It is off-putting in an adventure that is intended to be a generic, drop-into-any-game module because it isn't really generic, but It implies a setting that isn't consistent with the faux-medieval settings that many people run, especially older players. It isn't just the goblin, it's the university (which people assume is a modern creation even though Oxford was around by at least the 12th century).
And while it isn't generic enough to be used by anyone, it also doesn't seem specific enough to make the differences matter. I'm assuming that the scholar's goblinness has no impact on the actual adventure. Are the PC's lives made more difficult because of prejudice against their employer? Do his connections to the goblin community, or attempts to distance himself from it, have any impact on the adventure? Is goblin history or culture relevant in any way? I'm guessing not, or Bryce would have called it out.
Now, give the university a plausibly medieval flavour, and give the goblin scholar a backstory similar the Native Americans who were shipped back to England, dressed up up in English fashion, and trotted around high society there and you may be on to something. His colleagues don't take him seriously and treat him with a slightly amused, polite condescension; he tries to conceal his resentment of the human PCs, who get treated better than him no matter who they are; the expedition is poorly funded because the department won't back him; there is a rival expedition by a less competent human colleague, who is little more than a tomb robber, but it is backed by the university, and the goblin wants to get there first before his rival makes a mess of things; the local goblin population might be convinced to help, but need to be made to trust the "humanized" goblin scholar; and you might have something to work with.
Maybe, as a twist on most modules, the party is hired to protect him while he works and to prevent the plundering of the tomb by the rival party, possibly without telegraphing the goblin's hand in the interference with his rival's party. The module includes an overland map and tomb complex, and the job is to get there first, prevent or at least impede the rival party's progress through the wilderness, explore the tomb while keeping any guardians and traps intact, and extract the historical artifacts in order to protect them. The goblin will reluctantly allow some looting of treasure with low historical value, because he has no other way to pay them; but if the party shows respect and restraint and befriends the local goblin tribe, the tribe rewards them handsomely with valuable trade goods and other items, and provides a token allowing the party a reasonable shot at befriending any goblinoids they meet. Interaction with members of the tribes provides rumors/hints to help deal with the challenges in the tomb. The party then has to get the goblin and the artifacts back to human lands safely (since the goblin's career hinges on studying them).
Is that better?