Well, we had Session 1 last night.
It was meant to just be character creation, which I always do at a session because it helps for everyone to have access to each other and the DM while they're creating, particularly in something like this where co-ordination is important. We ended up going for longer, and I sent them on a rather impromptu, improvised adventure. Only two players were there, but that didn't seem to matter. They actually did rather well. I have a 7/3 Diviner/Loremaster and a half-dragon 7th-level Warmage (curse those level adjustments). Anyway, the items they had to find were a philosopher's stone, a lich's phylactery, a live Efreeti, a painting by a particular rare artist, a dragon's egg, a talking sword, a shield guardian with amulet, and a dead storm giant. In line with the dragon's egg idea, the diviner and the warmage decided to go find the warmage's "mum", who had a lair in the Abbor-Alz, and went for a little walk, where they found "mum's" lair had been taken over by an Erinyes and her ogre-mage servants, who had enslaved some Graysmere dwarves into mining and manning their forges. They rescued some of the dwarves, despite being about as subtle as an atomic explosion, but they had to dimension door the hell out of there when the Erinyes commanded her four Barbazu henchmen to "advance on them, menacingly". They plan to go back when they have a full-strength party. Overall it was a good night, and they are clearly enjoying this idea. I can't wait until they have more people, though - they're short on utility spells.
By far my favourite part of the night, however, was an encounter with some bandits. The PCs took shelter from the storm in a cave, and later that night some bandits came in, apparently using it as their hiding place for their valuable treasures. The PCs couldn't see the bandits - they were in two seperate caverns, so all night they had to listen to the bandit's moaning, and figured out the politics of the gang in about ten seconds - everyone hated the leader but were too scared to challenge him. After the nattering and pratlling from the gang went on for several hours, the diviner got fed up, and walked into the other cave and boldly said "Excuse me! Will you keep it down? Some of us are trying to get some sleep!"
It was class. There followed a brief battle where the warmage fried two of the five bandits, and the diviner sent the leader alone back through the hills without any equipment. The other two joined the PCs - one died, but now they have a half-orc follower who's more than happy to help them out considering he now gets far more of the treasure than he used to. Pure class. They didn't even need a charm spell.
Also much use of scrying spells to spy on the other team. My fave: a clairaudience/clairvoyance spell in the library to find out which artefact the oppositng team were researching. Worked like a charm.