We started yesterday, and the chracters had just made 2nd level at the end. They are:
A human would be hippogriff riding marine - started as a Scout and has now added a level of urban ranger.
A half-elf Iomedae worshipping blacksmith heading to wizard warrior - started as a fighter as now added a level of wizard (conjuror).
A half-elf student follower of Irori - 2 levels of cloistered cleric.
A half-orc apprentice rat-catcher - the player wanted to start from the bottom and work his way up in society - He is a buguiler.
I ran them each through a normal day to help anchor them in the city.
Then I we started the AP with them getting the cards and meeting Zellara at sunset. They immediately went to the Old Fishery. a couple fell in the river and they had to kill the shark, They they went and snuck in from the other side until the dog sensed them They killed the dog and the three non-orphans at the top. A 27 on a diplomancy check persuaded the orphans to go to the local orphanage. They lay out was confusing them but eventually the realized the there was a space under first part of the fishery. They looked around the outside with a light this time and found the door. Whilst doing they they heard shouting in the distance. Gaedren was waiting for them but only got one attack in. The crocodile then bit and grappled the fighter. The beguiller tried color spray but only knocked out the fighter. The cleric stabbed the croc to try to distract it and got knocked out by a tail slap. Luckily the scout then got a solid hit in and killed the croc.
They searched and found Gaedren's loot. The fighter thinke some pieces are too good to sell (the scrimshaw and the succubi statue). The cleric recognized the broach. They loaded up Gardren body on a handcart to take him to the guard to claim the reward there had to be for him. On the way back they heard about the King's death - which all the players had been expecting. They were attacked by imps and were unable to put up any effective defense and two were poisoned, before psudodragons drove them off. Then they met Grau. The Beguiller chramed him and persuaded him to go back to the Guard.
They are now resting and plan to go see the Queen to collect the reward on the broach tomorrow.
Whilst fighting crimelords in Korvosa could an interesting campaign that does not seem to be what this AP is about, so I didn't extended the Gaedren story. I could see that being a good way to bind other players into a group. I suspect the lure of rewards will do that for my players. If I were to run it again I think I would extend it a little. Zellara would be alive at the first meeting, scared of Lamm but determined to get revenge. Instead of sending them directly after Lamm she sends them first to retieve her harrow deck. Perhaps she wil mention that Lamm is protected from most forms of magical divination (a deal made with an Acadamae wizard many years ago - the players would probably not have a way to find out the details), but that if he has handle the harrow deck or even just had it in hos lair Zellara will be able to locate him. It must be done before before he moves again. She has tried to get offical help but the Guard won't take the word of a Varisian mystic. Regb a snall encunter with the fence in another area (Old Korvosa?) to add a bit of a time delay. Lamm has given the deck to, and the party return to Zellara's shop, but in the meantime Lamm has kidnapped and kiled her. Using the harrow deck the party has retrieved Zellara appaers to the party and sends them to the Old Fishery,
If this patch gets reprinted the descriptions of the rooms of the Old Fishery, especially the relative heights need to be improved. Perhaps a small diagram showing the various levels from the side.
When the party goes to the field-marshal she will thank them for bringing Grau back and mention that when sober he is one of the finest swordsmen in the Guard. Hopefully that should be enough to make them suspect that he is Blackjack.