Rabbitbait
Grog-nerd
Second Intermission - all done via e-mail:
The tension between the warforged workers in the cogs grows after Hallas Drummond is found dead, considered to be retaliation for his alleged murder of Stoke, a warforged union organiser. Riots begin breaking out and several forges are destroyed. The council of Sharn intervenes and sends troops down, leading to many warforged deaths as well as deaths of many troops. After two weeks a simmering peace is underway, but the cogs are now swarming with troops ensuring the peace in an arbitrary and merciless way.
This tension spills out into the rest of the city with a large amount of prejudice against warforged.
Topsy

You wear some of this. This begins with a visit from the guards who accuse you of causing trouble in the neighbourhood, including bringing undesirables into the district, and threatening the neighbours. You are warned that that you are near the top of the towers and there is a level of decorum expected up here.. They also tell you that it might be wise to either send your toy warforged (indicating your guard) back down to the cogs where he belongs, or to keep him inside so the neighbours can't see him. How do your respond? You also get two more tries for fabricating a prototype magic prosthetic. It's now DC 23 to work it out.
At some point during this period a letter is delivered to you:
This is leading into something I had planned anyway, which was to start going underground as it were. I'm going to see if I can make a deal with some of the warforged to try and find me a spot that I can set up shop in the Cogs. The area in which my shop is currently located is too restrictive for my increasingly shadier dealings I feel. I'll see if I can also get an agent to try and sell my shop to give me some working capital that I can use for my bigger projects going forward. I'm going to take the warforged I already hired and keep them on. I'm going to have my assistant literally assist me and my first roll for the prototype came to a 25 with advantage so I am able to create the schema for that going forward. Once I figure that out, I'll see offer it to any warforged that want to replace a missing limb for the 100gp cost associated with it. I have a little cash, so I can also, for the right candidate, offer to replace a limb in exchange for work - looking for soldiers and such as things feel like they're getting a little dangerous. If it seems like the warforged really need someone to rally around, I'll see if I can step into that role with my workshop earnings going toward setting up a business/factory for employment opportunities for the warforged going forward.
As for the letter, I'm going to go to the House Cannith compound and ask to consult with them in regard to creating prosthetic limbs. No matter, how they respond, I will put up a bit of a stink about needing to speak to a gnome, as some of the concepts and questions I need to address in gnomish. Once I am able to speak with Alicia, I will confer with her for a while, and then declare that she is the one I need to help me. I will demand that we be taken to the chief artificer's office to that I can arrange for her to come with me, creating the opportunity for the theft. Regardless, leave with her and have a chat with her about how our relationship will work in the future.
You start the process to sell your workshop, and before anyone even comes in to see the workshop your agent is offered the asking price by house Cannith. They want to move take ownership as soon as possible. When you quiz your agent, apparently this offer came for Merrix d'Cannith himself, the head of house Cannith in Breeland.
Do you accept the offer?
You start looking for suitable premises and note that Drummonds Independents is for sale as a working concern. It's actually quite a massive facility and one of the few with a direct link to Fernia. It is suffering from an infestation of fire mephits at the moment, but it also has staff in place. You look through the books and see that this facility has been losing money for a long time, but you suspect that is a result of the owner bleeding money from the business rather than it being a bad business.
The money you would make from the sale of your workshop would be just enough to purchase Drummonds Independents as it is a good facility, and it is much cheaper than it would be due to the current warforged problems and the lava mephit infestation.
Would you like to buy it?
You make your way down to the Cannith compound on the map. However there is nothing on the street to make this building look any different than any of the many warehouses in the district apart from two massive Hobgoblins guarding the doors. There do not appear to be any windows in the building.
They are not interested in anything you say. They do not confirm that this is a Cannith building and ignore your requests to talk to a gnome. As you become more insistent one puts his hand on the hilt of the weapon and bluntly tells you that you are not welcome here and that if you persist you will be beaten to within an inch of your life - if you are lucky.
