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The cover art is gorgeous, but I think the adventure itself is trying to do too much for this sort of format, especially with an off-the-cuff writing style. I'm not sure it's possible to convey everything you want to convey here clearly in the space available, but if it is possible, it would require extremely tight writing and the use of graphic design tricks to save space. 

I guess the mechanics are clear enough that someone could, with a bit of effort, figure out how to run this as you intend it. But the problem for me is that compressing every location to a single one-sentence feature and a single stat check makes for uninteresting gameplay. It feels less like a storytelling game and more like one of those 80s-era American-style board games that boils down to just rolling dice for hours and seeing what happens.

If I was going to run this, I would ignore the stat checks you suggest and instead ad-lib each encounter, giving the players more choice in the situation and allowing more variation in the possible outcomes instead of just rolling dice and moving on.

However, there's no real reason to have three separate dungeons here. I think the result would have been much better if you had used the space available to flesh out a single dungeon with more detailed locations and complex challenges that can be approached in multiple ways.

I don't know how well it fits the theme. You've added secret motivations and the "Dyson sphere" angle, but they feel tacked on. (Bit of pedantry... it might be hollow on the inside but something moon-sized can't be a Dyson sphere, since that specifically means a huge sphere built around a star.)

Anyway, there are some individually cool details in this and my objections stem in part from a personal dislike for the "dice-chucking" approach to roleplaying. But I do think even as a dice-chucking depthcrawl this would do better if you reined in the breadth of the scenario in order to treat the remaining part in greater detail.