1 Acknowledgments Arcane Ugly Version Public Beta 1.3 Arcane Ugly is a hack of Knave 1.0 by Ben Milton aka The Questing Beast under Creative Commons Attribution 4.0 International License 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 Rules & Writings by Trent Holbrook Bill of BerserkerWorks Luke of NerdCraftHQ Terran Conjured Craft Tanner of Simpsominiatures Danny of 3d Printed Tabletop Matt Batten Manu Rimoni Nic Schultz Playtested by Matt Batten Nic Schultz Mitch Sigley 2 Arcane Ugly Game Li cense 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: If your product declares compatibility with Arcane Ugly you must state the following in your legal text and on any websites from which a commercial product is sold: “[product name] is an independent production by [publisher name] and is not affiliated with the creators of Arcane Ugly.” The creators of Arcane Ugly take no responsibility for any legal claims against your product. The mechanics and concepts of Arcane Ugly may be reused freely. The text of “Arcane Ugly” may not be used verbatim. All artists maintain copyright of their work. PS. I stole this license from Troika! Join The Community https://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. How The Game Works Arcane Ugly is a role-playing game that explores weird and wonderful places in the pursuit for arcane artifacts and powerful spells. A typical game of Arcane Ugly consists of 2-6 Adventurers and a Gamesmaster. A Gamesmaster describes fantastical worlds, challenges, creatures and conflicts for Adventurers to interact with and the Adventurers in turn describe how they interact with them. The aim isn’t to win or lose in Arcane Ugly, instead the aim is to share a narrative between players and have a fun time. 4 What You’ll Need To play Arcane Ugly you’re going to need some friends, standard RPG dice, Adventurer Sheet & Backpack handouts and pencils. The Dice Arcane Ugly uses a standard set of polyhedral dice to determine random outcomes in the game. These are referred to as d4, d6, d8, d10, d12 and d20. The letter d stands for dice and the number proceeding it is the number of sides the dice has. Example: A d20 means a twenty-sided-dice. Sometimes you’ll see a number before the d as well, which means you need to roll multiple of the same dice and add the results together. Example: 2d6 means, roll two six-sided-dice and add the results together. In addition to the six dice there’s also the monstrous d100. This totally exists as a dice you can buy but most people just roll a pair of d10’s treating one as the tens value and the other as the units value. Example: A roll of 3 on the first d10 and a roll of 6 on the second d10 is 36. By the way, a pair of 0’s is 100, not 0. Sometimes rules might ask you to modify a dice roll after it’s rolled. Example: 4d8 + 4 which means you roll four, eight-sided dice and add 4 to the result. 5 Creating An Adventurer This is where an Adventurer’s journey starts. If you’re playing as an Adventurer, follow these steps one by one. You will need an Adventurer’s Sheet and Backpack to mark down your progress. �. Rolling for Abilities As an Adventurer you have four Abilities: Strength, Dexterity, Intelligence, and Weird. For each Ability, roll 3d6 and write down the lowest of the three dice on your Adventurer’s Sheet next to that Ability. Example: You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your Strength is 2. You may optionally swap the rolls of two Abilities. Any Ability of 1 is particularly ordinary, 3 is extraordinary, and anything over 5 is otherworldly. Abilities of 4 or more must have a wondrous reason for such talent. Were you blessed with a strange mutation, maybe cursed by a witch or drank an experimental potion you weren’t meant to? Experienced Adventurers should make a creative bane to this ability. 