DM-ONLY OVERVIEW. Structure: Act 1 (levels 3-4) is overland survival and expedition intrigue—crossing the Glasswaste, discovering the petrified forest, and surviving a cult ambush that decimates the expedition, leaving the party leaderless. Act 2 (levels 5-6) is exploration and alliance—finding the oasis settlement of Last Root, learning the true history from the vale's descendants, and recovering the three ritual keys (Sun-Disk, River-Chalice, Seed of the First Tree) from three distinct ruins while the cult shadows them.
Act 3 (levels 7-8) is the descent into the Sunken Ziggurat beneath the Glass Flats, the confrontation with the cult leader Vessaria Ashbound and the treacherous expedition patron Aldous Marchant, and the final choice at the Hollow Sun's prison. SECRETS: (1) Aldous Marchant is a former cult initiate who hired the expedition to reach the ziggurat for his own redemption-or-power agenda; he betrays the party in Act 3. (2) The Hollow Sun is not evil by nature—it is a spirit of the dry season driven mad by three centuries of imprisonment; destroying it permanently ends the desert but also kills the vale's chance of rebirth, since its heat is the engine of the Seed.
(3) The correct ritual to renew the binding requires a willing sacrifice of 'a life freely given to the dust'—an NPC ally (or a PC) must volunteer. (4) The cult leader Vessaria believes freeing the Hollow Sun will restore the vale by burning away the 'corruption' of the binding—she is tragically wrong. CLUE FLOW: Act 1 clues (petroglyphs, cult survivor interrogation, Marchant's locked journal) reveal the binding existed and the cult is active.
Act 2 clues (Last Root oral history, three key-ruins, Vessaria's sermons overheard) reveal the ritual's shape, the three keys, and Marchant's past. Act 3 clues (ziggurat murals, the dead Keeper's ghost) reveal the sacrifice requirement and the Hollow Sun's true nature. FAILURE STATES: If the party loses all three keys, the ziggurat's inner seal can be broken by force (DC 25 combined checks, with a deadly guardian fight) but Vessaria reaches the heart first and the final fight is harder.
If the party never learns the sacrifice truth, the binding ritual fails at the climax and they must fight the partially-freed Hollow Sun's avatar. If Last Root is destroyed in Act 2, the party loses their resupply base and the descendant NPC allies, making Act 3 a desperate, resource-starved run. PACING: Sessions 1-3 Act 1, sessions 4-7 Act 2, sessions 8-10 Act 3. Milestone leveling at: surviving the ambush (level 4), securing at least two keys and Last Root's alliance (level 5), all three keys (level 6), entering the ziggurat heart (level 7), resolving the finale (level 8).