Hooray I've finally played some Adventures.
First thoughts:
Dungeon is dull
Magpie is sweeet, especially when you have some tokens to butter your bread
I really like Wine Merchant, Giant and Miser - all these payload-only cards, they ought to be crappy! But no, they are not, especially Wine Merchant. I mean, Miser is slow, sure, but it's not completely useless like his older marine brother
Distant Lands are great and tricky, and same goes for Artificer
Treasure Trove is a very strong BM option, but I guess will be an excellent fodder in some engines too
Both 2-cost trashers are cool
Fugitive is a potato
Do you ever want more than one Amulet?
Are Duplicate megaturns viable? i think so
Overall it's great that it feels like this set is very flat in power level: no complete duds and no obligatory OP cards (well, I guess you almost always go for Magpie).
As a lot of people already mentioned, attacks are kinda on the weaker side, no swinginess, which is a good thing? probably
Also I have a strange feeling that Adventures have a lot of "utility" cards. So, Adventures only games are a bit hmmm watery? feels like it's better to mix them with something (everything) else
Also, I want to put all the tokens on Rats, that will teach them!