I keep comparing this in my brain to Red Hand of Doom, which i feel like was a superior product.
Is Red Hand Of Doom that good?
The short strokes would appear to be that there is no necessity for completing any of the seven missions and the DM is not directed to make the players do so. While Mad Zagyg's comments on the lethality of approaching the first section of HotDQ are valid -- in the sense that you should NOT have your players do this, there is no contrary requirement that they should do so that is presented in the adventure text. The PCs can and should refuse -- and the DM may ease off as well if they are not able to do so. In that regard, I think Tony's comments are correct, (though perhaps a little more forceful that was needed in terms of their advocacy!)
End Result: It's all good folks.
As a slightly random tangent - I've played 3rd ed D&D, skipped 4th ed entirely, but (hopefully) may be running HotDQ in the near future.
How easy would it be to 'convert' the adventure to pre-4th ed Forgotten Realms? I'm thinking about deities, races, historical events, geographical changes...?
Just want to say point taken, I apologize to @Mad Zagyg for the heavy-handed wording of my last reply.