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Acknowledgments
Arcane Ugly Version Public Beta 1.3
Art by
Trent Holbrook
Rachel Clayfield
Luke of NerdCraftHQ
Bill of BerserkerWorks
Raquel of RaqrexArt
Terran Conjured Craft
Jeremy of BlackMagicCraft
Franky of Franky.D.Crafter
Tanner of Simpsominiatures
Danny of 3d Printed Tabletop
Playtested by
Matt Batten
Nic Schultz
Mitch Sigley
2
Arcane Ugly Game License
Anyone may publish free or commercial material
based upon and/or declaring compatibility with
“Arcane Ugly” without express written permission,
as long as they adhere to the following terms:
work.
-
PS. I stole this license from Troika!
Join The
Communityhttps://discord.gg/
4pNQA8fSRv
3
Welcome To Arcane Ugly
The world of Arcane Ugly is a place of strange, wild and whimsical magic.
Someone set for an adventure can always find one, typically in a dungeon
deep underground. Dungeons in Arcane Ugly aren’t all drab stone walls and
endless mazes, in fact some dungeons are technicolour landscapes or giant
underground oceans or abstract shifting planes. The deeper you explore, the
stranger the world becomes. Be warned — those who spend too long
underground never return home the same.
Your Armor Value is described by the armor you are wearing. If you are
not wearing armor your Armor Value is 11.
Common Armor A
V
Types
Leather Armor 12
(1 Slot)
Studded Leather 13
Armor (2 Slots)
Chain Armor 14
(3 Slots, -1 Dexterity)
Accessories A
V
Shield +
(1 Slot) 1
Helmet +
(1 Slot) 1
Enchanted +
1
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��. Ward Value
Market Vendor Charm 12
Ward Value (WV) represents your (1 Slot)
ability to defend yourself from a
magical attack. Hedge Witch Charms 13
(1 Slot)
Your Ward Value is described by the
charms you are wearing. If you are not Blessed Charm 14
wearing any charms your Ward Value (1 Slot)
is 11.
Common Charm A
V
Types
3, 3 Ocular Olfactory
Omens
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Abilities
Each of an Adventurer’s four Abilities are used in different circumstances.
Strength: Used for melee attacks and tests requiring physical power such as
lifting gates and bending bars. Strength is also used to resist poison,
sickness and cold.
Dexterity: Used for ranged attacks and tests requiring poise, speed,
and reflexes like dodging, climbing, sneaking, picking pockets and
balancing.
Weird: Used for tests requiring an understanding of magic and the arcane,
such as casting spells and using alien technology.
Ability Tests
Ratings
If an Adventurer attempts something
other than an attack where the
DR 10 Easy Tasks
outcome is uncertain and failure has
consequences, they may be asked by DR 12 Challenging Tasks
the Gamesmaster to make an Ability
Test. To make an Ability Test roll a d20 DR 15 Hard Tasks
and add the score of the Ability being
tested. If the total is equal to or greater DR 18 Very Hard Tasks
than the Difficulty Rating (DR)
determined by the Gamesmaster, the
Adventurer succeeds in their task. If
not, they fail.
Examples of Difficulty
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Example: An Adventurer describes attempting to scale down a steep cliff in
the rain. The Gamesmaster asks the Adventurer for a Dexterity Test. The
Gamesmaster has decided this task has a Difficulty Rating of 14 but the
Adventurer rolls a 15 (A natural roll of 13 + 2 for their Dexterity) and
overcomes the challenge.
Another Adventurer attempts to do the same but rolls a 12 (11 + 1 for their
Dexterity) and fails. The Gamesmaster then describes the failure—“You climb
down the cliff with ease until half-way down your hand grabs a loose rock and
you slip! You fall about ten feet into a puddle of mud and sharp rocks. You
receive d4 damage.”
Assistance
Adventurers may wish to combine their efforts to complete a single task
that requires an Ability Test. In which case add +1 to the results of an
Ability Test for each Adventurer that significantly contributes to a task.
Adventurers must describe how they are uniquely assisting the task.
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Challenges
When two Adventurers oppose each other in a battle of strength, speed,
skill or wit and the result is unclear it is called a Challenge. Both parties roll
a d4 + Ability and the highest result wins the conflict.