You recognise that you are not going to get far here and that if you want to go any further you may need some help.
What is your next step?
I'll take the offer and buy Drummonds. Sounds like a good match. Will proceed with trying to sort out what works for his business and convert what doesn't over to the manufacture that I can push. Will see if others in our group will help clear out the mephits and help get our place secure and maybe train any warforged who are looking for that kind of role.
As for the Cannith compound, I'll send a message via a courier to the compound asking for an audience/meeting and to Merrix d'Cannith to see if he or an agent of his will help to get a meeting scheduled between me and a gnomish artificer/arcanist to go over the things I mentioned earlier.
You do not receive a response to either message.
Do you tell your dad about any of this - the letter, the forge, retrieving the burning idol? All of these might be of interest to him as your handler.
How are you going to follow up about the Cannith Warehouse? You are getting blocked at every turn in even getting confirmation that it exists.
I will catch Dad up on all the goings on. Particularly if he has an idea of how I get in on the Cannith warehouse.
I will talk to Delgo about maybe getting a spot as a 'made gnome' in the Boromar clan. Setting up a legitimate business with a bunch of enforcers sounds like a good way in for me. If he's amenable, see if he can help me with the Cannith warehouse idea too. See if we can work together to get accomplish my goal and also pick up some stuff for him? Schema?
I intend to keep Tresca and the warforged on if possible. Would like a house arcanist on staff.
Your dad has heard of Alicia Lund and knows she is a trust member. He doesn't think you are related and gnomes are very big on ancestry. However he thinks that if you have been contacted by a trust member who requires rescuing then you should do what you can do to help her. He suggests that you get your crew together and see if you can find another way in. He is also very interested in the chest you acquired for Delgo from your train-top battle. He asks if there is any way you can find out what was in the chest.
You visit Delgo and notice that there don't seem to be any warforged working there any more. "I had to let them go, I run a public business here and it would have just led to trouble keeping them".
Delgo is keen to use your services, and is keen to be an investor in your business.
He would also be very happy if you were able to offer any work to his ex-employees who he says he sees as part of the family.
He's also keen to rescue Alicia Lund as you mention her translation skills. He tells you that the chest was full of ancient schema in a magical code and he cannot crack it with the resources he has available.
He also suggests that you get a crew together to rescue her and asks if there are any resources you want to help you with this.
I will take on any of Delgo's crew that needs employment.
Looks like the Alicia Lund mission may be a party in-person mission. I will see if I can get Delgo to get me intel on the place and see if any of his ex-employee warforged are good for scouting. In any case, I want to see if I can get a couple to stake the place out to observe comings and goings.
I will tell Delgo that I'll see what I can do about what was in the chest and partner with him for what we can get out of it.
I will approach the party and let them know about the mission.
Also, Topsy contacts everyone at some point and tells them that he has a line on someone who can help them figure out what was in the chest that we recovered. There is a person that needs to be rescued from a covert House Cannith compound in Lower Dura. She's undercover there and we need to get her out. Also, as a bonus, if we can get into the head artificer's office and raid any schema or other key things like identification or notes, that would be a huge bonus.
TT is not sure if we should be subtle or aggressive, but we need to be anonymous lest we invite reprisal.
He also lets you know that he has sold his shop and is taking over Drummonds Independents compound in which we fought the mephits to use as his new shop/factory/base of operations. It is quite extensive and you are all welcome to find accommodation within the compound - in exchange for helping clear out the last of the mephits...
Delgo is not interested in partnering for what is in the chest until he knows what is in it. He will hold you high on the list of potential beneficiaries though. That's as good as he is going to do.
None of his warforged are good scouts (that's not what he hired them for) but he does set up a watch mission. They see that there are a heap of people that come into and out of the building wearing grey labcoats. The hobgoblins at the door look at everyone entering through a tiny monocle that they bring out purely to look at people entering with. They also see that there is another entrance at the back of the building that looks like a delivery door. It does not appear to be watched. Delgo also manages to acquire some old plans and thinks that there may be an entrance to the building through the sewers.
