I think I'll take a middle line here (or fence sitting if you want to call it that).
Since the guy is apparently a newbie DM, it wouldn't kill anyone to take the hook and run with it and then have a bit of a chat after the game to point out what might have been done better. This is probably the route I would take as a player with a new DM.
On the other hand, a good idea might be to take his somewhat lame hook and inject a bit of high octane into it. This requires your newbie DM to be flexible enough to let you run with an idea, so long as you don't steamroll right over him. Possibly calling a time out and having a chat with him before you try might be in order, just to give him a bit of a head start in accomodating you.
For example, if the hook is talking to Duke Unpronounceable about clearing out them old mines, then maybe you could add a bit of spice to things. The Orcish pottery bit mentioned before is an idea of this. Ask a few leading questions and you might be able to establish a better reason for your character to go.
Probably the best answer would be to step outside with the DM for a sec and work out a bit of a better hook.
A similar log jam happened in a game I played in recently. The hook was to go and clear out some kobolds from an area. One of the players very strongly objected to this. It took a bit of working out, but we found out that she was worried about the rest of us slaughtering non-combatants. When we found this out, I realized that my cleric of Cuthbert has not interest in punishing the innocent and I promised that we would spare them. This broke the logjam and we trotted merrily on our way to getting our butt's handed to us on a platter.
But at least we got through the logjam.
Try finding out what the DM intends and find some common ground. It's usually easier than you think.