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This is, of course, utterly gorgeous, and what text there is, is well-written (minus one typo I see at the bottom of the center panel: "They you aren't alone down there." — presumably meant to write "That"). 

There's not much to criticize, because there's not much here beyond the basic concept and a kick-ass map. If I have to complain about something, the idea of gasses penetrating due to "Hull Crystalization" strains credibility even within a sci-fi scenario in that at those pressures, any sort of structural failure of the hull seems like it would result in catastrophic implosion. I can't imagine "springing a leak" being a thing at Diamond Crushing Depth.

The only category I can't give great marks for is usability. Will I admire this again? Yes. Use the map for something? Maybe. Grab it when someone wants to play Mothership and I haven't prepped anything? Definitely not.

I know it's rules agnostic, but coming up with stats is (for me) the easiest part of adventure prep and Mothership is story-first anyway, so I don't mind the absence of mechanics. However, aside from the map (which is amazing, in case I haven't stressed that enough), there's really just more of a concept here than a scenario. And concepts are easy to come up with. If I'm using a module rather than rolling my own, it's because I don't have time to flesh out an environment, create a timeline of events, plan possible encounters, name NPCs and figure out their quirks, etc.

As a piece of inspiring art, this is awesome. But it's frustratingly awesome in that it makes me wish there was enough there that I could run it without being asked to basically ad-lib the entire adventure aside from the premise.