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Tuesday, 17 March 2026

Seven Types of Fighter for Tales of Argosa

 The Adaptable feature of the ToA Fighter class is cool. Every level, you get a new 'thing' and they are just about enough to help distinguish a couple of fighters from each other within the same group.

But how can we use this to help define the world we are setting our campaign in?

It seems to me that this is a useful tool. I don't want to re-write anything here, or make anything more complicated: simplicity is important to me at the Table. But I think by considering the way we use the Adaptability table, we can squeeze just a little more flavour out of it.

Below are my suggestions for types of fighter you might find in a fantasy world and which Adaptability feature they would need. There are two ways you can use this idea. The first and simplest is to use the table as normal. Whichever version of Adaptability a player selects dictates what kind of fighter the character is currently employed as. Alternatively, you might ask the player to roll on the table even at generation, when they would normally chose, to randomly select a current career. 

New combat style: Shield Wall

New entry for the 'Adaptable' on p31. Use on a 6 in place of  'Ranged' for all non-archers. This style means that as long as you are standing shoulder to shoulder with an ally, and armed with a shield, you or they gain +1 AC (fighter's player's choice).

Contacts. These are NPCs a player may start out knowing. They should be advantageous - a source of information, adventure seeds or geographical knowledge in a world where most people don't travel very far. Where possible, they should be recurring characters who the players might get to know well, and they ought to be embedded in the local setting. They are the first steps in fleshing out the nearest town, the player's faction or the local community. If Fighter characters elect to have a specific job attached to their class, they should gain a contact as listed below in the Jobs and Roles section. 

Below is a simple list of the kinds of jobs or careers each Adaptable style implies. Further below are some ideas on how to develop these roles further. 

 

Charger                                    Assault Troops

Dual Weapon                           Outlaw, Marine

Long Reach                             Guards, of temples, palaces, etc.

Opportunist                             Gladiator

Protector                                  Militia, Town Watch

Ranged                                    Archer

Single Weapon                        Duellist

Two Hander                            Specialist (Bridge-holder, etc) or Judicial Champion

Unarmed                                Pugilist or bare-knuckle fighter

Brutal                                    Assault troops, Marines, Raiders

Rearguard                              Caravan Guard      

Expert Guard                         Guards, of temples, palaces, etc            

 

Jobs And Roles 

Archer (see my Archers In Tales of Argosa post, here).

Depending on the setting, either trained from a young age or part of a standing army or other fighting force. Gain Ranged. Equipped with a short bow, a light axe and dagger instead of long sword and shield. 

Archers are a breed apart in many ways. They have a very specific skill set, which it helps to have someone teach you. An archer is likely to know the person who helped them develop as an archer, or taught  them to fletch arrows or even to craft a bow. Contacts might include a fellow archer, a bowyer, a fletcher or their sergeant.

Assault Troops

Frontline troops in any attacks on enemy positions. Often veteran who lead the charge.  Contacts might include fellow veterans, a mercenary captain, or even a lord.

Caravan Guard

Used to defending a caravan, they begin with Rearguard. Often well-travelled. May have additional Contacts in other settlements or towns. Contacts might include merchants, wagoners, horse breeders or even outlaws. 

Champion (or Bridge-holder)

Champions are participants in judicial combats, hired to fight on behalf of the accused or the accuser. Bridge-holders (my term) are specialist wielders of two-handed swords, used to hold strategic positions, such as bridges, courtyards or doors. Take the Two Hander style. Contacts might include those they have defended in the past, members of the judiciary, or whoever taught them to wield that weapon.

Halbadier 

Soldiers specifically trained in the use of the halberd. Gain Long Reach style. Contacts are likely to include veterans or officers.

Infantry

Soldiers paid or otherwise engaged to defend the realm. Level 1 would be like peasant levy, followed by various ranks of officer. Only one step up from a civilian in many ways and Contacts are likely to include camp followers (e.g. Rogues), officers, and people from home. 

Militia

Sometimes paid, sometimes volunteers, their job is to protect members of the community. They take Protector as their default style. Might come from any of several walks of life so potential Contacts vary, but many will be middle class and know a lot of merchants, other members of the Watch or Militia and members of the town council 

Palace Guard

Specialist guards, usually taller than average and well equipped, often with polearms, such as halberds, long spears/pikes or partizans . They take Expert Guard or Long Reach as their default style and must take the other at the next opportunity. Contacts may include those they protect, as well as their rivals. 

