A few comments about the introduction...
Meeting in a bar: Firstly, yes, it's a cliché. In this case, I think we pulled it off rather admirably, and in a way that was more (rather than less) believable.
PC Yet To Com: As is often my wont, I made one of the PCs the hook and linchpin to the adventure itself, but made sure that once the hook was presented, all would be interested on their own. That will be presented in the next post (no, the map-forging merchant isn't a hook; he's a side quest).
The Brimming Vine: Another little bit is that I like providing adventurers with a base of operations - a place that provides a touchstone for incredible circumstances, a haven from (most) enemies, etc. In Light Against the Dark, that's Greppa's tower; in other campaigns, it's been an Inn that they stay at regularly, a thieves' guild headquarters, a secret base, a high school (for my anime-themed ESP High campaign), etc. For this one, if it goes well, it will be a bar that fronts high class prostitution, Lower Court espionage, and a variety of other things. The players already love the wait staff personalities, so things seem to be going well in that regard.
Conversation: The nature of the characters means that, for a story hour to effectively portray them, a lot of dialogue will be needed. During the sessions, however, dialogue will sometimes be skipped over (Okay, I tell the story), or alternately be too convuluted for me to remember accurately. So there will be a LOT of artist's license in the conversation - I believe I am portraying the characters'
style accurately, but I sometimes forget specific quips from Dominic or Vin, or have to fill in details that were left out during the session (for example, the location where the map-forging merchant was running his scam). So please to forgive

.