How? I've now bought just about all D&D 5e books (I still don't have the Critical Role-related ones), and for a writing project I am noodling on, I needed to read/skim this.
What? OK, first, some background: Dragonlance was one of the original big AD&D campaign worlds, which started out as a multimedia project, which basically meant that it had a bunch of novels and then some game stuff that was so tied to the novels as to be largely unplayable. The big story was that, in a world that was more or less abandoned by the gods and by dragons (the evil ones got exiled, the good ones decided to self-exile for balance, if I'm recalling correctly), the big bad dragon god came back with an unstoppable army, and a bunch of heroes has to stop them by, among other things, rediscovering the gods, the good dragons, and the air-to-air weapon of the dragonlance.
This book is also a bit of a multimedia or at least multi-game event, since there is a related board game where you can play out a bunch of the battles that make up the background of the adventures here. And most of this book is that series of adventures: there's a short chapter on the history of the world and some of the culture stuff (gods and calendars); and a chapter on character options.
But after that, it's all adventure: the Red Dragon Army attacks a small town (PCs have to help evacuate the town); then PCs are given missions by the city that the Red Dragon Army is going to attack; then the PCs realize that the Red Dragon Army is searching for a super-weapon in a destroyed city and have to (a) go through the wilderness to find the city and (b) prevent them from making the whole city fly; then the PCs have to destroy the flying tower while the Red Dragon Army is attacking the city.
Yeah, so? As with all game material, I wonder how this plays -- are some of these encounters going to be cakewalks and others going to be total party kills? (One of the appendices is about some sidekicks you can bring along, which is a thing with a long lineage in D&D, but which I don't know if I like: does the presence of sidekicks imply that the PCs can't handle this by themselves?)
But putting aside questions about how it actually works in practice, how does this work in theory? And in theory: I like this a lot as a premise. Rather than put the PCs in the center of the world-historical events -- which they can't change because that's the center of the novel and other adventures -- this places them in a particular pocket of the war that (I think) hasn't seen much action. But it also lets the adventure showcase a lot of the Dragonlance specific stuff: kender, draconians, different types of elves, the history of the continent, the gods, a dragonlance itself.
That said, though I understand that "floating tower/island" is a classic trope of Dragonlance (the cover of the old Gold Box computer game Champions of Krynn features a well-known one), I'm a little... dissatisfied with how the structure of the adventure leads up to one and then has the PCs invade it. I can't entirely put my finger on it, but the thought that came up was "video-gamey." Or maybe it's just that we have two successive chapters that are "invade this location" -- which especially seems repetitive since the second location is just a part of the first.
That said, I love how the first adventure isn't "defeat the bad guys" but "help the villagers evacuate." I'd like to see more of that.
And yes, I did get several good ideas for my writing project.