6 �. Hit Points Your Hit Points (HP) represent how much physical and mental trauma you can withstand before you die. To determine your Hit Points roll a d8 + 2. You may also wish to think of a reason for the number of Hit Points you have, perhaps it relates to your size, grit, age or previous injuries. �. Speed Your Speed represents how far you can move in six seconds. All Adventurers start with a Speed of 40ft. The distance you can jump is a quarter of your Speed (10ft). Climbing and swimming is half of your Speed (20ft). 7 �. Backpack Every Adventurer receives a Backpack which is how you’ll manage your items while you adventure. Within your Backpack are Slots, which represent how many items you can carry at once. Your Backpack has 10 + Strength worth of Slots. Most items you’ll find take up 1 Slot, unless more are specified. The lined pages in your Backpack (see below) can be used to record your items and the Slots they require. You start your adventure with a knife and two days rations. Add them to your Backpack now. Your Backpack­—make sure to label it and decorate it however you like! Your Backpack, unfolded. 8 �. Starting Weapon Now for your first piece of Treasure, a weapon! Every Adventurer starts with a scavenged weapon perhaps reclaimed from a war, a family heirloom, a rusty tool or a wall decoration. On the following pages are a set of Starting Weapon Treasure cards. You may choose or randomly select one, whichever is more fun. On the back of each card is a Unique Properties table which can be rolled to give your weapon a unique narrative. 9 Sword UNIQUE PROPERTIES Roll a d10 in each column 1 Sword STARTING WEAPON 1 d8 Damage HAND Once per session, if you fail to hit using this weapon you may push the target 5ft. 2 SLOTS AU#1 1 & moss covered Rusty 2 Simple 2 & poorly maintained 3 Ugly 3 & blood stained 4 Twisted 4 with a colorful handle 5 Splintery 5 with someone else’s initials 6 Bent 6 with many repairs 7 Dusty 7 & trinket covered 8 Chipped 8 & rattles annoyingly 9 Slimey 9 & a strange shape 10 Shiny 10 and with a animal carving 11 Sticky 11 with a battle cry carving 12 Soggy 12 & uncomfortable Axe UNIQUE PROPERTIES Roll a d10 in each column 1 Rusty 2 Simple Axe STARTING WEAPON 1 d8 Damage HAND Once per session, if you fail to hit using this weapon you may move 10ft. 2 SLOTS AU#2 10 1 & moss covered 2 & poorly maintained 3 Ugly 3 & blood stained 4 Twisted 4 with a colorful handle 5 Splintery 5 with someone else’s initials 6 Bent 6 with many repairs 7 Dusty 7 & trinket covered 8 Chipped 8 & rattles annoyingly 9 Slimey 9 & a strange shape 10 Shiny 10 and with a animal carving 11 Sticky 11 with a battle cry carving 12 Soggy 12 & uncomfortable Flail UNIQUE PROPERTIES Roll a d10 in each column 1 Flail STARTING WEAPON 1 d8 Damage HAND Once per session, if you fail to hit using this weapon you may distract a nearby target causing them to skip a Combat Action. 2 SLOTS AU#3 1 & moss covered Rusty 2 Simple 2 & poorly maintained 3 Ugly 3 & blood stained 4 Twisted 4 with a colorful handle 5 Splintery 5 with someone else’s initials 6 Bent 6 with many repairs 7 Dusty 7 & trinket covered 8 Chipped 8 & rattles annoyingly 9 Slimey 9 & a strange shape 10 Shiny 10 and with a animal carving 11 Sticky 11 with a battle cry carving 12 Soggy 12 & uncomfortable Spear UNIQUE PROPERTIES Roll a d10 in each column 1 Rusty 2 Simple Spear STARTING WEAPON 1 d6 Damage HAND Once per session, if you fail to hit using this weapon you may boost all adventurers damage rolls by +1 for 12 seconds. 