Social Challenges
Sometimes the result of a social interaction may be unclear such as one
Adventurer trying to intimidate another. In which case a Challenge takes
place. Both parties use the most applicable Ability based on their
performance or an attempt to resist/counter a performance.
Example: One Adventurer might try to intimidate with their Strength, while
another might attempt to counter using their Intelligence. An entrancing
dance might use Dexterity, an intimidating stance might use Strength,
cunning deception or charm might use Intelligence or revealing an unsettling
mutation might use Weird.
Recalled Experience
Once per session an Adventurer can recall a moment or teaching from
their Previous Occupation that might help them overcome a challenge that
calls for an Ability Test. If the Gamesmaster finds their recollection
reasonable and applicable the Adventurer gains +1 to that dice roll.
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Injury, Healing & Death
Injury
Any number of things can cause an Adventurer to lose Hit Points—attacks
from monsters, triggered traps, falling from a height or backfired spells.
Adventurers have a tendency to get themselves into all sorts of mischief, so
as a Gamesmaster it’s not always clear how many hit points to subtract from
a player when they get hurt. As a general rule start with a d4 and add more
d4 dice with each increasing level of severity.
Healing
After a meal and a full night’s rest, Adventurers regain lost Hit Points equal to
a d8 plus their Strength bonus. Resting at a safe haven restores all lost Hit
Points.
Death
If an Adventurer’s Hit Points reach 0, they must immediately roll a d6. On
a 5+ the Adventurer heroically lives to face another day and gains 1 Hit
Point, otherwise they are dead.
If an Adventurer reaches 0 Hit Points but lives to tell the tale they are also
gifted a Permanent Injury chosen by the Gamesmaster or rolled on the table
below.
20 Head +1 Weird or -1
Trauma Intelligence
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Combat
After enough time in a dungeon Adventurers will inevitably have to
defend themselves from potential threats.
Rolling to Attack
Adventurers can use melee weapons to strike adjacent targets or use
ranged weapons to attack from a distance. While engaged in melee
combat a ranged weapon cannot be used.
To make an attack, roll a d20 and add the attacker’s Strength or Dexterity
score, depending on whether they are using a melee or ranged weapon,
respectively. If the attack total is equal to or greater than the defender’s Armor
Value, the attack hits. If not, the attack misses.
Critical Hits
During an attack roll, if the attacker rolls a natural 20 (a roll of 20 before
any modifiers are applied), add an additional damage die of the weapon’s
type.
Stunts
Stunts are combat maneuvers such as stunning, shoving, disarming, tripping,
sundering armor, and so on. They are resolved with an appropriate Ability Test
or Challenge determined by the Gamesmaster. They may not cause damage
directly, but may do so indirectly (for example, pushing an enemy off of a
ledge).
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Advantage
An attacker that has Advantage against their target may perform a Stunt
action and an attack action in the same round of combat.
The part being targeted must be human size or larger otherwise the attack is
resolved as normal. Resolving called shots is up to the Gamesmaster’s
discretion but using an eighth of the total target’s HP is an easy way to track
the health of the targeted limb.
Cover
Defenders of an attack that are partially behind cover add +2 to their Armor
Value. Defenders with the majority of their body behind cover add +4 to
their Armor Value. Defenders entirely behind cover cannot be directly
targeted by most attacks.
Common poisons and venoms deal 1 damage per hour or 1 damage per two
hours if the affected remains unmoving.
Most poisons can be cured with an antidote kit and a DR10 Intelligence
Test unless specified otherwise.
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Non-Adventurers
Any being, creature, ally, friend or foe controlled by the Gamesmaster is
referred to as a Non-Adventurer. Non-Adventurer could describe anything
from a talking mouse, sentient rock or colossal-sized man-eating giant.
Non-Adventurers Rules
All Non-Adventurers share the same rules as Adventurers unless specified
otherwise. Non-Adventurers perform Ability Tests, Challenges and
experience combat in the same way as an Adventurer but are controlled by
the Gamesmaster.
Why Non-Adventurers?
Many tabletop role-playing games opt to use those terms like monster, enemy
or NPC, or make distinctions between friend or foe, so why not Arcane Ugly?
Arcane Ugly wants to remind players the inhabitants of its world don’t exist to
be slain nor befriended and the distinctions and degrees between friend or
foe are determined by those playing.