Pugilist

Bare-knuckle fighter. Takes Unarmed. Contacts will be other fighters, trainers, people associated with other jobs they have, and particular fans (which might include much wealthier peple, such as lords). 

 


Archers in Tales of Argosa

 Archers are not a class in most RPGs. But they should be. IN ToA, the closest you'll get is probably a Fighter with the Ranged combat style, or a Ranger. Rangers start out with a longbow. But their class abilities are not as martial as a Fighter. 

I like Rangers. But they're not Archers. 

This is the entry for the 'Ranged' combat style on the Adaptable table (number 6) on page 31 of the ToA Rulebook:

 

When you make a ranged or thrown attack, targets lose any AC bonus due to cover. Additionally if you miss your target you never reroll the attack against an ally in the same melee. 

 

On the whole, I like the Adaptable entries, but  there are a few reasons why this entry stands out from the others as a bit weak.

Firstly, if you don't want to play an archer, its useless. A lot of folks play Fighters specifically to enjoy melee combat. 

Secondly, it dicourages the use of cover, which is a cool thing to have; its a free, easy thing any player or NPC can do to improve their chances of survival. It engages the players with the terrain and NPCs using it makes players think about alternative routes of attack. 

Thirdly (slightly repetitious, I know, bit valid, I think), it removes a rule (cover), instead of adding something. 

Fourthly, it doesn't really do archers justice. There is lot more to being an archer than shooting through cover and most of them are more fun. 

Finally, I actually think Archer ought to be something closer to a class, and I'll finish with some ideas about how to adapt the Fighter class to be more archer friendly, without re-writing a whole thing. 

 

Adapting the Adaptable.

I suggest that if you want to give players the option of playing Archers that are distinct from Fighters, you replace 'Ranged' in the Adaptable table altogether. I replace it with 'Shield Wall', which gives any Fighter armed with a shield and standing shoulder to shoulder with an ally an additional +1 AC bonus, which , if they choose, they can lend to the ally. Only one of them gets the bonus, but if two Fighters do this, obviously, they'll both get it. I allow this to be taken as a unique Ability by non-Fighters, IF there is a fighter in the group that has it. I figure a trained fighter would explain it.

Ranged Styles.

I decided I needed a new table of styles, suitable for Archers.  Some of these of course, you could just take as Unique Abilities. But my feeling is that players either want to play a full-on Archer type, or they don't bother with ranged weapons unless they are playing a Rogue or a Ranger (in which case these work as unique Abilities). I only have ten, so far. 

1. Fast Shot - once per combat round, take an additional shot as a free action with a penalty of -2. 

2. Arrow Storm - shoot two arrows at a time, at the same target, with Disadvanatge. Take twice to reduce the penalty to -2. Wether it can be take three times is up the GM.

3. Long Shot - reduce Range by one band. 

4. Sniper Shot - as long as you take no other action in a round, attack with Advantage. 

5. Deadly Shot - increase damage die by one die type. 

6. Moving Shot - move and shoot at the same time with no penalty

7. Moving Target - half penalties for shooting at a moving target.  

8. Mounted Shot - take no penalty for being mounted. 

9. Arrow Snatcher - on a successful Dex test, snatch an arrow from the air that was aimed at you. 

10. All Weather Arrow - ignore penalties for weather.


Archer as Class

 Key Attribute: Dexterity

Hit Points: Equal to Con score + (Level x2)

Weapons: All

Armour and Shields: All 

Class Starting Gear: Longbow (1d8), Light Axe (1d6), Dagger (1d4), Reinforced Leather armour (new) (+2 AC), a quiver of arrows (20).

Continue to use the Fighter class abilities, but any class ability that begins with 'When using a weapon' now should be read as  'When using a melee weapon' for Fighters and 'When using a ranged weapon' for Archers.

 

As usual, if you use it, let me know!

Monday, 16 March 2026

Smuggling Adventures

 Smuggling offers many opportunities for adventure, while keeping adventures well within the sword and sorcery parameters of low stakes, high action - or alternatively, low world stakes but high personal stakes. In fact, I can't help think that smuggling operations make for better adventures than 'busting' them. There are a number of reasons this is true.

Smugglers are constantly operating outside the law. There is no 'fall back' position, unless they have a powerful patron (such as corrupt local lord intent on avoiding paying taxes). So players have to solve their own problems, however weird they get.

