Hooks were quite effective for me, the general tone and flow of the adventure are great, and the threat is a compelling one! I read a pre-submission version a week or so ago and I think you've addressed just about all of the issues I had noted when reading there - body text spacing is great, the tone of bulleted text is consistent and useful! The rooms in this dungeon are some of my favorites in the jam so far - they're dense, full of stuff for PCs to do, and you've packed in a bunch of passive skill triggers which is a huge plus.
I am still left with some questions! One, the gem icon that appears throughout still confuses me. I can't quite figure out what it's meant to represent. Also unsure if there's more to Eclipse Glyphs since they're consistently bolded, but show up in generally different contexts room to room. if it's meant to be a reoccurring illustration/piece of art, getting that into the layout somewhere could be cool!
I'd also love some more info on the Warden side as to how the temple went from a sanctuary to being known as a temple to a god of death. That kind of cultural drift is fascinating - more fleshing out of how the cultists react to being wrong and potentially some learnable answers on the "Solve" pillar of "Survive/Solve/Save" would punch this up several levels for me!
Overall though, I'm quite stoked on this one from a game design and usability perspective. Great entry! Would have a lot of fun running this.