Also, Delgo employs far more warforged than you would be able to. They all have particular skillsets around fighting, watching and intimidation. Not so much into working in a forge. If you take them on you will either:
I will keep the factory jobs going, and recruit a small mix of fighters, spies and bullyboys, from his crew, ones that he recommends. Don't mind taking a bit of a loss, but want to ramp up some things down in our area. Will take on more if Delgo will let me take the lead in offering 'protection' in this contested area.
Sounds good. None of his warforged are of the sneaky variety. All are fighters and thugs.
Let's say you take on another 10 warforged. The money you make from prosthetics will cover that cost initially, but since for most people it's a one-time purchase it won't take long to exhaust that income-stream.
Delgo is happy for you to start making moves in the Cogs, but warns you that Daask won't sit back an let it happen. You get to keep 10% of all all protection money you illicit.
Once the rest of the party learn of Topsy's new building, all of them except Ashara decide to take quarters there.
Chronk

You have a knock at your door from a minotaur and another bugbear who want to talk. They explain that they work for Daask and want to know why a Darguun war-hero is working for halflings. Their bosses suspect that there is something deeper going on and that they would like to help you if they can. You are invited to meet Cavallah, the leader of Daask in Sharn. How do your respond?
What does he know about Cavallah? Can he be trusted? Does Lesh Haruuc (the King) trust him?
What do you know about Cavallah:
"What I do is my business, and who I work for and when I work for them is mine also"
"If you got a job, tell me what it is and i'll decide if I wanna do it"
two reasons
"Right. OK then. Your funeral. Don't forget that we gave you a chance." The bugbear and minotaur leave.
Dresk

You arrive home on the first week to a disaster. Your brother Kragoor, was killed as he exited the house. Witnessess say that it was a souped up skycoach filled with goblins, one of which had a wand which fired multiple energy bolts into your brother. Your family is distraught, and some suspect that that attack may have been meant for you. How do your respond?
I remember fighting goblins a couple of games ago but can't recall who they were working for, or don't we know? I might do some digging around and see if I can figure out who could be responsible, retribution is definitely in order (against the boss - obviously could be in the long-game). I'm tempted to save my money for the moment, I think I'm almost there paying off my debt.
They most definitely worked for Daask, who used to be your employers. You know that the leader of Daask is an Oni (Ogre-Mage) named Cavallah. Cavallah can be found in the ancient sewer systems of the cogs, but you don't know exactly where - you were too small-time to ever meet the boss.
I think I might still have an old friend somewhere in Daask who doesn't completely hate me, maybe I can ask them about it, does it go all the way to the top or is it some lieutenant who's pissed at me?
You find your old friend Kal Bloodhorn at a bar that your both used to frequent. He seems very shifty when he sees you and takes you to a private booth.

You ask your questions and he tells you that you need to get out of town. That hit was aimed at you, but your brother was killed by accident. He says that you have gotten in with a bad crowd and are being blamed for the deaths of two valuable enforcers. Not only that, but word is out that you are leading a Boromar push for territory. He tells you that it is just a matter of time before you and your family are made examples of. He doesn't have access to the bosses, but he suspects that this has come from the top.
Might start making arrangements for my family to get them somewhere safe.
Where would you like to move your family to? Would you like Delgo's help to arrange a safe-house.
I'd prefer it if we could keep things in-family (i.e. could one of our extended family help out, maybe family members have friends who might know of a place, hopefully non-obvious)
A flurry of e-mails between everyone follows in which a discussion takes place suggesting Chronk pretend to capture Dresk and take him to be Daask so that they can get an opportunity to get the jump of Cavallah. Dresk REALLY wants revenge. Dresk also decides to move his family to Topsy's new premises in the forge. While that building is uncomfortably hot, it can be made quite secure.