There are continual challenges and near perpetual threat. You don't have to look far to find peril here. The forces of the law alone are a consistent and evolving force of antagonism. Here, combat may well be viewed in this context as a fail state a sign that things have gone badly.  Smuggling depends upon subterfuge and stealth; not being noticed is a win.

Each operation consists of multiple component parts. Acquiring the contraband. Transporting the contraband. Concealing the contraband. Retrieving and  moving the contraband. Selling the contraband. At any of those points enemies can seek to thwart them, plans can go awry and 'things' can go 'wrong'. All of which leaves a lot of scope for a wide variety of adventure. Opposition, challenge and setting/terrain. From dodgy merchants trying to rip them off, to honourable and duty-bound officials and law enforcement officers trying to catch them, to robbers and rivals. Wether the campaign is set in a pseudo-medieval, modern or sci-fi setting, these things still apply. Each operation is, in fact, a mini-campaign.

Hiding contraband isn't easy. Smuggliers in Britain in the eighteenth century used a range of methods. These area few examples of historical contraband concealment and how they might pan out in a campaign.

Weighted barrels were sometimes sunk off-shore. Local merfolk object/steal the goods/demand a tax.

Hidden in ruins - either buried or in hidden cellars or other rooms

Hidden in caves - sea caves or in cliffs

other people's cellars, barns or houses - with or without their knowledge!

On small, offshore islands 

Buried in fields

 

 Lots of roleplaying. because of the above points, there are tons of opportunities for roleplaying interactions with a range of recurring and single-use NPCs or many types. But hat roleplaying can also take the form of planning and execution of potentially complex operations.

 

I came up with the following potential twists to a smuggling operation and made them into a randomized table, so I can roll up how any given operation might go south. Ideally, I would set out the normal situation, the plan of the smuggling operation, and then roll to see why it doesn't go to plan. 

These adventure seeds should be used alongside my Types of Shoreline post. 

Roll 1d12 

 1. Straightforward smuggle; no untoward developments.

2. The goods are not what they seem to be (on a d6) 1 - more valuable; 2 - magical; 3 - magical and aligned with an evil power in the world;  4 - of special interest to the Church/most powerful religious body; 5 - of special interest to local secular powers; 6 - of special interest to the ruling national government.

3. Stolen goods. The contraband was initially stolen and the former owners are making extensive efforts to get them back.

5. Betrayal; a member of the smuggling gang has betrayed them to a rival.

6. Tip-off; someone has tipped of local law enforcement, who are expecting the shipment. Are they waiting when the contraband arrives, or do they sit back until a better 'net' is in place? Will they expect to be bribed?

7. Rivals undercut; a rival smuggling operation has already delivered similar contraband at a lower price and demand has dried up. Find new buyers.

8. Local robbers attempt to take the contraband by force.

9.  The local Lord wants a cut in return for turning a blind eye. 

10. A dragon hears about the cntraband and decides to take it for itself.  

11. The journey becomes a naval adventure: Storm, mist, becalmed, mysterious island, haunted hulk, etc. 

12. Haunted goods; the contraband itself is haunted in some way.

 

It is my intention to run these as an 'unpredictable' smuggling themed campaign. Other elements required are:

Ports. Smuggling adventures work best in space or at sea. Smuggling, of course happened in other arenas, but these are the best for RPGs because they include both the special terrian of sea/space and the 'HQ' of a ship of some sort which the players will care about (eventually). I figure I need about half a dozen. Not more. The need to be visited repeatedly, so players can develop their sense of them. 

Factions. Buyers, sellers, The Law, rivals, robbers, 'dangerous other'. That's four types of faction and they should all be included.  Robbers might mean pirates. Work out how navel law and law enforcement work in your world. Know who the smugglers are buying from and selling to. 'Dangerous other' might include mer-folk, water elementals, weather spirits, ghosts or demonic entities

Ships or vehicles. For player immersion to really work, you need a credible, detailed ship or other vehicle. If its a plane, fine, but make sure you (and the players) get familiar with it over the course of the campaign. Spanish galleons were large, complex places, with lots of rooms, nooks, crannies and specialist aspects. The same goes for modern shipping. 

Contraband. It is helpful if you know exactly what contraband there is in your world, where it comes from, how much it costs, and why it is valued. And if any conflict is inherent in its nature (which there WILL be in the case of modern, illicit drug shipments, for example, or any other high-value, mobile commodity). 

