Keep in mind that many D&D settings have quite a few interventionist gods. You can wreck the surface pretty bad without killing everybody, even if you want the damage to be a substantial and on-going feature of your setting going forward. Even if gods don't get involved, powerful magic-users will do what they can to establish habitable zones, if not out of altruism then out of a desire to have some surviving henchmen.
My best advice is to tailor the stages of disaster to the magical profile of the planet as best as possible. Your players probably aren't going to be running astrophysics simulations to check your work, so what they need is verisimilitude rather than realism. I could give better suggestions if I knew more about the setting you're using and what power is removing the sun.
Regarding forced marches, just prohibit teleportation and flight. Flight can be eliminated by constant strong surface winds, and you can handwave teleportation by saying something about chaos in the magical energy field or some shit. Also, kill their horses--but you should always be killing the horses.
I know what I want to happen, but I'd like to be able to have radiant quests dealing with some of the consequences and fallout.
I'm thinking that, in the world of D&D, dark elves and lycanthropes would see it as their time to strike. What I am curious about is setting up some vaguely "realistic" timelines and establishing some changes in the world to make things feel meaningful and give stuff weight without sitting there and delivering a long stupid monologue to the party.
I'm really curious about time lines, because I would like to create a scenario where the party is doing a lot of forced marching and trying to fix shit in a hurry, pulling in rules about exhaustion and fast overland travel that rarely get used.
My best advice is to tailor the stages of disaster to the magical profile of the planet as best as possible. Your players probably aren't going to be running astrophysics simulations to check your work, so what they need is verisimilitude rather than realism. I could give better suggestions if I knew more about the setting you're using and what power is removing the sun.
Regarding forced marches, just prohibit teleportation and flight. Flight can be eliminated by constant strong surface winds, and you can handwave teleportation by saying something about chaos in the magical energy field or some shit. Also, kill their horses--but you should always be killing the horses.