Pancho wrote:Davane, it sounds like you might have played through the Dark Company a few times.
If so, do you have any thoughts on the difficulty of the adventure overall, and how my redrawing of it might affect things? Apologies but you might have to read through the whole thread to answer.
From what I can see, your redrawings don't seem to affect the difficulty too much, and give the adventure some extra direction that the original doesn't.
I've not really played the Dark Company that much, but I have set it up for play on Roll20 recently. Not being limited by physical components, I was able to think tactically about how the DWs would be placed, and there are a few places where the EW should put crossbowmen to lure the Heroes into traps, and in front of the central room with the boss is one of them. Plus, using Roll20 allowed me to go with the 4 board version, so you can see it in it's glory.

The original already has a room with the crossbowmen/pit trap combo, and it makes sense that the DWs would use this more than once if they can, since they are on the defensive in this mission. As I said, it makes sense that they would know about the secret doors and make use of them so wherever the Heroes go, the crossbowmen will still be a nuisance that needs to be dealt with. If you really want to make the room a climactic battle, consider treating the DWs outside (whether crossbows or not, but I prefer crossbows) as sentries, so that if the Heroes don't rush into the central room, the DWs will open the doors and engage the Heroes, possibly keeping them separated and hard pressed.
When using DWs, you need to understand how the four types work. Crossbowmen are great for firing and luring heroes into traps. Halberdiers are grunts, but are good in formation, whilst Swordsmen are excellent tanks. Finally, Scouts are fast, light units, so they are great for running away from, and drawing Heroes into ambushes, or for surrounding and cutting off Heroes from the rest of the group. You can make the encounters with the DWs unique just by choosing what weapons they are armed with, and using the tactical advantages of the room(s).
You have changed some of these encounters by changing the layout, but the EW should be able to utilise the DWs in the best way by bearing these concepts in mind. DWs are flexible, and tactical, and the EW use this to his best advantage.