough to warrant an entire dungeon dive. Small
rewards can mean a whole lot. Things such as living potion-fruit trees and unclaimed water sources
can also have great value, if your party is clever about it.
Common changes include: changing monsters to fit the setting, decreasing the amount of available
metal, changing/decreasing treasure types and amounts, removing/decreasing magical items, and
taking psionics into account. Depending on the adventure, you may have to change the main villains
motivations as well.

5. Children of dust
Children of Dust from PondStrider Games. Like their Deadworlds supplement, it's not officially Dark
Sun, but it does draw heavy inspiration from it.

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