The Sorcerer-Kings are described as being godlike, yet the novels (and it sounds like the adventures) treated them as if they weren't anything more than petty dictators with too much arcane and political power.
I agree.
So, let's see what I can say about the adventure modules:
- Freedom: already discussed. Even though it was a TPK I thought it was okay. I think it may actually have helped to set the right mood for Darksun.
- Road to Urik: played. The adventure starts with a lot of interesting roleplaying encounters. The pcs have to try to gain allies and support to build an army. The next part involves leading that army into battle. After a couple of encounters on the road, this was supposed to be played using the BattleSystem which I didn't use. Still, the adventure was quite nice.
- Arcane Shadows: not played. Basically it's about accompanying a theoretically super-powerful npc preserver that for some inexplicable reason needs the pcs to get somewhere to watch him get transformed into an avangion. Meh - avoid!
- Asticlian Gambit: not played. After a couple of encounters on the road, the pcs have a nice chat with the Oba of Gulg in her palace. Then they get imprisoned to be freed later on to be hunted by some spoiled nobles only to get caught again, this time by templars of Nibenay. After meeting Nibenay ... ah, whatever, this adventure sucks big time.
- Dragon's Crown: not played. This one is huge. It also doesn't use the innovative flip books. My feeling is that it's a bit too long to keep the players' interest. If it was condensed into a more focused, shorter adventure using only the really interesting and meaningful encounters and locations, it could be great fun, I guess.
- Black Flames: not played. So, there's this dragon (!) who needs the help of the pcs, see? He tricks them into exploring some ruins and get a mcguffin for him. Luckily Abalach-Re shows up to save the day. After believing themselves safe, the mortally wounded dragon returns *shudder* And there I thought Asticlian Gambit was bad...
- Merchant House of Amketch: played. The pcs are to find the source of nasty anti-psionic bugs and put an end to their trading. So they start their investigation by hiring on as caravan guards. This adventure was quite intriguing and the design makes good use of the flip-book format. A good one!
- Marauders of Nibenay: not played. Nibenay tries to destroy the Veiled Alliance chapter in his city, which results in freeing a mysterious entity that wrecks everything. They get to explore the hidden fortress looking for a way to return things back to normal. Naturally, the get to meet Nibenay and find out all his secrets ... Hmpf.
- Black Spine: partially played (outside of the Darksun campaign). The second mega-adventure, also not using the flip-book format. I liked this one better than Dragon's Crown. It's more streamlined and the later part is a pretty classical dungeon-crawl. I think, if you like githyanki, you'll like the adventure.
- Forestmaker: not played. Interestingly, this one's not using the flip-book format. I now know, why I didn't like it. Hint: it involves a sorcerer king in a, umm, prominent role.