2 SLOTS AU#4 1 & moss covered 2 & poorly maintained 3 Ugly 3 & blood stained 4 Twisted 4 with a colorful handle 5 Splintery 5 with someone else’s initials 6 Bent 6 with many repairs 7 Dusty 7 & trinket covered 8 Chipped 8 & rattles annoyingly 9 Slimey 9 & a strange shape 10 Shiny 10 and with a animal carving 11 Sticky 11 with a battle cry carving 12 Soggy 12 & uncomfortable 11 Dagger UNIQUE PROPERTIES Roll a d10 in each column 1 Daggerd6 Damage d6 Damage 1 & moss covered Rusty 2 Simple 2 & poorly maintained 3 Ugly 3 & blood stained 4 Twisted 4 with a colorful handle 5 Splintery 5 with someone else’s initials 6 Bent 6 with many repairs Once per session, if you fail to hit using this STARTING WEAPON 7 Dusty 7 & trinket covered weapon you may switch positions with your target. 1 HAND Once per session, if you fail to hit using this weapon you may switch positions with your target. 1 SLOT AU#5 8 Chipped 8 & rattles annoyingly 9 Slimey 9 & a strange shape 10 Shiny 10 and with a animal carving 11 Sticky 11 with a battle cry carving 12 Soggy 12 & uncomfortable Crossbow UNIQUE PROPERTIES Roll a d10 in each column 1 Rusty 2 Simple d6 Damage Crossbow 1 & moss covered 2 & poorly maintained 3 Ugly 3 & blood stained 4 Twisted 4 with a colorful handle 5 Splintery 5 with someone else’s initials 6 Bent 6 with many repairs Once per session, if you fail to hit using this STARTING WEAPON Dusty 7 7 & trinket covered weapon you may switch positions with your target. d6+1 Damage Chipped 8 & rattles annoyingly 8 HANDS 2 Once per session, if you fail to hit using this weapon something of importance catches your eye. 3 SLOTS AU#6 12 9 Slimey 9 & a strange shape 10 Shiny 10 and with a animal carving 11 Sticky 11 with a battle cry carving 12 Soggy 12 & uncomfortable Bow UNIQUE PROPERTIES Roll a d10 in each column 1 Bow d6 Damage d6 Damage 1 & moss covered Rusty 2 Simple 2 & poorly maintained 3 Ugly 3 & blood stained 4 Twisted 4 with a colorful handle 5 Splintery 5 with someone else’s initials 6 Bent 6 with many repairs Once per session, if you fail to hit using this STARTING WEAPON 7 Dusty 7 & trinket covered weapon you may switch positions with your target. 2 HANDS Once per session, if you fail to hit using this weapon you may elect to hit a nearby target instead. 2 SLOTS AU#7 8 Chipped 8 & rattles annoyingly 9 Slimey 9 & a strange shape 10 Shiny 10 and with a animal carving 11 Sticky 11 with a battle cry carving 12 Soggy 12 & uncomfortable Long Sword UNIQUE PROPERTIES Roll a d10 in each column 1 Rusty 2 Simple d6 Damage Long Sword d8 Damage 1 & moss covered 2 & poorly maintained 3 Ugly 3 & blood stained 4 Twisted 4 with a colorful handle 5 Splintery 5 with someone else’s initials 6 Bent 6 with many repairs Once per session, if you fail to hit using this STARTING WEAPON Dusty 7 7 & trinket covered weapon you may switch positions with your target. 2 HANDS Once per session, if you fail to hit using this weapon you may boost your Armor Value by +2 for 6 seconds. 3 SLOTS AU#8 8 Chipped 8 & rattles annoyingly 9 9 & a strange shape Slimey 10 Shiny 10 and with a animal carving 11 Sticky 11 with a battle cry carving 12 Soggy 12 & uncomfortable 13 �. Dungeoneering Gear It’s a dangerous and unforgiving world out there, who knows what you might need. In preparation for your adventure you’ve managed to acquire a couple of other odds and ends you might find useful. Roll once on the following tables and add the results to your Backpack. The Local Tavern (d12) General Store (d20) 1 Flask or Interesting Book 1 Rope (50ft) 2 Bottle of Ale or Wine 2 Chalk or Shovel 3 One Day of Rations 3 Soap or Bear Trap 4 Candle 4 Torch 5 Dice Set or Deck of Cards 5 Lantern + Oil 6 Mirror or Something Fake 6 Bucket 7 Grappling Hook or Caltrops 7 Flint & Steel 8 Sling & Ten Ball Bearings 8 Wine or Bedroll 9 Marbles or Cigarettes (12) 9 Parchment, Quill & Ink 10 Unusual Item of Clothing 