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Treasure
Why else would one become an Adventurer but for the Treasure? Treasure is
the lifeblood of Arcane Ugly. Treasure is power.
What is Treasure?
Treasure are the artifacts of the world that Koppa simply cannot buy. Treasure
is earned though adventure or traded for other Treasure.
Keywords
Some Treasure cards have keywords
beneath the title that correspond to rules
or further information text not present on
the card. These rules are referred to as
Advanced Rules as there non-essential to
start playing Arcane Ugly and can be read
once relevant to your game. The chapter
Advanced Rules, contains rules for each
keyword found on a Treasure card.
Distributing Treasure
Gamesmasters should build a curated
deck of Treasure cards most fitting for
the adventure taking place, or based on the desires of the Adventurers.
When a reward is needed, the deck should be shuffled and drawn from by
an Adventurer.
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Cookpots 10
Waterskin 5
Oilskin 5
Trousers
Oilskin Bag 5
Bedroll 10
Lantern 30
Tinderbox 10
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Deja’s Armory
Item Kopp Information
a
Shield 60 AV +1
Helmet 60 AV +1
Night Markets
Item Kopp Information
a
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Salt, 1 bushel 3
Sunday Market
Spices, 1 lb 100
Item Kopp
Sugar, 1 lb 12
a
Wine/ale, bottle 1
Travel rations (1 day) 5
Chicken 1
Animal Feed (1 day) 2
Cow 100
Bacon, side of 10
Dog 50
Bread, 1 loaf 1
Donkey (5 Slots) 300
Cheese, 1 lb 2
Goat 10
Cider, 4 gallons 1
Hawk 1000
Cod, whole 20
Horse (10 Slots) 1000
Eggs, 24 1
Ox (5 Slots) 300
Flour, 5 lbs 1
Pig (2 Slots) 30
Fruit, 1 lb 1
Garlic, bunch 1
Fake Jewels 50
Glass Marbles 5
Gammy’s Garments
Lens 30
Item Kopp
Lockpicks 300 a
Set of Loaded 5
Dice
Ab’s
Academia and
Apothecary
Item Kopp
a
Bottle/Vial 1
Chalk (10 1
pieces)
Holy Water 25
Incense 20
(packet)
Cauldron 40
Poison 100
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32
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Advanced Rules
The rules in this chapter are Advanced Rules and are non-essential to
start playing Arcane Ugly. These rules can be read as you play when
directed by a Treasure card to do so.
Consumable (*)
Some Treasure is consumed upon use, perhaps eaten, destroyed in the
process or stolen by a floating hand from an interdimensional hellscape
abyss.
Lightning
While rolling to hit a target using a weapon with the Lightning keyword, roll
a d6. On a 6, a zap of lightning shoots from the weapon, and the target is
momentary stunned reducing their Speed by half for the following turn. If
the target is halfling-sized or smaller their Speed is instead reduced to 0.
Tattoo
Treasures with the Tattoo keyword must be permanently applied to an
Adventurers skin via a magical tattooist. A tattooist is never far away from
the location of which a tattoo Treasure is found.
34
Brewing
At first glance, the art of potion-making can seem like nonsensical
madness, and for the most part, is it. Few potion-makers understand the
process in its entirety and those that do typically have names that end in
“the Mad”, “the Unsound” or “The Delirious.”
Brewing Potions
To brew a potion you must have an understanding of how it is made by
studying a sample or by following a recipe. Combine all the necessary
ingredients in a boiling vessel of water and brew for four hours in the
presence of the night’s sky.
Potion Recipes
Potion Ingredients
Casting Spells
To cast an unlocked spell, an Adventurer must succeed its described Ability
Test or a Miscast! Event is triggered. Every spell has its own Miscast! Event,
which is described below the spell.
Unwilling Targets
If the spell is cast upon an unwilling target, the Ability Test result must be
equal to or greater than the target’s Ward Value. If not, the spell is still cast
but spell misses the target.
Dueling
As a reaction to having a spell flung at them the target of a spell may
increase their Ward Value by in-return casting a spell to defend themselves.
The spell must be successfully cast at a higher Ability Test result than the
opposing caster’s Ability Test result. The Adventurer must be able to
describe why their spell can counter the opposing spell e.g. “My water spell
will turn the fire spell into steam”. Spells cast in this way can still trigger a
MISCAST!.