Dusty -

Your family leave to return home and try and see if they can revive the old business. They are worried because they don't know why Stend Helmworth did not provide warning of the patrols. They are tempted to visit him along the way. You find yourself alone in a massive suite of rooms, not able to talk with any of the other residents, so spend more and more time at Topsy's. Is there anything you would like to do?
Maybe the family should check in with the local gnomish fence Sundry for any parting wisdom or word on the street.
I'll give my family some of the money I raised to get them out of jail. I had 200 set aside but I'd like a "cloak of many Fashions". Don't know the cost.
I do have some other relatives that live down in the lower levels. Maybe some of them might want to come and stay a few days or just come for a few meals.
The Cloak is 100gp
I'll do some research.
Does the Gnome, Tresca, know what the idol is for?
Now that her boss is dead does she still have employment?
I know a few other gnomes that might be able to help her out.
The university probably has a library or even Sharn Library?
What is a burning Idol?
What is convergence?
I don't want to pay for any help on my roll. I might need my money in future.
I'll keep taking food down to the shifter community in the lower ward where my relatives live. Trying to build some trust amongst them.
I checked my character sheet.
I'll pay 100gp for the cloak,
I'll give 83gp to my departing family (Bond- My ill-gotten gains go to support my family. Ideal- Charity. I steal from the wealthy so that I can help people in need.)
Leaving 100 gp for me.
Tresca doesn't know what the idol is for, other than it is a very powerful object harnessing the power of the plane of Fernia. She does know that convergence is the term used for when a plane of reality comes close to Eberron, often causing a manifest zone. Manifest zones are certain locations on the world of Eberron that share a particularly close connection with one of the thirteen planes that orbit Eberron within the astral sea. Within a manifest zone, the area takes on properties of that plane; for instance, a manifest zone on Eberron with a like to the plane of Risia, the Plain of Ice may make the area much colder than under normal circumstances. Manifest zones also allow passage between one plane and the next; though for some zones this may only be a one-way trip. Sharn itself is built on a manifest zone of Syrania, the Azure Sky, which is why flight is easier here and buildings are able to be taller (or even float).
Tresca is still employed by the executors of Drummonds estate who have put the forge on the market. Whether she stays employed will depend on the whims of whoever buys the business. She is keen to stay as she has spent a lot of time learning how to harness the fires of Fernia.
You are very popular for bringing food into the shifter community. You don't know it yet, but stories are being told of where you got the resources from (totally made up) and you are being painted as robbing the rich to feed the poor.
Ashana

You try to spend your time in quiet contemplation. But during the first week many of the monks including yourself become severely ill. Some divination reveals that there has been a murder attempt in the shrine and one of the meals was poisoned. How do you respond?
List of purchases:
Armour of Gleaming
Clothes of Mending
4x arrows of walloping (bolts)
I would like to try and purchase/acquire either a Light Bringer Mace (Uncommon) or a Gem of Brightness (Uncommon) using my connections at the shrine.
The argument is that I am obviously getting close to something and thus need to continue my connections with the clan.
I will investigate if the assassination attempt was for me and aid in finding the perpetrators either way.
I will also meet with the creepy professor in regards to what he has heard of the Kalahstar and the dreaming darks influence if any in Sharn.
Roll two investigation checks for the items. I'll give you advantage due to the nature of the items you are after. How you roll will affect whether you can find them and how much they cost.
You meet with the creepy professor and he has heard little of the Kalashtar. He believes you to be two species in a symbiotic relationship in way that has made you functionally immortal. He is very keen to know more about this and about the inspired.
He does also put some moves on you with some smooth snake jazz. Up to you whether you succumb to his charms or not.
Ashana rolls (with advantage) an 8 and a 6.
Bad luck. No cool items for you.
At the end of this intermission (with more e-mail back and forth):
This tension spills out into the rest of the city with a large amount of prejudice against warforged.
