I'll edit things for the boy to be removed.  As for time between missions, you have a couple of days until transport can be arranged, which should be enough for your characters to do everything between now and then.<br/><br/>Ith'ika will be the main one responsible for getting the group together for their next mission, but assuming they use the planar conjunction route to get between places, you've still got plenty of time before the mission starts.  (an airship from Karrnath to Breland takes about 12 days to arrive)<br/><br/>The item shopping is assumed to happen offscreen between missions and such.<br/><br/><br/><br/><br/><br/><br/>Also, some clarifications on various non core power sources:<br/><br/>Combat Maneuvers and the Nine Swords fighting schools have existed since the dawn of time, and are part of the cosmic order.  In all the cosmos, not counting gods there will always be one true master of each style (initiator level 20th) two high masters (19th), three grand masters (18th), and seven masters (17th).  Typically, more of the nine sword style masters will be celestials than fiends, although nine sword masters rarely make their presence known on the blood war battlefields.<br/><br/>Humans have had access to combat maneuvers since the early days of human civilization on Sarlona, although the humans of Khorvaire tended not to favor the nine swords styles, and instead practice conventional martial arts, rather than the supernatural martial arts.  With the rise of Riedra, and the death of many supernatural martial artists in the last war, the nine sword styles are almost extinct among humans, except among the worshippers of the sovereign host.<br/><br/>One of the titles of Dol Dorn is "Master of Nine", and he is believed by some to be a true master of all of the supernatural martial arts.  Another scheme suggests that Dol Arrah is the true master and patron of the Devoted Spirit, Stone Dragon, White Raven styles, Dol Dorn is the patron of the Iron Heart, Desert Wind, and Diamond Mind styles, and that the Mockery is patron of the Setting Sun, Shadow Hand, and Tiger Claw styles.  Believers of the latter scheme tend to discourage those they teach supernatural martial arts from learning Setting Sun, Shadow Hand, and Tiger Claw.<br/><br/><br/>Incarnum is much more than just "generic lifeyness"  it's the power of unborn souls, drawn into a mortal vessel.  (this doesn't actually hurt the souls, although it might hurt causality, and/or incline the souls towards adopting the incarnum user's alignment when they are born.  Incarnum also becomes substantially weaker if the universe is about to end permanently.)  It has not yet been used in Eberron, except by the Coatl, and to use it, one would need to journey to Siberys to tap the power of Incarnum.  (As detailed in magic of incarnum)<br/><br/><br/>Pact magic is fairly available and well known in Eberron, but pact magicians tend to disappear mysteriously about ten years after they begin practicing, suggesting that the entities one makes a pact with (mostly Rajahs and Coatls) eventually come back to collect on their part of the bargain.  This is highly discouraging to many who would try it.<br/><br/><br/>Truename magic is unheard of in Eberron, and would probably require a trip to Siberys to sort out the mechanics of.  Presumably, it was used by the Gods and possibly the progenitor dragons, but it is a secret lost to the ages at present.  The giants may also have discovered its methodology, and may even have implanted some of this knowledge into the design schema of the warforged.<br/><br/><br/>Shadow magic has not yet been used, although mostly due to the fact that nobody who thought to journey to the Plane of Shadow to transform their magic into the shadow equivalent ever came back.  The shadow plane doesn't give its secrets easily, and it tends to swallow those who discover its secrets.  The closest to shadow magic users currently alive in Eberron are the Shadowdancers, who are mostly disparate rogues who each think of themselves as unique.