Like other reviewers, I find it shameful that this adventure was ever deemed worthy of carrying the "Dark Sun" name, let alone the D&D name. In fact, it's just a shame to have carried any name whatsoever, short of "Todd," which I hate anyway. So let's start with that: this adventure should have been named "Todd."
"Todd" was obviously conceived as a generic (or at least non-Dark Sun) adventure. This is not necessarily a bad thing, I've done it myself, and haha let me tell you, there's nothing like the look on a D&D player's face when you put him face to face with Captain Mal and River Tam. I digress.
Minor spoilers ahoy, matey!
As I said, nothing wrong with porting an adventure to a new setting. But when converting an adventure from one setting to another, you actually have to know and understand your destination setting--especially something so radically different as Dark Sun--which Bruce Cordell (no relation to Bruce Campbell, I am told) clearly did not. For example, we know that for most Athasian city-dwellers, literacy is a crime. We know this because the EFFING DARK SUN BOOK TELLS US THIS ON PAGE 14!!!!! Yet the first hook in the adventure is to have House Shom pass out scrolls to everyone carrying a sword. Because House Shom are, apparently, idiots. Literate idiots, I'll give you that. But when the long-dead Athasian Gods were handing out brains, House Shom thought they said "Never gonna give you up, never gonna let you down, never gonna run around and desert you!" (that's right, gentle reader, you've just been textually rick-rolled. You're welcome.)
Then there's the dungeon with the underground river (like, with water and giant sea creatures and stuff) with absolutely no explanation as to how this came to pass on a completely arid world. (How do we know Dark Sun takes place on an arid world? Because the EFFING DARK SUN BOOK TELLS US THIS ON PAGE 4!!!!! AND THE FIRST 3 PAGES ARE THE GORRAM TABLE OF CONTENTS!!!) Seriously, access to the stream would be worth more than all the treasure combined in this module and the next 10 Dark Sun adventures combined. In fact, your players could be excused for just stopping at the river room, and pretty much setting up shop to be the richest bastards on the planet.
Finally we have a mysterious dungeon which nobody on the planet seems to be able to locate. Which is understandable considering that the entrance only has a 100 foot gigantic frowny face made of rock, or that it's within a 6 day walk of Tyr, surrounded by a giant sand vortex that should be viewable for miles and miles, populated by some creatures with no visible means of sustaining themselves. Oh, except the river. I forgot about the river. Which the cave denizens presumably use for snorkeling, water skiing, and playing water polo with Team Kuo Toa when they're not using it for raising their gigantic and completely inexplicable water-breathing lobster creature. On Athas. The desert planet. Which we know is a desert planet because of page 4 of the goddamned Dark Sun book.
As somebody else pointed out, the table maps are kinda handy, but obviously produced from a non-Dark Sun source as it shows horses and oxen, two creatures that don't even exist on Athas. (maybe they are metal sculptures of these mythical-to-Athas beasts? Yeah, I'm gonna go with "metal sculptures" because hell why not, rivers and metal statues of horses for everyone!) The other side of the map is--bizarrely--dedicated to a relatively minor encounter that has nothing to do with the main focus of the adventure other than to wear the players down a bit. (side trek: the author missed a golden opportunity here, and instead of spiders that spin glass webs should have placed a magic fairy forest where the PCs have to fight Clerics and Paladins.)
And it's not just the world inconsistencies that make this such a dog. I paid $12 for this thing. TWELVE bucks! And for that I get a lame setup ("hey how about some dude sticks a scroll in your hands saying to wander out into the desert with no idea where you're going, and find this, you know, face dungeon place"), a yawn-worthy and pretty short dungeon crawl (except for the river, holy crap your PCs are going to be rich beyond their wildest dreams!!!!), and a conclusion that basically amounts to, "um...you know...whatever works for you is how you should end it because hey we already have your twelve goddam dollars so you know, there's that."
This adventure is a real insult to Dark Sun fans, and the fact that it's the first 4e adventure out of the gate makes the insult even more insulty. The only positive thing I can say about it is that the adventure (such as it is) is well organized, typos are relatively few, and the encounters are presented in an easy to DM manner, if you were to actually run this disaster. Which you will not. Oh no, no, no. You will not buy this steaming pile, you will not incorporate it into your Dark Sun campaign, and you will most definitely not subject your poor players to it. Not if you don't want that game night to be know forever as "the night [insert your name here] sucked the soul out of the universe and destroyed all love and double rainbows forever and ever oh my god I hate [insert your name here] SO MUCH!!!!!"
Another reviewer recommended "The Vault of Darom Madar" from Dungeon 181 instead of this 32 page hate on paper. I heartily concur. In fact, if it came down to running this adventure or running the editorial section of the Wall Street Journal, I'd say you should bone up on how to read a PNL statement before embarking on your journey to "Temple of the Fiscally Irresponsible Elves."
In summary: One star because hey, nice font.