Interesting dungeon design. Horrid implementation. Basically its almost impossible to finish on normal due to the dragon's less than desirable number of hit points. It forces you to basically make the run on hard so the dragon at least has a chance to have more than 10% by the time you get thru the maze. Secondly, requirements to get the various doors that needs to be opened vary so wildly that its ridiculous. The first time i went through the giant broke through the first door but then on the second door we messed with the giants for 25 minutes before we decided to say screw it and restarted over which then the giants decided that we had to wade through almost 30 minutes of fighting before we said start over. Finally we get through everything and zip thru the maze and when i got in there in advance of everyone else in my group the dragon was down below 15% hit points. Give me a break Dragon fights are supposed to be tough especially an adult dragon. And yes i know white dragons are the runts of dragonkind but she should still be a slight more tougher fight for normal giants. Heck, the white dragon in Reaver is has more hit points and is generally tougher than the dragon in whats supposed to be a more tougher mission?... oh ya and explain to me how if you do manage to get the dragon to survive and you take the kill the dragon mission, she all of a sudden becomes this super wipe the party monster that makes you wonder why she didn't turn the giants she fought into wonderbread the first time around. Sheesh give me a break.
I can see this mission rapidly becoming a "coalescence chamber " mission. One that no one wants to run because of how annoying it is. The events in this mission need to be more consistent and not so wildly variable. It has the earmarks of being a very fun mission because of the elements in the game. You just need to give the PC's a fair shot of actually winning this and not having to rerun the darn thing 5 times because of mission bugs to just even have a very unbalanced shot at things.