Topsy

You wear some of this. This begins with a visit from the guards who accuse you of causing trouble in the neighbourhood, including bringing undesirables into the district, and threatening the neighbours. You are warned that that you are near the top of the towers and there is a level of decorum expected up here.. They also tell you that it might be wise to either send your toy warforged (indicating your guard) back down to the cogs where he belongs, or to keep him inside so the neighbours can't see him. How do your respond? You also get two more tries for fabricating a prototype magic prosthetic. It's now DC 23 to work it out.
At some point during this period a letter is delivered to you:
This is leading into something I had planned anyway, which was to start going underground as it were. I'm going to see if I can make a deal with some of the warforged to try and find me a spot that I can set up shop in the Cogs. The area in which my shop is currently located is too restrictive for my increasingly shadier dealings I feel. I'll see if I can also get an agent to try and sell my shop to give me some working capital that I can use for my bigger projects going forward. I'm going to take the warforged I already hired and keep them on. I'm going to have my assistant literally assist me and my first roll for the prototype came to a 25 with advantage so I am able to create the schema for that going forward. Once I figure that out, I'll see offer it to any warforged that want to replace a missing limb for the 100gp cost associated with it. I have a little cash, so I can also, for the right candidate, offer to replace a limb in exchange for work - looking for soldiers and such as things feel like they're getting a little dangerous. If it seems like the warforged really need someone to rally around, I'll see if I can step into that role with my workshop earnings going toward setting up a business/factory for employment opportunities for the warforged going forward.
As for the letter, I'm going to go to the House Cannith compound and ask to consult with them in regard to creating prosthetic limbs. No matter, how they respond, I will put up a bit of a stink about needing to speak to a gnome, as some of the concepts and questions I need to address in gnomish. Once I am able to speak with Alicia, I will confer with her for a while, and then declare that she is the one I need to help me. I will demand that we be taken to the chief artificer's office to that I can arrange for her to come with me, creating the opportunity for the theft. Regardless, leave with her and have a chat with her about how our relationship will work in the future.
You start the process to sell your workshop, and before anyone even comes in to see the workshop your agent is offered the asking price by house Cannith. They want to move take ownership as soon as possible. When you quiz your agent, apparently this offer came for Merrix d'Cannith himself, the head of house Cannith in Breeland.
Do you accept the offer?
You start looking for suitable premises and note that Drummonds Independents is for sale as a working concern. It's actually quite a massive facility and one of the few with a direct link to Fernia. It is suffering from an infestation of fire mephits at the moment, but it also has staff in place. You look through the books and see that this facility has been losing money for a long time, but you suspect that is a result of the owner bleeding money from the business rather than it being a bad business.
The money you would make from the sale of your workshop would be just enough to purchase Drummonds Independents as it is a good facility, and it is much cheaper than it would be due to the current warforged problems and the lava mephit infestation.
Would you like to buy it?
You make your way down to the Cannith compound on the map. However there is nothing on the street to make this building look any different than any of the many warehouses in the district apart from two massive Hobgoblins guarding the doors. There do not appear to be any windows in the building.
They are not interested in anything you say. They do not confirm that this is a Cannith building and ignore your requests to talk to a gnome. As you become more insistent one puts his hand on the hilt of the weapon and bluntly tells you that you are not welcome here and that if you persist you will be beaten to within an inch of your life - if you are lucky.
You recognise that you are not going to get far here and that if you want to go any further you may need some help.
What is your next step?
I'll take the offer and buy Drummonds. Sounds like a good match. Will proceed with trying to sort out what works for his business and convert what doesn't over to the manufacture that I can push. Will see if others in our group will help clear out the mephits and help get our place secure and maybe train any warforged who are looking for that kind of role.
As for the Cannith compound, I'll send a message via a courier to the compound asking for an audience/meeting and to Merrix d'Cannith to see if he or an agent of his will help to get a meeting scheduled between me and a gnomish artificer/arcanist to go over the things I mentioned earlier.
You do not receive a response to either message.
Do you tell your dad about any of this - the letter, the forge, retrieving the burning idol? All of these might be of interest to him as your handler.
