My recollection of Forge of Fury, is that you won't get it finished in two sessions. But I could be wrong, we played it a long time ago (I was one of many players).
Sunless Citadel is for levels 1-3, so depends entirely on if your group wants to "start over" for a one-shot - normally, people prefer to start a bit higher so that they can kick off 'fully functional' rather than building into a campaign where genuine character development can be done.
Hidden Shrine of Tamoachan: the original module was a "tournament" style; as noted above, you started in the middle and had to escape before time runs out (and you die of poison gas, IIRC). It was then re-worked, to allow for more of a "campaign" style, where you start at the top, go in, then get back out, maybe without the time pressure. So it's definitely a great module for a "one shot" if you run it in the original "tournament" style, and is probably for level 5+ IIRC.
Against the Giants: I've run all three of these, converting them to 3.0 which was hard on me and also hard on the PC's life expectancy, and I trimmed down various sections especially the last two.
G1 (Hill Giant Steading) *could* be a decent one-shot, depending on how the conversion works out. As written for 1E, it's got huge potential for TPK if the PC's alert the complex and try to "stand and deliver"; converting all those monsters to 5e makes that even much more so! I presume they will slim down the numbers of at least some foes (even if it's just so they can all fit in the rooms), and account for the (rather silly) fact that Giants are now Huge not Large.
If you set it up right, as some kind of "stealth / hit and run" mission, it could certainly be run as a 1-2 session one-off. When I ran it, the players were pretty new to 3.0 and fighter-types got slaughtered early on, but they quickly adapted and used more stealth and mobility, avoiding any huge melees that would have been TPK time. I like the adventure, in that it's a very simple set up, but requires a fair degree of skill and planning from the players to avoid getting themselves slaughtered - every group comes up with some interesting approaches (e.g. in mine, after a failed attempt to sneak in via the back courtyard, a halfling climbed down a chimney, scouted around, killed the sleeping guards at the front door, then let the other PC's in so they could sneak around the outskirts first).
G2 and G3 are just too big, even if you cut out a lot of the repetitive stuff (esp. G2), and they don't lend themselves to some kind of stealth / in-and-out type of mission that G1 does.
Sunless Citadel is for levels 1-3, so depends entirely on if your group wants to "start over" for a one-shot - normally, people prefer to start a bit higher so that they can kick off 'fully functional' rather than building into a campaign where genuine character development can be done.
Hidden Shrine of Tamoachan: the original module was a "tournament" style; as noted above, you started in the middle and had to escape before time runs out (and you die of poison gas, IIRC). It was then re-worked, to allow for more of a "campaign" style, where you start at the top, go in, then get back out, maybe without the time pressure. So it's definitely a great module for a "one shot" if you run it in the original "tournament" style, and is probably for level 5+ IIRC.
Against the Giants: I've run all three of these, converting them to 3.0 which was hard on me and also hard on the PC's life expectancy, and I trimmed down various sections especially the last two.
G1 (Hill Giant Steading) *could* be a decent one-shot, depending on how the conversion works out. As written for 1E, it's got huge potential for TPK if the PC's alert the complex and try to "stand and deliver"; converting all those monsters to 5e makes that even much more so! I presume they will slim down the numbers of at least some foes (even if it's just so they can all fit in the rooms), and account for the (rather silly) fact that Giants are now Huge not Large.
If you set it up right, as some kind of "stealth / hit and run" mission, it could certainly be run as a 1-2 session one-off. When I ran it, the players were pretty new to 3.0 and fighter-types got slaughtered early on, but they quickly adapted and used more stealth and mobility, avoiding any huge melees that would have been TPK time. I like the adventure, in that it's a very simple set up, but requires a fair degree of skill and planning from the players to avoid getting themselves slaughtered - every group comes up with some interesting approaches (e.g. in mine, after a failed attempt to sneak in via the back courtyard, a halfling climbed down a chimney, scouted around, killed the sleeping guards at the front door, then let the other PC's in so they could sneak around the outskirts first).
G2 and G3 are just too big, even if you cut out a lot of the repetitive stuff (esp. G2), and they don't lend themselves to some kind of stealth / in-and-out type of mission that G1 does.