10 Crowbar or Spikes (5) 11 A Musical Instrument 11 Facepaint or String 12 Lockpicks or Spyglass 12 Hammer or Matches (12) 13 Whistle or Pick Third-Hand Armor (d10) 14 Blanket 1-7 Nothing 15 Fishing Rod 8 Unflattering Helmet 16 One Day of Rations 9 Shield with Animal Painting 17 Cooking Pots 10 Itchy Leather Armor 18 Net or Something Gross 19 Glue or Grease 20 Tent or Mule (+5 Slots) 14 �. Koppa Items and services not traded for are bought with tiny pearlescent coins, called Koppa. You start with Koppa equal to your Intelligence x 6. Record your Koppa in your Backpack. 15 �. Previous Occupation Before becoming an Adventurer what was your previous occupation? This occupation can be anything, be creative! Add an item to your Backpack you would regularly use on the job. For ideas, roll on the Occupations table below. Occup a t ions (d20 & d4) 1 16 3 4 1 Alchemist Brewer 2 Arsonist Tour Guide 2 Beggar Paymaster Scout Cave Explorer 3 Butcher Wilderness Guide Hireling Bee Keeper 4 Bandit Engineer Toy Maker Puppeteer 5 Charlatan Painter Bird Keeper Animal Handler 6 Cleric Priest Ghost Hunter Linguist 7 Cook Town Planner Shepherd Pirate 8 Cultist Farmer Diplomat Leathersmith 9 Gambler Wood Carver Navigator Cheesemaker 10 Herbalist Caretaker Warden Courier 11 Magician Urchin Debt Collector Bookie 12 Zoologist Soldier Captain Damsel 13 Calligrapher Poet Fisherman Arcane Assistant 14 Merchant Bookseller Possessed Archaeologist 15 Outlaw Bodyguard Counterfeiter Gardener 16 Singer Bartender Nomad Coffin Maker 17 Pickpocket Trader Quest Giver Fire Breather 18 Smuggler Collector Professor Dreamer 19 Student Tavern Brawler Kidnapper Squire 20 Tracker Dancer Story Teller Dragon Breeder �. Appearance What do you look like? Choosing one or two defining features that are easy to remember is a great way to get other Adventures familiar with you. For ideas, roll on the Appearance table below. Appe aran ce (d20 & d4) 1 2 3 4 1 Athletic Bloated Burned Fungusy 2 Brawny Bony War Paint Slimy 3 Corpulent Chiseled Bald Bright 4 Delicate Delicate Curly Hairy 5 Gaunt Elongated Filthy Cute 6 Hulking Hawkish Ponytail Ridiculous 7 Lanky Broken Mohawk Pale 8 Ripped Impish Eccentric Wrinkly 9 Rugged Ratlike Elegant Missing Teeth 10 Scrawny Round Fashionable Clean 11 Short Sunken Frayed Unblinking 12 Sinewy Soft Rancid Long Nose 13 Slender Square Torn Rotting 14 Flabby Scars Spiny Glowing 15 Statuesque Birthmark Lumpy Forgettable 16 Sweaty Makeup Swishy Silky 17 Tiny Pierced Floppy Hat Translucent 18 Towering Tattoos Droopy Decorative 19 Willowy Rosy Beautiful Sigils 20 Wiry Weathered Twisted Beady Eyes 17 ��. Armor Value Armor Value (AV) represents your ability to defend yourself from an attack. Your Armor Value is described by the armor you are wearing. If you are not wearing armor your Armor Value is 11. 18 Common Armor Types AV Leather Armor (1 Slot) 12 Studded Leather Armor (2 Slots) 13 Chain Armor (3 Slots, -1 Dexterity) 14 Half Plate Armor (4 Slots, -2 Dexterity) 15 Full Plate Armor (5 Slots, -3 Dexterity) 16 Accessories AV Shield (1 Slot) +1 Helmet (1 Slot) +1 Enchanted +1 ��. Ward Value Ward Value (WV) represents your ability to defend yourself from a magical attack. Your Ward Value is described by the charms you are wearing. If you are not wearing any charms your Ward Value is 11. Common Charm Types AV Market Vendor Charm (1 Slot) 12 Hedge Witch Charms (1 Slot) 13 Blessed Charm (1 Slot) 14 ��. A Helping Hand Roll a d4 for every Ability of 1 you have. If you roll any multiples of the same number, you find a Treasure with a title described by the Helping Hand table. Otherwise add the dice results together and gain that value in Koppa. Helping Hand Multiples Title 1, 1 Master of the Elements 2, 2 So, You Want To Be a Wizard? 