Tag Archives: Dark Sun

Wizards of the Coast Announces More D&D for Everyone, but Not All of It’s for You

At Gen Con, Dungeons & Dragons franchise head Dan Ayoub joined various D&D team members and stars connected with D&D to reveal future plans for the game and franchise. They announced more D&D for everyone, but not all of it’s for you.On stage in 2026, D&D Franchise Head Dan Ayob announces the release schedule for the year ahead

D&D Icons

Even though the D&D Icons program looks 40-some years back rather than ahead, it led the announcements. Surely, the presence of Joe Manganiello at the presentation vaulted his program to the top. Joe rates as one of the biggest stars who flaunt a passion for D&D. He serves as chief creative officer of the Icons initiative. The Icons initiative links upcoming, and mostly unspecified, D&D products to creative titans from D&D’s past.

The D&D Icons program starts with four creators :

  • Luke Gygax, son of D&D co-creator Gary Gygax and, of his six children, the biggest contributor to their father’s D&D legacy.
  • Margaret Weis and Tracy Hickman, authors of the Dragonlance Chronicles trilogy of novels, the fiction which introduced D&D’s Dragonlance setting to readers in 1984.
  • R.A. Salvatore, creator of Drizzt Do’Urden, the Forgotten Realms setting’s most popular character. He has written more than 40 books set in the Realms.

If you needed to read those descriptions to identify any of the icons, then the program isn’t for you. Icons aims for the demographic of Dan Ayoub and Joe Manganiello, men who grew up reading Drizzt and Dragonlance books between D&D games. Guys in this generation—guys like me—grew up with every bit of popular culture aimed at us, so now, some of our peers feel confused and threatened when other demographics get attention. When Dan says D&D “lost its way,” and later brings these creators to stage, he hopes to excite gamers who feel puzzled because their 80s favorites seem sidelined. When Wizards of the Coast announced the third edition back in 1999, I watched Gary Gygax brought to the stage and I felt thrilled, so I understand the appeal of the icons. Gygax and the icons serve a similar purpose: They soothe long-time fans of D&D by showing them that the game still includes things they loved.

Despite the consulting contract that Gary signed in 1999, he just gave the third-edition team his blessing and wished them success. Perhaps the creators working as icons will have more input on the projects linked to their names, but except for the novels, newer designers will surely do the heavy lifting on the icons projects. That approach may create better releases. While the team that created the third edition stood on Dave and Gary’s shoulders, the new edition brought design innovations that the original creators could not have matched.

Oddly, the Icons project promises a return to settings that have all appeared recently in major D&D releases. Drizzt’s territory of the Icewind Dale rates as one of the most visited locations in fifth-edition products. Melf’s Guide to Greyhawk from Luke Gygax will appear in the wake of the Greyhawk coverage in the 2024 Dungeon Master’s Guide. The Dragonlance setting gained a hardcover release in 2022.

Universes Beyond

The D&D team announced Universes Beyond, a series of crossovers starting with one between World of Warcraft and D&D, and one between Star Wars and D&D.

Universes Beyond comes from the Magic the Gathering game. In 2025, the Final Fantasy set of Magic cards became the game’s highest-selling release, pushing the game’s Lord of the Rings and Avatar: The Last Airbender sets to second and third place. Such crossovers earn record sales by appealing to fans who don’t play Magic. The pairing works because so many collectors find trading cards irresistible even if they opt not to play the game.

Still, when fans of something like Final Fantasy collect the cards, many feel inspired to try playing Magic, and some become hooked. Hasbro CEO Chris Cocks called the crossover sets “probably the most successful new player adoption program that we’ve ever done.” Fat D&D game books lack the same collectable appeal as cards, so Dungeons & Dragons/Star Wars will never bring more than a fraction of the collectors attracted to a fan-favorite property crossed with Magic the Gathering. Still, D&D’s Universes Beyond crossovers aim to bring new players to D&D rather than to simply coax existing players to spend more.

Partnerships with outside studios

For existing fans of D&D, Wizards announced partnerships that will publish official content for Ravenloft, Eberron, and the Forgotten Realms, all written by outside studios.

