Fun concept tweaking a classic setting for inspiration! I appreciated the conversational tone. You know you’re headed in the right direction when the first potential “twist” to randomly determining an adventure acknowledges that there are sensible solutions and then there are, “Sure, we should probably talk this out, but I feel compelled to try punching that dragon in the face first, just in case that works.”
The new traits are all a lot of fun, as are many of the items that accompany them (e.g., a helmet you dramatically remove to scatter enemies with your hideous countenance). And the traits all provide as much of a roleplaying hook as they do a mechanical benefit, which is great.
For folks that prefer a lower lethality game, the rule for ransom (rather than death) is both on point thematically and a fun way to handle it while adding additional roleplaying opportunities for a once and future session.