Adventurers explore a frozen, buried dungeon of long-dead giants that turns out to be the birthplace of Runemagic itself, and may still hold the secrets of that forgotten art. However, even if they do survive the extreme cold and unfriendly denizens, they will still have to face the massive Runeforged Guardian before they can escape.
This adventure includes lots of interesting multi-part traps and alternate encounters that can be added or swapped out in several places.
This adventure doesn't have any pending change requests.
Fionor has played this adventure and would recommend it.
It might be much better as part of AL, but my players were a bit confused when I dropped this in SKT as side quest - it don't fit in rest of campaign. However, this was great opportunity to explore lore behind Giants and it's better for that. Final battle is weird. If your players are out of spells, they might kill golem pretty fast, because it is designed to work against spellcasters. But it might make fighters feel more powerful and that's OK.