The partners all boast experience making quality D&D content, and each brings an affinity for their chosen setting. The Ghostfire Gaming setting of Grim Hollow matches the dark horror tone of Ravenloft. Visionary Production & Design already produces Eberron books stewarded by the setting’s creator, Keith Baker. Starting with Hoard of the Dragon Queen in 2014, Kobold Press wrote the first two hardcover adventures released for fifth edition. Both featured the Forgotten Realms.

Adding so many setting-specific releases to D&D’s publishing schedule shows a daring change to the D&D’s team’s market strategy—a break from a lesson learned when D&D’s original publisher went to the brink of bankruptcy. In the 90s, TSR released a flood of settings and setting-specific products that split fans’ attention and spending. Fans of a setting tended to skip releases for as many as eight other settings, and so many products failed to recoup costs. Former D&D brand manager Jim Butler said, “TSR had too many product lines chasing too few customers.”

In the decades since, Wizards has avoided dividing customers with a flood of products that compete with each other. When they revisited a campaign setting, they published just a book or two for the setting, and they also avoided scheduling other releases that might battle for attention.

Now, the D&D team sees a customer base large enough for four or more settings to fight for fans’ budgets and time. “Players shouldn’t have to wait decades for D&D to return to a setting. We should be making it easier to adventure in those worlds,” D&D Executive Producer Greg Bilsland said. “The problem is, of course, we only have so many people on the D&D team and supporting all of our settings wasn’t feasible.”

Dark Sun

When I started playing D&D, the demons and occasional nudity in the advanced game flattered me by making me feel mature and by making playing seem like a delicious little rebellion. Now, with a new Dark Sun release scheduled for release as two books with a mature rating, I wonder how the rating will enhance the setting. The animated trailer revels in blood splatters and costumes that could fit in a catalog for fetish wear.

I suspect the D&D team opted for the mature rating for two reasons:

  • The Heavy Metal style adds spice and contrasts with the other fifth-edition settings.
  • The setting includes elements that now fit uncomfortably in a typical D&D game.

In early D&D, scenes where characters tortured their foes for information and slaughtered their foes’ babies seemed common. Now virtually all D&D games steer clear of such horrors and I welcome the change. The Dark Sun setting includes some of its own horrors that many gamers choose to avoid in a fun pastime. One example stands out. Dark Sun included slavery in the foundation of its world building. Chris S. Sims, one of the designers who worked on the setting for fourth edition, writes, “Slavery in Dark Sun isn’t like it is in the A series [of adventures], where it’s clearly villainy. In Dark Sun, it’s a cultural norm with a (spoiler) horrid, secret reason for keeping it. It can be an evil you fight, but presenting it as a cultural norm, baking it into some mechanics, implies it’s acceptable.”

D&D players enjoy battling evil, and many players see slavers as a good target for heroes. Other players find the subject of slavery too troubling for game sessions that should provide a fun escape. Either outlook is fine. The Dark Sun designers face the challenge of deciding how to accommodate the different perspectives. Perhaps, the mature rating helps.

Greyhawk: Crown of the Witch Queen

Of all the products announced for the coming year, Greyhawk: Crown of the Witch Queen seems like the one for me. Wizards touts the book as a full-length adventure, which suggests that the campaign starts at first level. The last campaign hardcover to start at level 1, Phandelver and Below: The Shattered Obelisk, released three years ago and revisited content from 2014. The upcoming adventure comes from the design team of Will Doyle, Stacey Allan, and Justice Arman. All three have worked on favorite adventures. The prospect of a new full-length campaign to play or run excites me.

19 Adventures in the Running for 10 Greatest Adventures Since 1985

For my list of the 10 greatest adventures since 1985, nominations, reviews, and reputation led me to consider many more excellent adventures than fit a list of 10. Today’s post reveals the adventures that fell short of my 10 greatest, but merited consideration.


Treasure Hunt (1987) is a first-edition Advanced Dungeons & Dragons adventure by Aaron Allston.

Raw characters with no class levels wash up on the lost island of the pirate Sea King. They advance to first level and beyond.

“As a first adventure for initiates, this can’t be beaten. For old hands who may be tiring of AD&D, it will be a welcome change.” – Carl Sargent in White Dwarf issue 93.


King’s Festival and Queen’s Harvest (1989) are basic Dungeons & Dragons adventures by Carl Sargent.

A pair of adventures that introduces new players to D&D with a variety of linked missions.

