For those of you who've already run the Hedge Maze sequence in the new The Enemy Within:
- Does the math of it work out okay?
- Did your heroes save lives in the nick of time, resolve it too fast and easy, or never have a chance?
- Did you have to house-rule anything to make it work?
As written, it's a 12-turn progress tracker, the key NPC has an "easily distracted" trait, and characters with answer for the fatigue can make a lot of manoeuvres per turn. The math on the tracker doesn't look so hot to me, but I'd be curious to hear how it turned out in play.
I find that most progress trackers in WFRP are longer than I'd like, so I'm wary of it. Both trackers on the Arson scene were long enough for a party of 4 to focus on one at a time but still solve both problems in succession. I've run fights using the Chaos and Clan Eshin Assassin group sheets, and both times the relevant counters on those sheets didn't get even half way before the battles were over. I'm of course OK with the PCs winning / saving the day, but I want there to be at least a little dramatic tension.
One of our PCs has Intelligence 5 + a Fortune Die and Observation Trained. Another PC has the "X marks the spot" blessing, and the scenario notes give them a map. I imagine they'll do a remarkable job tracking and spotting.
I'm running the Day 8 party in tommorrow's session, so last-minute warnings and advice would be very helpful.