FAQ
Q. Can you elect to fail casting a spell instead of rolling in order to trigger
a Miscast!?
A. Are you mad!? Yes.
36
37
Treasury
Mr. Hungry CONSUMABLE (1), POTION
d6 Damage. 2
1 Heal 1 Hit Point every time this
Potion of Undoing weapon successfuly damages a
appears to be alive.
target. HAND 1 This concoction will unlock all non
magical locks. Simple HANDS 2
mechanisms can take d4-minutes
to unlock while complex
mechanisms can take SLOTS
4d6-minutes.
SLOT
The gray sludge inside this jar
AU#26
AU#83
38
Wand of Fire discover a secret room in your this key is also granted
favourite tavern known only to unquestionable ownership of that
you. The fi nder of room.
mutates 1 1
all spells and MISCAST! Events to HAND
have a hint of fi re to their
function, appearance and sound. HAND 1 AU#1
2 1
Upon spoken request this tattered map Forbidden Knowledge of Body & Mind
reveals a secret passage book never meant to be (Re)attachment.
1
in a nearby location. If no HANDS found.
secret passage exists, 1
Contains spells: Exquisite HAND
one is created. Corpse, Harden Skin,
SLOT Split Self and Limb
Written by Gaius Rego, a SLOT
AU#63
AU#3
39
Arcane Library
Eat To Transform Bear Lobber
DR14 | Range: 20ft | Duration: Instant
DR20 | Range: Self | Duration: Instant
You summon giant catapult from which a
You must eat a feature of a creature in its
single black bear is thrown.
entirety. Within 1 hour that feature will
grow on your body.
Black Bear
Strength 2, Dexterity 2, Intelligence 2,
Weird 0 Hit Points: 10, Speed: 40ft ,
Armor Value: 14, Ward Value: 12, Slots:
4.
Combat Actions:
Rip & Tear: Melee damage, 2d4 damage.
Miscast!
Follow the Miscast Event: Miscast!
What Have I Become!? Follow the Miscast Event:
Magical Scraps
SPELLS #27
SPELLS #37
40
Range: Self | Duration: Instant You feel
your negative emotions tear themselves
away from your soul. These negative
emotions manifest themselves as an
physical, functioning and near-identical
copy of you.
Miscast!
Follow the Miscast Event:
Forbidden Texts For a Reason
SPELLS #11
Exquisite Corpse
DR14 | Range: Self | Duration: 10min You
summon a lifeless body into existence.
You have no control over the size, species
or (likely obseen) appearance of the body.
Miscast!
Follow the Miscast Event:
Dead. Harden Skin
SPELLS #9
DR14 | Range: Self | Duration: 30min
Your skin toughens and your pain
threshold rises. The weight of your own
body seems to double. Your Armor Value
and Ward Value increases by 2 and your
Split Self Dexterity score decreases by 1.
DR14 |
DR14 | Range: Self | Duration: Instant
You may reattach a limb to yourself or any
being and it will function.
Miscast!
Follow the Miscast Event:
Who Am I?
SPELLS #10
Miscast!
Follow the Miscast Event:
Dead.
SPELLS #12
Limb (Re)attachment
41
Miscast! Events
Miscast Event!
The Elements Have Gone Mad!
You loose control of the magic you attempt to harness, your body turns
hot, then cold, then weightless and then you feel nothing at all—before:
d20 + Weird
1-5 The spell you’ve attempted to cast has grown wild and is
entirely out of your control. With the assistance of the
Games Master roll on the Narrative Table below. Create a
narrative that severely hinders, both you and your party
using each of the keywords rolled.
6-18 The spell you’ve attempted to cast has grown wild and feels
nearly impossible to control. With the assistance of the
Games Master roll on the Narrative Table below. Create a
narrative that hinders, both you and your party using each of
the keywords rolled.
19+ The spell you’ve attempted to cast has grown wild and
unpredictable but you attempt to harness it. With the
assistance of the Games Master roll on the Narrative Table
below. Create a narrative that assists you in accomplishing
a goal using each of the keywords rolled.
42
Miscast Event!
Put It Out!
You loose control of the magic you attempt to harness, your body turns
hot, then cold, then weightless and then you feel nothing at all—before:
d20 + Weird
15 You cause fire to rain from the sky. d8 individual balls of fire
may be directed anywhere within 100ft. Fireballs may be
dodged by succeeding a DR11 Dexterity Test otherwise
they deal d6 damage.