 

That's all i can think of for now.

I'd love to hear from someone who had tried this! 

 

Thursday, 27 November 2025

Giants Are A Thing

Giants are much more interesting in folklore than in most RPGs. In fact giants are often sadly overlooked in RPGs. Fortunately, there's a way you can change that.

In many TTRPGs, giants have become a simple escalating challenge: bigger and bigger versions  to encounter in tactical fights as your characters progress. A scalable threat, with a side serving of elemental power. Whether shaped by frost, fire, clouds or the lumpy quality of a hill, they just get bigger, in a series of power show-downs. All too often, they have little other presence in the world. They are not usually mysterious, and they certainly are not evocative springboards into otherworldly adventure. 

It is true that, in  many European fairy tales, especially in England, giants are often depicted as being unintelligent, or slow-witted. But that is because their purpose in those stories is to give the hero an opportunity to be clever and quick, almost as if these qualities are what define a hero (rather than any moral compass...?). The hero doesn't win by fighting.  In this way, the stories reflect cultural values and the giant is the larger foe, the seemingly unconquerable enemy who is defeated by cunning.  

And there are plenty of other examples of giants in folklore and mythology that are far more nuanced, interesting and three-dimensional than they are sometimes depicted in TTRPGs. 

There are many examples of individual giants in British folklore that are for more than just a 'scalable threat'. How about the one with the bean stalk? Classic example: he isn't just big. He lives in another world, possibly The Otherworld. Jack can only go there by magical means: magical means, by the way, which seem to be intrinsically tied up with leaving his mother and could possibly be seen as a rite of passage, but also involve a reference to agriculture. Planting crops leads to all the treasures he brings back, which turn out to include music, livestock and commerce (in the form of gold). Late Stone Age, anyone? 

When Jack does get to the other world, not just the giant is super-sized by everything. Its a magical place, connected with the sky. And when Jack returns, he comes back with a magical harp (that sings songs and tells poems and is therefore symbolic of either wisdom and learning or the skill of the bard, or both) and a hen that lays golden eggs. Magical items. 

We see this further dimension, too, in Irish mythology, with Finn McCool defeating the Scottish giant Benandonner by pretending to be his own baby. These giants, may not really be giants in the stories' original forms (see here for further explanation...), but instead 'heroes'. By which I mean heroes in the traditional sense: that of killing loads of your people's enemies. And some of them are also berserkers, who are clearly only giants when they adopt the riastadh, which is a kind of berserk frenzy (that you see Slaine go into in the old 2000AD comics), something like the hulk, but messier. Now that is something we don't see in RPGs very often. I'm NOT suggesting a were-giant though, before a certain well-known publisher of splat books decides there's a small fortune to be made in it. No, I'm NOT. I'm talking about trained, professional warriors who seem absolutely normal until certain conditions are met (such as being pissed off), when they metamorphose into a nine foot tall... man? Like a were-man? No, I don't mean that, I don't...

It would be cool though. A great foe for your fighter.

Another Irish giant is Dryantore, who is a sorcerer. He conjures mist and puts the heroes to sleep. 

Then there's Jack of Irons, from Yorkshire. An undead giant with blackened skin and the decapitated heads of his enemies tied to his belt and, in some versions, I think, his own head strapped to his huge club (or did I imagine that...?). This guy's a ghost, essentially, though whether a ghost of a giant or just a big spook, is unclear. I think both are valid.

A quick note on 'frost giants' of Norse mythology. Or Jotuns as they are properly called. These are not even really 'giants' at all. They are, if anything 'anti-gods', not quite demons, but an alternative to the gods, perhaps chaotic, in opposition to the 'order' the gods bring, but that's a little over simplistic. The Norse gods don't seem that ordered or lawful to me, but then I'm not an early medieval Scandinavian. Jotuns are more similar to the Titans of Greek mythology and there's a good reason for it, but that's for another post... 

And last, but certainly not least, we cannot forget the Nephilim.

The cut-to-the-chase version of the Nephilim story is this: angels/angelic beings saw how hot mortal women were and decided to come down to earth to get some. Women, that is. They seductively seduced the women and 'begat' children. Who were giants. Nephilim. there is some debate about the meaning of that word and I've seen is translated as meaning 'fallen', from the Greek. That doesn't make sense to me as it was their fathers who came down to earth, not them. Apparently it could also mean giant in Aramaic, so I'm guessing that's probably on the money. Anyway, what works for me here is the connection between giants and the mystical. They are not just a random, mortal breed of human-like thing, they are the offspring of a forbidden supernatural relationship. 

