My game starts this Saturday, and I'm still looking for advice about the extended rests problem - note that the module calls this out right away...
This presents an unusual challenge to both players and the GM, as urban combat can be distinctly different from battles held in the close confines of a traditional dungeon. Here, crossbowmen can make attacks from second-story windows, assassins appear from any shadow, and no area is safe to rest unless every entrance is guarded and warded. Once alerted, the defenders will not passively sit by, waiting for the heroes to attack at their leisure. Rather, the beggars will launch repeated assaults on the heroes in an effort to wear them down, denying PCs the chance of an extended rest.
I'm probably going to house-rule that leveling up provides an extended rest ( just like video games!
I think I've come up with my setup sequence:
The PCs haven't all met yet (except if they have pre-existing non-party relationships as part of character creation) but are all in the main market square of town when there is a ruckus as several beggar-children are kidnapped from the market! Most folks just run the opposite direction from the danger, but our heroes give chase... [I'll use Paizo's Chase deck as a skill-challenge for this] this ends in a dead-end alley combat. If the players did better in the kidnappers, they found a way to cut them off and get to set up last and act first (representing advantage) otherwise they set up first and act last. In the end, one of the kidnappers (Black Shet) escapes over the rooftops.
If the party doesn't get any information (by interrogation) or by their investigation, the party rogue is approached by the Theives guild, who saw them act and wants them to follow up...
Any suggestions to improve my setup?