How are you going to follow up about the Cannith Warehouse? You are getting blocked at every turn in even getting confirmation that it exists.
I will catch Dad up on all the goings on. Particularly if he has an idea of how I get in on the Cannith warehouse.
I will talk to Delgo about maybe getting a spot as a 'made gnome' in the Boromar clan. Setting up a legitimate business with a bunch of enforcers sounds like a good way in for me. If he's amenable, see if he can help me with the Cannith warehouse idea too. See if we can work together to get accomplish my goal and also pick up some stuff for him? Schema?
I intend to keep Tresca and the warforged on if possible. Would like a house arcanist on staff.
Your dad has heard of Alicia Lund and knows she is a trust member. He doesn't think you are related and gnomes are very big on ancestry. However he thinks that if you have been contacted by a trust member who requires rescuing then you should do what you can do to help her. He suggests that you get your crew together and see if you can find another way in. He is also very interested in the chest you acquired for Delgo from your train-top battle. He asks if there is any way you can find out what was in the chest.
You visit Delgo and notice that there don't seem to be any warforged working there any more. "I had to let them go, I run a public business here and it would have just led to trouble keeping them".
Delgo is keen to use your services, and is keen to be an investor in your business.
He would also be very happy if you were able to offer any work to his ex-employees who he says he sees as part of the family.
He's also keen to rescue Alicia Lund as you mention her translation skills. He tells you that the chest was full of ancient schema in a magical code and he cannot crack it with the resources he has available.
He also suggests that you get a crew together to rescue her and asks if there are any resources you want to help you with this.
I will take on any of Delgo's crew that needs employment.
Looks like the Alicia Lund mission may be a party in-person mission. I will see if I can get Delgo to get me intel on the place and see if any of his ex-employee warforged are good for scouting. In any case, I want to see if I can get a couple to stake the place out to observe comings and goings.
I will tell Delgo that I'll see what I can do about what was in the chest and partner with him for what we can get out of it.
I will approach the party and let them know about the mission.
Also, Topsy contacts everyone at some point and tells them that he has a line on someone who can help them figure out what was in the chest that we recovered. There is a person that needs to be rescued from a covert House Cannith compound in Lower Dura. She's undercover there and we need to get her out. Also, as a bonus, if we can get into the head artificer's office and raid any schema or other key things like identification or notes, that would be a huge bonus.
TT is not sure if we should be subtle or aggressive, but we need to be anonymous lest we invite reprisal.
He also lets you know that he has sold his shop and is taking over Drummonds Independents compound in which we fought the mephits to use as his new shop/factory/base of operations. It is quite extensive and you are all welcome to find accommodation within the compound - in exchange for helping clear out the last of the mephits...
Delgo is not interested in partnering for what is in the chest until he knows what is in it. He will hold you high on the list of potential beneficiaries though. That's as good as he is going to do.
None of his warforged are good scouts (that's not what he hired them for) but he does set up a watch mission. They see that there are a heap of people that come into and out of the building wearing grey labcoats. The hobgoblins at the door look at everyone entering through a tiny monocle that they bring out purely to look at people entering with. They also see that there is another entrance at the back of the building that looks like a delivery door. It does not appear to be watched. Delgo also manages to acquire some old plans and thinks that there may be an entrance to the building through the sewers.
Also, Delgo employs far more warforged than you would be able to. They all have particular skillsets around fighting, watching and intimidation. Not so much into working in a forge. If you take them on you will either:
- Have to let your inherited crew go.
- Have the business start out losing a lot of money.
I will keep the factory jobs going, and recruit a small mix of fighters, spies and bullyboys, from his crew, ones that he recommends. Don't mind taking a bit of a loss, but want to ramp up some things down in our area. Will take on more if Delgo will let me take the lead in offering 'protection' in this contested area.
Sounds good. None of his warforged are of the sneaky variety. All are fighters and thugs.
Let's say you take on another 10 warforged. The money you make from prosthetics will cover that cost initially, but since for most people it's a one-time purchase it won't take long to exhaust that income-stream.