3, 3 Ocular Olfactory Omens 4, 4 Meta Magic for Beginners 1, 1, 1 Mysteries of Mirrors 2, 2, 2 The Magic of Art Vol II 3, 3, 3 Forbidden Knowledge 4, 4, 4 Mutant Maker 1, 1, 1, 1 Gods and Deities 2, 2, 2, 2 Time & Untime 3, 3, 3, 3 Magical Maintenance 4, 4, 4, 4 Lost Magic 19 Playing The Game The rules in this chapter are the foundation of Arcane Ugly and everything a Gamesmaster should read before playing. First time Gamesmasters may find learning these rules daunting, but remember the most important thing is to have fun and keep the game moving—if you are unsure on a rule, improvise and look it up later. 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. Intelligence: Used for tests requiring concentration, perception and precision, such as recalling information, navigating, searching, crafting and tinkering. Weird: Used for tests requiring an understanding of magic and the arcane, such as casting spells and using alien technology. Ability Tests If an Adventurer attempts something other than an attack where the outcome is uncertain and failure has consequences, they may be asked by the Gamesmaster to make an Ability Test. To make an Ability Test roll a d20 and add the score of the Ability being tested. If the total is equal to or greater than the Difficulty Rating (DR) determined by the Gamesmaster, the Adventurer succeeds in their task. If not, they fail. 20 Examples of Difficulty Ratings DR 10 Easy Tasks DR 12 Challenging Tasks DR 15 Hard Tasks DR 18 Very Hard Tasks 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. Reattempting a Failed Task It is natural for desperate Adventures to attempt a failed task over and over in hopes for a different outcome. It is important to remember Gamesmasters are responsible for declaring an Ability Test, not Adventurers. Gamesmasters should only ask for an Ability Test if an outcome is unclear. In the event an Adventurer reattempts a previously failed task, a Gamesmaster should ask themselves “Have they gained any significant knowledge that may help since their last attempt?” or “Are they trying something new this time?” If the answer is yes to either consider asking for an Ability Test, if no, simply describe what happens based on the previous outcome. 21 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. 22 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. Permanent Injury (d20) 1-5 Leg Wound -1 Dexterity 6-10 Arm Wound -1 Strength 11-19 Organ Trauma -1 Max HP 20 +1 Weird or -1 Intelligence Head Trauma 23 Combat After enough time in a dungeon Adventurers will inevitably have to defend themselves from potential threats. Who Attacks First? The instigator of the combat rolls a d6. If the target of the combat was startled add +2 to the result. On a result of 4+ the instigator and their allies have the first turn of combat. How Does Combat Work? On their turn Adventurers may move their Speed and take up to one combat action. This action may be making an attack, casting a spell, making a second move, attempting a Stunt, or any other action deemed reasonable by the Gamesmaster. 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. Rolling For Damage If a successful attack is made, the attacker then rolls their weapon’s damage die to determine how many Hit Points the defender loses. 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). 