The three competing factions are nice, but turn combat-heavy right away. that's emphasized by delve shift #5 which sorta stacks the odds in favor of NN. the thieves are first to pass you a note and the necromancers let you keep extra treasure, so i kinda get that NN need a perk to recommend them. except that it's a secret perk. even with that minor criticism, it's great that you included delve shifts at all. shifts can be such a good way to sell the ambiance to the game master (who is reading them, even if they aren't rolled) in short, sweet sentences: there really are ghosts/rats/smells, not just rumors of those things.
also, in room 3 is that driftwood figurine a crustacean from the protozoic era?? dammit, monster! get off my lawn!