A fun little adventure that's really well suited to Dungeon World play. If Servants of the Cinder Queen seems a bit vanilla, it's because the author understands how the GM's Principles and Agenda are supposed to work, and designed accordingly. The scenario is a flexible framework of elements that are open to interpretation and can change to suit the emergent story as the player characters interact with them. Of course, as the GM, you have to be comfortable with improvising--filling in the scene transitions and the specifics, integrating the players' input, etc. It's not a great story in itself, but it's a pretty damn good road map to where the good story is.
I ran this adventure for a pair of newbie players, and they had a blast. One seemed more interested in exploring and picking up loot, while the other was more intent on killing things than anything else, and Servants satisfied them both. There were even some hilarious interactions with Thorde Skul, the mad sorcerer seeking to bring his fire goddess back to the material plane. They managed to explore a sizable chunk of the adventure's contents, but there was material enough for about three and a half hours of play, with a significant amount of material left over. In the end, we all left the table having been thoroughly entertained.
The real charm of Servants for me was the artwork, which perfectly conveyed the scenario's intended tone. One look at the illustration of Thorde Skul and his cultists will speak volumes as to how they should be played. The cartoonish style lends the otherwise dark material a bit of levity, and (I think) gives you permission to have as much fun with it as you want.
In my opinion, Servants of the Cinder Queen is well worth checking out.