But it gets better (at least, in terms of engaging story, not in terms of humanistic treatment of 'other'...). Because God was so annoyed by the whole situation, not to mention that the Nephilim had started eating people and stealing food and acting like all carry on, that he had a flood to get rid of them. And that is why there was a flood. Only they don't die. They drown, yes, and they die physically, but their spirits linger. Nowhere to go, you see. So they hang around on post-diluvial earth, causing trouble, and because they have no proper place and they don't know what to do with themselves, one of the things they do with themselves is put themselves inside other people... 

In other words, they become demons.

When a person in the biblical world (according to this version of the story), gets possessed by a demon, that's  the displaced spirit of a dead giant-offspring of a rebellious Angel. Which explains why demons might be in your world, without being summoned. It connects lore and current world issues and it makes demons, giants and angels ALL more interesting. In my opinion anyway. 

Its probably been done in fiction somewhere. Some of these themes definitely appear in John Gwynne's Blood And Bone trilogy (which is awesome, by the way). 

Look I'm not saying you have to accept this as gospel or anything... I'm saying this is what happens in one of the versions of this story. And I think its cool because it means things can be tied together by players or by you and when player characters meet a Giant, that's a little piece of world lore, stomping around. And when they meet someone Possessed, likewise. 

Another way of making Giants more present in your world is to tie them to more magical ingredients. Giants need to be more mystical. And what better way to make stuff mystical than to make it about... skulls!

What if Giant skulls are magical and can empower magical spells? In whatever genre. Or can be used to animate the undead, because they bridge the gap between the natural and supernatural worlds? Or if giant-size femurs just make better magic staffs because they channel arcane power more readily? Maybe giant bone dust, not chalk, is what needs to be used to draw a pentagon. Or if the teeth, when sown, and the correct incantation uttered, become animate skeletons?

It's your game and its your world, but don't miss out on the possibilities for making Giants much cooler than they sometimes appear in well-used splat-books. 

Monday, 17 November 2025

Sacred Trees

 Trees are everywhere in the real world. Yet very rarely do specific species get a mention in adventure modules. And its hardly a surprise. What difference does it make? Well, I suppose it might be 'realistic'/'authentic' for the Ranger to know that say, willow, or alder only grow on wet ground of near water. But how often is a ranger going to need to do that? It isn't part of the game we usually focus on.

Killing vampires, however...

Well, it doesn't have to be specifically vampires. They're an obvious example, because, well, wooden stakes...? But any kind of 'evil' or supernatural entity might be thwarted more easily if your players have access to these sacred trees. Or may be less inclined to pursue them into a grove. You don't want to be making them omnipresent, of course, and there may be additional rituals or ceremonies or simply acts of preparation that you want to make significant to the acquiring of these woods. But its always nice, I think, to know which kind of wood might be most helpful in the vanquishing of a specific kind of entity. As well as what sort of trees there actually are in the landscape. 

Historically, of course, this sort of knowledge was second nature. People's lives were intimately intertwined with the natural world. It was second nature for them to look around them for the tools the natural world could provide and, especially before the advent of monotheism, spirits, both benign and malevolent and anywhere in between, were thought to interact with the mortal or human world on a regular basis. Nature included natural focus points for this, places where our world bordered the 'otherworld'. And everybody knew this. So ANY player character should get at least a chance to know this stuff but you might want to give the ranger or the magic user an edge by at least making other classes make an attribute check for the knowledge.


Alder

The alder grows near water, literally with their roots in the stream if they can.  The wood is also resistant to splitting, so they were often used in the manufacture of cart wheels. Alder was associated with divination, so any divination spells might work better beneath an alder tree or with a wand of alder wood in hand, and this was especially true when the diagnosis of disease was involved. So a stream that grew thickly with alder might even have healing properties of its own (that's my own extrapolation there) and make it very much easier to Cure Disease etc. 

Cutting one down was once punishable.

Apple

As an emblem of fruitfulness, this wood was often used in association with fertility or youth and was associated with immortality. Druid wands are thought to have been crafted from this wood, or from yew. I think if I were staking a vampire, I'd probably favour this or Yew wood. 