“Absolutely the best introductory adventures in print for D&D-game-style fantasy role-playing games (FRPGs). Presented simply and clearly enough for young folks, these adventures are also challenging and entertaining enough for experienced gamers.” – Ken Rolston in Dragon 171.


Ruins of Undermountain (1991) is a second-edition Advanced Dungeons & Dragons adventure by Ed Greenwood.

The first three levels of the mega-dungeon under the city of Waterdeep presents its content with different levels of detail: Some rooms have complete descriptions, while others have terse notes. Most sections remain empty, a canvas for the dungeon master’s creation.

Rated 17th greatest adventure by Dungeon magazine.

Ruins of Undermountain was as much stuff from Ed Greenwood’s original gaming sessions as he could fit into a box. I give Ruins of Undermountain an A+. It will make you a better DM regardless of your skill level. This is a glimpse behind Ed Greenwood’s screen, giving the reader a chance to study his methods, which are very sound.” – Advanced Gaming and Theory


Vecna Lives! (1991) is a second-edition Advanced Dungeons & Dragons adventure by David “Zeb” Cook set in Greyhawk for characters of level 12-15.

After the Circle of Eight, Greyhawk’s legendary adventurers, die trying to stop Vecna’s return, their successors hunt the villain in a chase the across the world of Greyhawk.

Vecna Lives! is one of my favorite adventures from second-edition Advanced Dungeons & Dragons and I’m ecstatic that it’s been made available on dmsguild.com. Even if you never play the adventure, you should go out of your way to read/download/borrow it just to see what an incredible example of storytelling and adventure writing it is.” – Die Hard Game Fan


Night of the Walking Dead (1992) is a second-edition Advanced Dungeons & Dragons Ravenloft adventure by Bill Slavicsek for characters of level 1-3.

Characters investigate a series of murders an disappearances in a village plagued by walking dead.

“The actual adventure is one of the better blends of plotted adventures and old-school adventuring found in the ’90s. Though, there’s a deep, underlying story, it’s not a railroad. Instead, players must investigate and interact with NPCs to figure out what’s happening. Some events act as set encounters, but there’s also a big dungeon (cemetery) to crawl through at adventure’s end. The result maintains player agency while still telling a real story.” – The Fraternity of Shadows


Merchant House of Amketch (1993) is a second-edition Advanced Dungeons & Dragons Dark Sun adventure by Richard Baker for characters level 4-7.

In an event-driven adventure, characters work to end a trade in beetles with a bite that neutralizes psionic power. The quest pits the party against the most powerful merchant house in Tyr.

“This adventure has everything for me: intrigue and adventure coupled with the potential to save the world from a great threat that has just been exposed. So it’s 5 out of 5 stars.” – Warpstone Flux


City of Skulls (1993) is a second-edition Advanced Dungeons & Dragons adventure by Carl Sargent for characters of level 9-12.

Players infiltrate the demi-god Iuz’s nightmare capital to free a military commander needed to defend the Shield Lands.

Rated 26th greatest adventure by Dungeon magazine.

“Periods of stealth and quiet punctuated by short bursts of terrifying combat.” – Retro Gaming Magazine


Night Below: An Underdark Campaign (1995) is a second-edition Advanced Dungeons & Dragons adventure by Carl Sargent that takes characters from 1st level to as high as 14th level.

Billed as the “ultimate dungeon adventure,” this campaign goes from a ruins crawl, to a mine crawl, to a long journey through the Underdark.

“Night Below won’t be to some peoples’ taste, but the vast majority will absolutely adore it. Quite simply, it’s one hell of an adventure.” – Cliff Ramshaw in Arcane magazine.


Return to the Tomb of Horrors (1998)  by Bruce Cordell.

Years after adventurers gutted the original Tomb of Horrors, a dark community has built a city of necromantic evil on the tomb’s site. Even the inhabitants of this fell city have no idea of the true evil that waits beneath them.

Rated 10th greatest adventure by Dungeon magazine.

“The new material is really excellent. Return is a whole mini-campaign, not some rehash of previous work … It offers more by far than the old Tomb of Horrors, and it is more deadly too.” – Gary Gygax


Dawn of the Overmind (1998) is a second-edition Advanced Dungeons & Dragons adventure by Bruce Cordell for characters of level 8-10.

