Martial Study or Swordsage training to pick up Shadow Jaunt, with it's 50' teleportation, can be as good as flight in many situations.  For example, that window everyone flew in was 40' high, so Shadow Jaunt would have cut it.  And if you go the class training route to get it, you can follow up with Class Training: Initiator Level, bringing your initiator level up to 5, then you can pick up Assassin's Stance, assume it, and never leave it, since it grants a 2d6 sneak attack, and top that line off with Shadow Blade, which lets you apply Dex to damage with Shadow Hand weapons, on top of strength if you get hit with a Bull's Strength or something.  Picking up Dance of the Spider for its at-will Spider Climb effect can be the next best thing to a fly speed, too.  Alternately, Airstep Sandals (Magic of Incarnum) can get you a fly speed, though it has serious constraints.  As in, if you invested two feats and two magic items to getting it, you'd only have a 40' fly speed, and if the flight doesn't begin and end on solid ground, you fall.<br/><br/>Oh, and a magic toy Garrett and Ithi (if/when she invests in UMD) might be interested in buying.  Minor Schema (Magic of Eberron, page 122) are kinda like 'eternal scrolls.'  Essentially, scrolls usable once per day.  They can have any spell on them (up through 6th-level), and even any infusion (a unique trait).  For 400g, you could get a minor schema of Personal Weapon Augmentation.  It can apply any +1 weapon enhancement to your weapon.  Most notably, Bane, and on this next mission, the ability to turn your weapon into an undead-bane weapon may come in crazy-handy.  Mind that it's a one-minute casting time, and only lasts ten minutes, so it'll only last one fight, and only if you have forewarning, but it's still really handy.  If y'all'd had this against the ogres, ya could've gone in with ogre-bane weapons.  Fair warning, though; minor schema aren't nice when you fail your UMD check.  Failure means the thing goes dormant for 1d6 days, so make sure you can make the check (Garrett's Factotum boost could be a godsend here... and on that note, Garrett could probably spend a few feats to advance his effective Factotum level for the purposes of Cunning Knowledge).<br/><br/>Sadly, schema can't hold anything with an XP cost, an expensive focus, or costly material components, or Garrett could rock out with the Swiss army knife that is Spell Storing item.  The only other infusion I'd really consider putting on a schema would only be of any use to Sam, if/when he/she gets some good UMD skills, and it's the mighty Metamagic Item.<br/><br/>There<em>is</em>the option of a minor schema of Fly, which would be 6,000g and only usable for five minutes, but it<em>is</em>flight proper.  A minor schema of Summon Monster III would be a shorter duration (5 rounds), but could summon a hippogriff and is generally more flexible.<br/><br/><br/>In other news, TGT, I'd like to go shopping before the next mission.  Wands, scrolls, et cetera.  I intend to make good use of that Magic domain ability.<br/><br/>2400g Minor Schema of Body Ward (CC)<br/>2400g Minor Schema of Substitute Domains (CC)<br/>300g Scroll of Command Undead x2<br/>820g Eternal Wand of Benign Transposition (SpC)<br/>150g Scroll of Snake's Swiftness (SpC)<br/>750g Wand of Lesser Vigor (SpC)<br/>400g Minor Schema of Silent Image<br/>460g Eternal Wand of Ghost Sound<br/>400g Minor Schema of Ray of Enfeeblement<br/>150g Scroll of Ray of Stupidity (SpC)<br/>375g Scroll of Fly<br/>375g Scroll of Locate Object<br/>400g Minor Schema of Expeditious Retreat<br/>460g Eternal Wand of Detect Magic<br/>=9840g (3280 XP)<br/><br/>Eternal wands are from the MiC, minor schema are from Magic of Eberron.  The two most powerful new tricks I found and tossed on this list are Body Ward and Substitute Domains.<br/><br/>Substitute Domains lets me swap out one of my domains for another one of my deity's domains.  Since Sam's deity is the entire Sovereign Host, that's a lot of domains, and a lot of spells I can access through Spontaneous Domains.<br/><br/>The other, Body/Soul Ward?  Well... remember that incarnum trick I brought up to reduce ability damage and thus mitigate/eliminate the ability damage Sam takes with the spontaneous metamagic?  Well, it turns out, Sam already has that trick on the Cleric spell list.  Body Ward lets me pick one physical ability score, and the spell will negate five points of damage to it (with expanded effectiveness for multiple castings).  Only lasts a minute, but that's plenty of time to get off a persistent spell.<br/><br/>Objections?