Hazel

Sacred to poets and thus probably important to Bards. Also a taboo to burn. Strongly associated with magic and authority. Also, incidentally, one of the oldest kinds of tree in Europe and one of the earliest we have evidence for building with. Witches' wands and divining rods were made of this and eating the nuts brought wisdom, especially when they grew at the head of a sacred stream or river or at a sacred well. Salmon that eat them convey magical wisdom to those that catch and eat them. I'd make that a prerequisite for anyone wishing to start learning magic! It might provide a nice , 'incidental' adventure, where the party has to travel across wild country for a while and deal with a couple of wilderness encounters. 

Oak

of course. This is the one everybody knows is special. It was prominent in many cultures. it grew in sacred groves. According to Pliny The Elder, druids would climb one on the 6th day of the moon and cut boughs of mistletoe and sacrifice two white bulls for fertility. There was a goddess, Daron, associated with the tree, which is why 'derry' is such a popular feature in place names across Ireland. Maybe mistletoe increases the potency of all spells or all potions. But you have to placate that goddess 9if that's what she really is...) before you can safely take it. 

Yew

one of three evergreens indigenous to Britain, it isn't surprising that it has powerful folkloric association. It also has poisonous berries. It symbolizes death, but is that because for a long time now, the only place you can easily find it is in stately home gardens and churchyards 9they get left alone there)? I'd suggest that this association with death might be to do with the power of its wood to encourage Undead to accept their rightful place in the cosmos... 


I've only included five tree species here. there are more if you look for them, such as Rowan, but you really want to limit the number you include, in my view, so the players have a chance to really get familiar with them and be able to remember offhand, which ones to go looking for when something supernatural rears its head. 


 

Wednesday, 29 October 2025

Incidental Injuries

 They don't happen in combat. They happen when climbing a wall in a hurry, escaping down a steep incline in the dark, climbing through a window from a bedroom. These aren't serious injuries, but they let people know they've been in a scrape. useful for partial successes/fails or consequences, for games that have those.

A few of them lead to interrupted sleep - I suggest no natural healing until treated by someone skilled in healing.

d8

1. Sprain/Strain

2. Knee injury

3. Fracture (1: wrist, 2: ankle, 3: foot, 4; collarbone, 5: hand, 6: toe)

4. Dislocation (1: ankle, 2: knee, 3: shoulder, 4: elbow, 5: finger, 6: toe)

5. Rotator cuff (shoulder - leads to pain, weakness and poor sleep)

6. Tendonitis (pain and swelling)

7. Groin strain (difficulty walking, pain)

8. Hip flexor strain (swelling, pain)

9. Stove finger (poor grip)

10. Concussion (d6 - 1: dizziness (reduced Dex), 2: weakness (reduced Str), 3; confusion (reduced Int/Wis); 4: any two that add to 4; 5; any that add to 5; 6: gone quiet (reduced Cha))


*"Any two" - each reduction is a reduction of -1 and they accumulate, so a '4' can mean 2 x reduced Dex and 1 x reduced Str or 2x reduced Str, etc.

Sunday, 26 October 2025

Mysterious Artefacts With Wierd, Unpredicatable Powers

For when you need a magic item that is cool and distinctive but isn't going to dominate your game. 

Roll 2d12 and a d8:


1. An animal skull                            1. Control...                                    1. Haste

2. A dragon's tooth                           2. Become...                                   2. Blurred

3. A fossil ammonite                        3. Steal...                                        3. Shadows

4. A stone hand axe                          4. Summon...                                  4. Breath

5. A necklace of teeth                       5. Inflict...                                      5. Silence

6. A shrunken head                           6. Detect...                                     6. Thoughts

7. A whistle to                                  7. Reduce                                       7. Vision

8. A rabbit's foot                               8. increase                                      8. Undead

9. An octopus tentacle                                                                             9. Incorporeal

10. A dried bat                                                                                        10. Hearing

11. A necklace of frog skulls                                                                  11. Lightening

12. A broken knife                                                                                  12. Water


Table for animals, if needed:

1. Griffon

2. Rabbit

3. Dog

4. Horse

5. Cat

6. Frog

7. Bird

8. Rat/mouse

Look at this first...

Seven Types of Fighter for Tales of Argosa

 The Adaptable feature of the ToA Fighter class is cool. Every level, you get a new 'thing' and they are just about enough to help d...