To stop a resurgent mind flayer empire, character visit a world of ancient ruins in search of an artifact of Illithid manufacture. This adventure brings a taste of Spelljammer and sword and planet adventure to conventional D&D.

“This is the third part of the Mind Flayer Trilogy, which was pretty much awesome from start to finish. One of the best D&D adventures of all time.” – Power Score


Die Vecna Die! (2000) is a second edition Advanced Dungeons & Dragons Adventure for characters of level 10-13 by Bruce R. Cordell & Steve Miller.

Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil in a quest to claim the Hand and Eye of Vecna—the key to stopping the evil demigod Iuz.

Die Vecna Die! pulls out all the stops, and the result is a massive but tightly constructed adventure with a truly apocalyptic feel. I’m surprised I’m recommending Die Vecna Die! as strongly as I am, but it’s just that good. It’s a great high-level adventure for any campaign.” – Fearful Impressions


Forge of Fury (2000) is a third-edition Dungeons & Dragons adventure for levels 3-5 by Richard Baker.

In a dungeon that captures the flavor of some of D&D’s original, classic adventures, characters battle though five levels of a dwarven stronghold overrun by evil.

Rated 12th greatest adventure by Dungeon magazine.

“I’ve always been impressed with the adventure; for my money it’s one of Wizards of the Coast’s best 3rd Edition era modules. As a basic, flavoursome dungeon crawl I think Forge of Fury is particularly well executed.” – Creighton Broadhurst


Return to the Temple of Elemental Evil (2001) is a third-edition Dungeons & Dragons by Monte Cook designed to take 4th-level characters as high as level 14.

Power rises again in the Temple of Elemental Evil. “Characters battle the power of darkness in Hommlet and beyond, forging their way through hundreds of encounters before reaching the fiery finale.”

Rated 8th greatest adventure by Dungeon magazine.

“Go out and buy the Return to the Temple of Elemental Evil. You will not regret it, and it will become a valuable part of your D&D library. It is one of the best adventure modules ever written.” – Talon on ENWorld


City of the Spider Queen (2002) is a 3.5 edition Dungeons & Dragons adventure by James Wyatt designed to take 10th-level characters up to level 18.

“Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.”

Rated 24th greatest adventure by Dungeon magazine.

City of the Spider Queen is an excellent addition to anyone’s Forgotten Realms campaign or with modifications, any Dungeons and Dragons third-edition game.” – Mania.com


Reavers of the Harkenwold (2010) is a fourth-edition Dungeons & Dragons adventure for characters of level 2-4 by Richard Baker.

In an adventure patterned after Red Hand of Doom, the characters join the resistance and take missions to thwart the army of evil that invaded the Duchy of Harkenwold.

“Definitely one of the best 4E adventures. – Will Doyle.

“I would love to see a 5E update of Reavers of Harkenwold.” – Chris Perkins


The Slaying Stone (2010) is a fourth-edition Dungeons & Dragons adventure for 1st-level characters by Logan Bonner.

Years after goblins overran and occupied a town once settled by humans, the characters enter seeking a lost Slaying Stone, the last of the magic stones created to protect the settlement.

“This is an adventure you won’t want to miss: Not only is it fun and non-linear, but it shows a DM how to better design her own adventures, and that’s something worth reading for any DM, no matter how experienced.” – Kevin Kulp


Dreams of the Red Wizards: Dead in Thay (2014) is a fifth-edition Dungeons & Dragons adventure for characters level 6-8 by Scott Fitzgerald Gray.

Teams of adventurers cooperate to explore a massive dungeon in search of the keys to a phylactery vault held by the evil Red Wizards of Thay.

“A ton of fun. Things get more and more hectic as the alert level of the Doomvault rises. It’s got good pacing, a narrative to it, and some fairly challenging encounters.” – Bell of Lost Souls


Cloud Giant’s Bargain (2016) is a fifth-edition Dungeons & Dragons adventure for level 6 characters by Teos Abadia.

Led by a talking skull, Acquisitions Incorporated interns enter a cloud castle floating over Neverwinter to determine what threats it holds. This superb adventure combines combat, exploration, and interaction with interesting choices into a single session of play. Plus it adds a touch of humor and an unforgettable guide.