Delgo is happy for you to start making moves in the Cogs, but warns you that Daask won't sit back an let it happen. You get to keep 10% of all all protection money you illicit.
Once the rest of the party learn of Topsy's new building, all of them except Ashara decide to take quarters there.
Chronk

You have a knock at your door from a minotaur and another bugbear who want to talk. They explain that they work for Daask and want to know why a Darguun war-hero is working for halflings. Their bosses suspect that there is something deeper going on and that they would like to help you if they can. You are invited to meet Cavallah, the leader of Daask in Sharn. How do your respond?
What does he know about Cavallah? Can he be trusted? Does Lesh Haruuc (the King) trust him?
What do you know about Cavallah:
- You have heard that Cavallah is an Oni (an ogre mage)
- You have heard that Cavallah can be totally brutal, but is more usually cruelly cunning.
- Daask is considered be be an organisation that originated in Droam, and is mainly filled with the monstrous races rather than goblinoid.
"What I do is my business, and who I work for and when I work for them is mine also"
"If you got a job, tell me what it is and i'll decide if I wanna do it"
two reasons
- those mages can be a bit too charming and make you do stuff
- don't care about Droam, it's not Darguun
"Right. OK then. Your funeral. Don't forget that we gave you a chance." The bugbear and minotaur leave.
Dresk

You arrive home on the first week to a disaster. Your brother Kragoor, was killed as he exited the house. Witnessess say that it was a souped up skycoach filled with goblins, one of which had a wand which fired multiple energy bolts into your brother. Your family is distraught, and some suspect that that attack may have been meant for you. How do your respond?
I remember fighting goblins a couple of games ago but can't recall who they were working for, or don't we know? I might do some digging around and see if I can figure out who could be responsible, retribution is definitely in order (against the boss - obviously could be in the long-game). I'm tempted to save my money for the moment, I think I'm almost there paying off my debt.
They most definitely worked for Daask, who used to be your employers. You know that the leader of Daask is an Oni (Ogre-Mage) named Cavallah. Cavallah can be found in the ancient sewer systems of the cogs, but you don't know exactly where - you were too small-time to ever meet the boss.
I think I might still have an old friend somewhere in Daask who doesn't completely hate me, maybe I can ask them about it, does it go all the way to the top or is it some lieutenant who's pissed at me?
You find your old friend Kal Bloodhorn at a bar that your both used to frequent. He seems very shifty when he sees you and takes you to a private booth.

You ask your questions and he tells you that you need to get out of town. That hit was aimed at you, but your brother was killed by accident. He says that you have gotten in with a bad crowd and are being blamed for the deaths of two valuable enforcers. Not only that, but word is out that you are leading a Boromar push for territory. He tells you that it is just a matter of time before you and your family are made examples of. He doesn't have access to the bosses, but he suspects that this has come from the top.
Might start making arrangements for my family to get them somewhere safe.
Where would you like to move your family to? Would you like Delgo's help to arrange a safe-house.
I'd prefer it if we could keep things in-family (i.e. could one of our extended family help out, maybe family members have friends who might know of a place, hopefully non-obvious)
A flurry of e-mails between everyone follows in which a discussion takes place suggesting Chronk pretend to capture Dresk and take him to be Daask so that they can get an opportunity to get the jump of Cavallah. Dresk REALLY wants revenge. Dresk also decides to move his family to Topsy's new premises in the forge. While that building is uncomfortably hot, it can be made quite secure.
Dusty -

Your family leave to return home and try and see if they can revive the old business. They are worried because they don't know why Stend Helmworth did not provide warning of the patrols. They are tempted to visit him along the way. You find yourself alone in a massive suite of rooms, not able to talk with any of the other residents, so spend more and more time at Topsy's. Is there anything you would like to do?
Maybe the family should check in with the local gnomish fence Sundry for any parting wisdom or word on the street.