43
Miscast Event!
Magical Scraps
You loose control of the magic you attempt to harness, your body turns
hot, then cold, then weightless and then you feel nothing at all—before:
d20 + Weird
1-2 You are the sworn enemy of all birds for 7 days.
44
Miscast Event!
What Have I become!?
You loose control of the magic you attempt to harness, your body turns
hot, then cold, then weightless and then you feel nothing at all—before:
d20 + Weird
8 Your hair falls out, turns white, grows furiously or turns curly.
(d4)
14 Your pupils become lizard-like and you can only see in black
and white.
20+ Your skin grows scales increasing your Armor Value by +1.
45
Bestiary
Sad Jacks
3 Hit Points:
10
1 Speed: 40ft
Armor
1 Value: 12
Ward
3 Value: 13
Slots: 1
46
Erik
0 Hit Points:
40
0 Speed: 1ft
Armor
2 Value: 14
Ward Value:
1 14 Slots: 1
Strength In the depths of the forest hides a
Dexterity sizable lump of fluff. It huffs. When
Erik signed up for life as a monster he
Intelligence
pictured infamy and striking fear in
Weird villager’s eyes as he tore them to
Combat Actions: shreds. Instead, he has found himself
▸ Squish: Melee attack, d4 damage. at the bottom of the monster pecking
Erik is now on his side unable to order, the boxing bag for the other,
stand back up until a DR19 Dexterity stronger beasts.
test is passed.
47
Bestiary
Sainted Yeti
4 Hit Points:
60
1 Speed: 40ft
Armor
4 Value: 14
Ward Value:
5 14 Slots: 25
48
Spud
1 Hit Points: 4
Speed: 60ft
3 Armor
Value: 11
1 Ward
Value: 11
3 Slots: 2
Strength “Look like yummy shroomy b-on’t taste Dexterity too great,
too bony.” - Bork The Orc Intelligence
Weird
Combat Actions:
▸ Sneeze: A spray of spores
paralyses all targets within 10ft if
they fail a DR10 Dexterity Test.
▸ Fast: Can perform 2 Combat
Actions as 1.
▸ Punch: Melee attack, 2 damage
▸ Kick: Melee attack, 2 damage
49
World Building
Magic
For centuries the art of magic was lost to man, in a blink of an eye; it
vanished. But something like magic could never be lost forever, it’s just not
how these things work. One day, suddenly, like little seeds planted all over
the world, the arcane texts, the study books, the rune inscribed artifacts, the
sigil covered tomes—they all began to grow. Not grow in a literal sense, but
instead, the words on the pages transformed; the runes, the sigils, the
diagrams and charts themselves—all became magic. Through these
artifacts spells once lost, could again be cast—but this is young magic, wild
magic, insatiable, unpredictable magic—it comes with a risk as much as a
reward.
Gods
The greatest of the Gods, Her, created a perfect world, well not at first, but
over time it just sort of worked itself out. When Her grew bored of this world in
all its perfection, they destroyed it but not before collecting 100 or so of the
most interesting inhabitants.
Her created a second world on the ruins of the first and made the 100 or
so recused inhabitants into Gods to make the world as they wish.
Her, watched.
50
Node
Nodes are giant magical contraptions and a gift of Her to the Gods that walk
the world of Arcane Ugly.
Nodes allow Gods to express themselves and shape parts of the world and
its rules to their own design.
The rules of a Node are enforced by ancient and otherworldly magic and
are impossible to break unless the Node is destroyed or it’s rules are
changed.
Nodes are typically hidden or well guarded. Some Nodes have been
abandoned, some Nodes have been lost. Some Nodes have been taken over.
Nodes in Your Game
Before a game of Arcane Ugly starts, a Gamesmaster and Adventurers
should discuss the Node of the region they’re about to adventure in. The
rules of the Node should be a group decision, led by the Gamesmaster. All
players must agree and feel comfortable with the rules of the Node before
the game continues.
Ruins
Remnants of an old civilizational can be found scattered throughout the
world you adventure. These remnants might be arcane treasures, strange
places or even very, very occasionally and against all odds, ancient beings.
These ruins are often an Adventures motivation to... well, adventure.
51
Patreon THankyous!
