I've been thinking about both games, and some thoughts occurred to me about the adventure and it's design. If we don't mind a little meta-discussion (hopefully spoiler-free):
This is what I guess you'd call a "Location-Based" Adventure. There's room for all three pillars (I think all three are a must). Combat; Social Interaction; Exploration.
When it comes to combat, it seems that one of the main goals should be containment: Do everything you can to keep the battle contained to the smallest space you can. The more it breaks out, the more trouble you will have. This goes for noise, too: Thunderwave, Shatter, Knock, etc can cause as many problems as they solve. The good news is that the walls are thick, and there's a lot of noise in other places too. That and the giants like to fight among themselves, so they're not about to come running just because they hear a tussle.
I hope I haven't over-shared, but if any of the above hasn't occurred to you yet, it ought to have occurred to your character, so I don't mind speaking about it.
Which brings us to another point: Hill Giants are DUMB. It should not have escaped your notice so far that they are not terribly hard to trick, and they're pretty vulnerable to psychic attacks.
One last observation (I really should let YOU discuss it, and keep my mouth shut, but you might have noticed: I can't quite help myself). A weakness to 5e's one-hour short rest is that it is somewhat rare that you can find a safe place in an active location to get an hour's break. Most places safe enough for an hour, are often just as safe for eight, (where you can long rest). This adventure is ALSO about resource-management. You don't want to blow too many spell slots too quickly. Don't be that PC who wants to rest when the rest of the party can keep going.
I welcome your thoughts on the subject, if you have any.
Also: How's your game so far? Having fun?