Space is at a premium in this jam, but the font size used in this is small enough that I think it'd be hard to use at the table when printed out. Similarly, having to parse long paragraphs makes it harder to use live. I would consider turning most of this into bullet points, if possible.
I don't love that the adventure prescribes what the players are doing with this artifact, when most players I know would want to get into a whole lot of mischief with it first. It's a minor thing, though, to tweak and it and say "this is where prophecy says it can be disposed of." Let the players get here, eventually, after discovering this artifact needs to be locked away on their own, rather than telling them from the jump that they can't play with this fabulous toy. (And it's a great toy.)
Depthcrawls are always fun and I like what a wide spread of random folks can be generated to show up -- the adventure will go much differently depending on whether characters run into kobolds or the archmage and their entourage.
A lot of these rooms are fun, but I'm not sure that they really fit together. Are the inhabitants prisoners? Folks who just found this a nice place to live? Is this a viperian complex? I would try to unify them a bit more with a theme, perhaps one related back to the Tome of Lies or the demon wurm's corrupting presence.
This is very playable -- which isn't always the case -- but I feel like it would shine with a bit more polishing.