Art: Cover art will surely be Best in Jam, and the overall visual impression is very good.
Writing: I think going vibe-heavy for the scenario hooks and focusing on clarity for the interior was the correct choice and you did well with both. The Suneater scenario is by far the stronger of the two.
Game Design: I'm of the opinion that entrusting the dice with designing an adventure for you never goes the way you'd hope, but there are some nice tricks here. The solution for quickly generating a floorplan has broad utility, and using an "oracle" table to put the actual design decisions back on the Warden with vague prompting is a good call. Better the loot and encounter tables, which will push the Warden in more bland and generic directions, which is inevitable when trying to use a single pamphlet to design a wide variety of scenarios. I think the system for determining when you reach the goal is unnecessary in that the Warden could just choose a number, and too high-variance... e.g, a challenging scenario has a 15% chance of ending on Level 2 and a 15% chance of ending on Level 10, when for the sake of session planning and pacing, you probably want the range to be +/- 1 or +/- 2.
Theme: Well-implemented in the Suneater scenario. For Consumptive Curiosity, the Mouth is something about which myths could develop, but I'm not sure I'd call the scenario mythology-themed.
Layout: Straightforward and effective for the most part. The only weak point is the table. The lack of row divisions (or alternating shading, etc.) combined with having the Yes/No/etc. answers in the same color and font as the numbering leaves the whole thing kind of lacking structure and not looking very table-y. It's not that it would be hard to locate the right entry when rolling, because it's big enough that you're not going to lose your place... but its form doesn't really follow its function. The design doesn't tell you how to use it without reading the text.
Favorability: I love the art, the Suneater scenario, and the floorplan generator. Everything else, I would probably pass on.