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Played this today at a table of 7 and had fun again.
Since I had run it yesterday and was late due to tire trouble I mostly sat back with my wizard and only rolled checks after others had failed. Once again the Oil of Taggit took out most of the guards. I used Color Spray on one and the guards in the barracks got Arcane Locked in. Uniforms were stolen, and the office and storage were searched fully.
The puzzle lock was cracked after a Linguistics check and an intelligent young lady who dedicated herself to solving it. The interrogation chamber took WAY longer than it should have due to bad dice by the party, but proper use of expendables got us and the prisoners through.
As for the escape, it got crushed again. Our group of 7 scored 30 successes. Seems like the mechanic favors a larger group. Group of 7 is 56 potential successes (7x8 rolls) with up to 7 per instance, while a group of 4 is 32 potential successes (4x8 rolls) with up to 4 per instance. Since the Interrogator's forces move at a flat 3 per they are much more likely to catch a smaller group. As there is no 4 player adjustment to the chase unless combat happens, I would suggest that the speed of the forces be adjusted as well. My experiences suggest that the speed should be 4 per at regular, and 3 per with the four player adjustment. If we made it 3/2 instead I would not argue. Of course this is only my humble opinion.
Still a fun scenario with a great world building reveal (Kudos!), but loses a star for wonky mechanics. 3 stars.