Art: Gorgeous textures, great use of negative space on the cover. Did a great job getting the maximum out of the Barrow palette — others should take note of how you used those colors. Map could probably use a bit of polish.
Writing: I thought it was very good on the exterior panels, but I found some parts of the interior confusing, especially where you're using longer sentences. E.g. "They appear to lean or press free from the confines of the chambers walls, with any freed bone surrounded with a perfect silphium imitation of the subject's body in life." — I think you mean that they're bare skeletons where they're inside the alcove, but e.g. if the hands are sticking out into the room, then the hands have silphium "skin" over the bones. But I had to read that sentence several times to figure out what you were trying to say.
Game Design: It's very linear, with no branching of the environment and moTERM.GEO telling the players what they're expected to do the whole way. There aren't really solutions to dealing with the Nymphs except to fight them because you have to stay put to drill, but fortunately, the players are equipped with something that happens to be super-effective against them. Not much to do at each location except search the things you're supposed to search or, I guess, not search them. All of this limits the audience to players who don't mind just being told a story, with pauses to roll some dice and fight things along the way. Anyone hoping for interesting choices and creative problem solving is likely to be frustrated.
Theme: The naming of things borrows from myth, and there's a religious cult that would have had its own myths, but those don't figure in the plot. The theme is there throughout the story, but it's not really driving the plot in a meaningful way, since the plot is just drilling holes while fending off bad guys.
Layout: The cover layout is really nice. Most of the rest is simple but effective. The map arrows are a little chaotic. Although the texture is beautiful, it is maybe just a little distracting in places... could try darkening the text's underlay just a little more, or make it a little bigger, or something.
Utility: It's a pretty simple scenario, straightforwardly presented. Groups that like these linear scenarios would have no problem running this.
Favorability: I really like the aesthetic, but not so much the scenario. The premise is fine, and the nymphs are different enough from other scenarios' colonists-turned-into-monsters to be at least a little bit interesting. But I don't like playing or running adventures where you just go through a fixed series of rooms doing the tasks the adventure tells you to and searching scenery to pick up items.