Well structured, the intro “timeline” and the NPC wants+plan does a good job of setting the stage while leaving enough blanks to fill in.
I like the depth mechanic, was that inspired by the overloaded encounter die?
The depth mechanic was originally developed by Emmy Allen and can be found in her works: The Stygian Library and The Gardens of Ynn. My version of the depth mechanic limits the threats and rewards the player sees until later in the adventure, allowing them to decide how much danger and treasure they want to encounter. But now that I think of it, it does work kind of like an overloaded encounter die