The Bloodhulk is actually something that TWF enjoy fighting more than Power Attackers.
The only miniatures notes on the maps that has no effect on the RPG are the Starting Areas, Exit squares, and the Victory areas.
Otherwise, you have:
* Risky Terrain (entering a square gives a 25% chance of taking 2d6 damage)
* Sacred Circle (+2 bonus to attack rolls, attacks considered magical)
* Difficult Terrain (double cost movement, as regular rules)
* Summoning Circle (any summon spell instead gets a Spider of Lolth).
Most of these notes are on page 2 of the book.
Your guys were better able to handle the ghost queen than my PCs. They freaked when they saw me set up all the skeletons around them - and when they realised that they could do hardly any damage to the skeletons (rogues!) or ghost queen. It was very close, though they eventually prevailed.
The goblin fight was wonderful - the goblins led them all around the caves. Very interesting combat for movement, such as I normally don't see.
I still have to run the two drow maps.
Cheers!