The Adventure Hook isn't good or bad: Although it's not a standard "You meet in tavern and find a questgiver" cliche, it is also not good to force the characters to accept jobs without sealing the deal.
I loved the idea of the distrustful dwarf, who interrogates his own crew. It reminded me of a paladin in old-school game that could cast detect evil at will. That paladin once gathered the whole village, found one evil person and asked: Why are you evil?. That isn't a very good behaviour, but it opens a lot of perspective for roleplaying.
The idea of random complications is also interesting, because I generally love the idea of some randomness, but the complications only occur with 50% probability, so they cannot give fun enough.
The same thing can be said about avoiding the cult in the second part.
So this is a standard adventure that is neither good nor bad.
|