Folks seem to be in favor of adding the wizard Spugnoir to the team. Welcome aboard, lad! He has no money of his own, so if we want better gear for him, we'll have to acquire it for him. But on the upside, for only 100g at a pop, he can Identify items for us in the field if needed! He mentions something about his boss wanting to check out some lost artifact in Emridy Meadows, which is up north of town. So what better for a shakedown run with our new wizard? Let's take a day trip out to the meadow and throw some spells around. How hard can it be? HOLY CRAP PIRATES. The pirates jump us on the way, and we proceed to have two rounds of comic misses until Vatican critical hits one, cleaving him in twain. The other falls prey to Bitey, and bleeds out on the ground. They're pretty poor excuses for pirates, mind you, since they're not even carrying any booty. Shucks. On to the meadows! If we had a bard with us we could sing traveling songs, but we don't. Emridy Meadows is the site of an ancient battle, one of the biggest ones in Greyhawk's history. I'm sure that won't be relevant at all -- HOLY CRAP SKELETONS! HOLY CRAP BANDITS! Have I mentioned that most of the party is still in single-digits of HP? Madar is spontaneous-casting Cure Light Wounds spells (Good-aligned clerics never need to memorize Cure spells because they can swap out any spell they know for a Cure spell of that level) to keep Fontaine up on his feet, and with Spugnoir casting his can't-miss Magic Missile, we clear the battlefield, but we're dinged up enough that we should probably head back to an inn. Sleeping on a cursed battlefield seems less than ideal. HOLY CRAP ... what the hell ARE those? Gnoll skeletons, GREAT. We have the jump on them, but they're skeletons - crossbows and piercing weapons are useless against them, so Speak has to tumble back out of the melee. Everyone else unloads on one - nobody misses yet it's STILL UP. At this point, Madar has had enough - GREATER TURNING - a special ability of clerics of Pelor. She holds up her holy symbol and calls upon her god. At this point, I'm expecting the gnoll skeletons to be a little shaken. THEY ARE DISINTEGRATED. Seriously, all four of them POOF into dust. Team Fatbird has reached 2nd level. Well, everyone except Spugnoir. He's new. We make it back to Hommlet, rest up in the inn, and spend a bit more money to buy a shortbow and some arrows that we hand over to Speak, so she can bequeath her light crossbow to Spugnoir. That way he's not reduced to throwing a single dagger when he exhausts his spells. Emridy Meadows may be a bit out of our league at this point, so we have three other quests to choose: - tax collection for the St. Cuthbert church - spider slaying for the local woodcutter - bandit clearing for the town in general Where do we go next?