Thanks to the wonderful support of the following people
on Patreon this game was made possible.
Lilgeezums Dalton Basan Seti Jay Muir
Nonova Edgar Glover Jeff My name CrabConspiracy Igor
Bidness Wes Fournier Lester Seale Ryan Parry Catalin Haldan
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Jonas Porter Talie Teakle KJKeener Creighton Mark Townsend
Jan-Erik Güds waifulhu brosse à dent Hendrik Freie LR
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Günter Wilde Squidly1 charlie mudd Iván Fernández AntsForTheAntGo
Big Jazz Pluto Eldritch Crafting with known_blob d Jonah Hanley
Helge Wilhelm Jake Sam Fourgous Justaguy
Dahl Somnderian Jalapeño Sauce steONE The Willless Author Steve Wolfhard
Dear _Obi Charles Syson Jill Munro Paul no The next gentry
stein Caora KleineMK Aliashelper Alatorre Märt Maasikas Heffelfinger Mike
Ryan Dean Droog_The_Cultis Anders Nilsson Shushi Max Davison
Jamie Romp t Nicholas Urruty Omnl Shawna Marcum Decoy
Jason de Nys Kryštof Uhlíř Hudson Thorpe Damien Sapien II BerserkerBryan
Albert Plante Morris Hansing Doubble Donovan Dwyer Sezoxeufu
Madeleine Samantha Nino Smith Nai Ana Charlie V Jens Bähring
Moujaes Daugherty Gavin C. Andres Paredes-Vincent Josh Haueter Colin T
Stephen Little Griffin Fields Heal_Drop Colin Eversdijk Mossbarger Casey
Shane Murphy Warren (Stephen) Bobby Silicani Chris Otterburn Frame
Darian Rose NetherVolt 3C273 Benson Roylance JimJam
Toni Miller Franco Alvarado Kat Bristol Jamieson DrMemeD302
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James Moxon kenneth AJ Finch NecroLynn Sam Doebler
David King Tjark Julius Ethan Attridge Christian coneythebarbarian
Kieran Lapcinski Ilan Aberman Anthony Scruton Laverde Morgan Adrian Hoppe
Mitchell Bolstridge Alex Simpkin Baconivore Swiers Florence
Israel Medeiros Ashley Lindsay Chris Boyce Christopher Nielsen Jules Schurer
William Barry JugglerVR Max Tenner Jacob Ava Islam
Inkwyrmling Max Pauly Orion Kuldrik Artyom Shelly
Zachary Nick Thornton (Pandazmon) Forgeborn Jacob Simon Terry
DelCarpine no Valentino Hrnčir Chad_the_Rad Ballinger Nerd Craft HQ
Vinicius Bezerra Gabriel Tobias Ilg Ty Kendall William
Papa Briscoe Pete Campbell Dau David Cleverson
Fooble The Sean Smith FootofTape theConcernedWyvern Júnior Khou
Goblin Dylan kenny de jong Green Skovich Roux
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Jay Joshua Tolliver Justin Lietz Quinn Hebertson TinyElijahWood
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Calen Heydt Joshua Wilson Sam Kayli Franklin ARCC
Donald Kelly Cash Oliver C Matt C. Ikajda
jackson Bo Natalie Miles Tornadofyr Landon Guss
Justin Greer zombielibrary Ben J Joshua Thirkell Luke Crimmins
cameron clark Eric H Alan Gardner Hayden Dely tim ten have
Dark Hours Co. TripodCow inc. Karl Williams Luke Ford Intrepid Goldfish
Levi Wahl Devon Bourgeois laurie parrett Ramon Edward Modecki
anniegreengable raenithestrange Daniel Christie Bhoorasingh Treven Mellett
James Ritchie Joseph Robinson JPShrad Naughton Alex colin_fulmer
Alignment Ink Filipe Rato Alexander Howard Morsey Wil Morrison
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Simon D Alex de Ville Henry Riley Clements
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52
Patreon THankyous!
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Fred Bednarski ForgottenTomb Oliver Christian Davies Igo
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Go4aPunch Elliot HandyBagel Skylar H. Benjamin Farrow
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Kled Daniel Kwan Superhorse woah Jake Johnson
Anthony Miller TheWearyGM Noah Joren K. Curtis Thomson
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de Ropp Pauliie B Samuel Moore Thomas van Grol Kobold
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