I haven’t played BoB yet, but I’m prepping a campaign for it. From that point of view, this was very interesting to read, and a bit of a different take than all the praising comments I have read earlier. And then few notes and thoughts.

Paul, you wrote: “The Endgame’s instructions are that we play each of the five vignettes as a “single obstacle.” I wasn’t sure if that meant one roll for each, or if the obstacles were just like missions (making Skydagger Keep in fact longer than a regular mission, which is supposed to have three-ish obstacles).”

I didn’t find the word vignette from the book, so I presume you mean the end game missions (5 + the last wave). The book states from those that: “Most of these play out as a series of short, one-obstacle missions.” So for me, that says that those are handled with a single action roll each (except the final wave). Also, of course I might have have interpreted that incorrectly, as I sometimes have a bad habit of reading rules as a devil’s advocate or ruleslawyer, and that may afefct my perception. Anyway, I think that PbtA / FitD games are usually quite user friendly for interpretations (although certain interpretations may significantly affect difficulty). I wouldn’t judge a group which would play each obstacle as separate mission. Or even one that would group all them together for one roll.

Anyway, with six obstacles, Skydagger Keep seems to be intented as largest mission in campaign. The final wave being a fortune roll kind of feels good, as otherwise it might be really tedious and long mission. But here of course YMMV, and I can see that many would rather play it out normally. And if time allows, it I can see the fun in it, burning throught the rookies and soldiers and trying to keep ones favourite specialist alive.

You gave me some good tips and thoughts, so thank you!