I'll give my family some of the money I raised to get them out of jail. I had 200 set aside but I'd like a "cloak of many Fashions". Don't know the cost.
I do have some other relatives that live down in the lower levels. Maybe some of them might want to come and stay a few days or just come for a few meals.
The Cloak is 100gp
I'll do some research.
Does the Gnome, Tresca, know what the idol is for?
Now that her boss is dead does she still have employment?
I know a few other gnomes that might be able to help her out.
The university probably has a library or even Sharn Library?
What is a burning Idol?
What is convergence?
I don't want to pay for any help on my roll. I might need my money in future.
I'll keep taking food down to the shifter community in the lower ward where my relatives live. Trying to build some trust amongst them.
I checked my character sheet.
I'll pay 100gp for the cloak,
I'll give 83gp to my departing family (Bond- My ill-gotten gains go to support my family. Ideal- Charity. I steal from the wealthy so that I can help people in need.)
Leaving 100 gp for me.
Tresca doesn't know what the idol is for, other than it is a very powerful object harnessing the power of the plane of Fernia. She does know that convergence is the term used for when a plane of reality comes close to Eberron, often causing a manifest zone. Manifest zones are certain locations on the world of Eberron that share a particularly close connection with one of the thirteen planes that orbit Eberron within the astral sea. Within a manifest zone, the area takes on properties of that plane; for instance, a manifest zone on Eberron with a like to the plane of Risia, the Plain of Ice may make the area much colder than under normal circumstances. Manifest zones also allow passage between one plane and the next; though for some zones this may only be a one-way trip. Sharn itself is built on a manifest zone of Syrania, the Azure Sky, which is why flight is easier here and buildings are able to be taller (or even float).
Tresca is still employed by the executors of Drummonds estate who have put the forge on the market. Whether she stays employed will depend on the whims of whoever buys the business. She is keen to stay as she has spent a lot of time learning how to harness the fires of Fernia.
You are very popular for bringing food into the shifter community. You don't know it yet, but stories are being told of where you got the resources from (totally made up) and you are being painted as robbing the rich to feed the poor.
Ashana

You try to spend your time in quiet contemplation. But during the first week many of the monks including yourself become severely ill. Some divination reveals that there has been a murder attempt in the shrine and one of the meals was poisoned. How do you respond?
List of purchases:
Armour of Gleaming
Clothes of Mending
4x arrows of walloping (bolts)
I would like to try and purchase/acquire either a Light Bringer Mace (Uncommon) or a Gem of Brightness (Uncommon) using my connections at the shrine.
The argument is that I am obviously getting close to something and thus need to continue my connections with the clan.
I will investigate if the assassination attempt was for me and aid in finding the perpetrators either way.
I will also meet with the creepy professor in regards to what he has heard of the Kalahstar and the dreaming darks influence if any in Sharn.
Roll two investigation checks for the items. I'll give you advantage due to the nature of the items you are after. How you roll will affect whether you can find them and how much they cost.
You meet with the creepy professor and he has heard little of the Kalashtar. He believes you to be two species in a symbiotic relationship in way that has made you functionally immortal. He is very keen to know more about this and about the inspired.
He does also put some moves on you with some smooth snake jazz. Up to you whether you succumb to his charms or not.
Ashana rolls (with advantage) an 8 and a 6.
Bad luck. No cool items for you.
At the end of this intermission (with more e-mail back and forth):
- Topsy is in the process of moving his workshop to a new location at Drummonds Independents (soon to be renamed). There are fire mephits to be cleared out.
- Topsy brings the group together, tells them about the secret compound and gets their agreement to rescue Alicia Lund
- Dresk, looking for revenge for his dead brother starts to plan how he can get to Callavah, the Daask leader.
- Dusty is starting to become a folk hero amongst the shifter community
- Chronk refuses the overtures of Daask. This may lead to consequences.
- Dresk and Chronk and Dusty all move into Topsy's new digs. It is uncomfortably hot there. Some engineering may need to be done.