24 Advantage An attacker that has Advantage against their target may perform a Stunt action and an attack action in the same round of combat. Adventurers can gain Advantage in combat by attacking a target that is unaware, on lower ground, off balance, disarmed, distracted, or tactically disadvantaged in any significant way. The Gamesmaster, as usual, has the final say. Called Shots If an Adventurer is attacking a giant-sized target there may be some tactical advantage in targeting specific parts of the body with an attack (e.g. a tentacle or feathery wings or a giant unblinking eye. An Adventurer can announce they are attempting to target a specific part of the body before an attack roll is made. Then resolve an attack roll as normal dealing any damage specifically to that part of the body. 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. Potions & Poisons Potions and poisons must be absorbed by the body in its entirety in order to take effect. Potions may be applied to weapons and will affect the target of an attack if at least 1 damage has been dealt by that weapon. 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. 25 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. Non-Adventurers For Your Game An ever-growing collection of Non-Adventurers can be found in the chapter The Bestiary. To make your own Non-Adventurers try modifying an entry from The Bestiary the best suits your design or use the chapter Creating an Adventurer as a guide. 26 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. When Adventurers are awarded Treasure from a Gamesmaster, they’ll receive a card that looks like something like this → 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. 27 Items & Shops No doubt Adventurers will seek more items and reasources beyond their starting equiptiment. This chapter is a collection of items and shops for Gamesmasters to populate their world with. Hunter’s Tools & Dungoeneering Supplies Item 28 Koppa Information Basic Hand Tool 10 Hammer, file, drill, crowbar, saw, bucket ect. Basic Building Material 1 Plank, tar, spike, grease, nails, glue ect. Hunting Tool 15 Net, tishing rod, beartrap ect. Lifting and Linking 10 Rope (50ft), chain (10 ft), twine (300 ft), block and tackle ect Cookpots 10 Waterskin 5 Oilskin Trousers 5 Oilskin Bag 5 Tent (3 man) 100 Bedroll 10 Candle 1 Burns for 4 hours Lantern 30 Lamp Oil 5 Burns for 4 hours Torch 1 Burns for 1 hour Tinderbox 10 Deja’s Armory Item Koppa Information Dagger, Cudgel, Sickle, Staff, etc. 5 d6 damage, 1 slot, 1 hand Spear, Sword, Mace, Axe, Flail, etc. 10 d8 damage, 2 slots, 1 hand Halberd, War Hammer, Long Sword, Battle Axe, etc. 20 d10 damage, 3 slots, 2 hands Sling 5 d4 damage, 1 slot, 1 hand Bow 15 d6 damage, 2 slots, 2 hands Crossbow 60 d8 damage, 3 slots, 2 hands Arrows (20), Bolts (20) 5 Leather Armor 60 AV 12, 1 slot Studded Leather Armor 500 AV 13, 2 slots Chain Armor 1200 AV 14, 3 slots, -1 Dexterity Half Plate Armor 4000 AV 15, 4 slots, -2 Dexterity Full Plate Armor 8000 AV 16, 5 slots, -3 Dexterity Shield 60 AV +1 Helmet 60 AV +1 Night Markets Item Koppa Information Market Vendor Charm 60 WV 12, 1 slot Hedge Witch Charms 500 WV 13, 1 slot Blessed Charm 4000 WV 14, 1 slot Cat 100 WV +1, 1 slot Eye Makeup 50 WV +1, 0 slot Life Potion 60 Restores d4+2 Hit Points, only effective once per session. 29 Sunday Market Item 30 Thieves & Fools Koppa Item Koppa Travel rations (1 day) 5 Grappling Hook 10 Animal Feed (1 day) 2 Caltrops (bag) 10 Bacon, side of 10 Cards 5 Bread, 1 loaf 1 Fake Jewels 50 Cheese, 1 lb 2 Glass Marbles 5 Cider, 4 gallons 1 Lens 30 Lockpicks 300 Cod, whole 20 Eggs, 24 1 Mirror (small, silver) 5 Flour, 5 lbs 1 Musical Instrument 10 Fruit, 1 lb 1 Padlock and Key 10 Garlic, bunch 1 Spyglass Grain, 1 bushel (8 gal.) 4 Set of Loaded Dice 5 Herbs, 1 bunch 1 Spiked boots 5 Lard, 5 lbs 1 Manacles Onions, 1 bushel 8 Salt, 1 bushel 3 Spices, 1 lb 100 Sugar, 1 lb 12 Wine/ale, bottle 1 Chicken 1 Cow 100 Dog 50 Donkey (5 Slots) 300 Goat 10 Hawk 1000 Horse (10 Slots) 1000 Ox (5 Slots) 300 Pig (2 Slots) 30 1000 600 Gammy’s Garments Item Common Clothing Koppa 10 Fine Clothing 50 Noble Clothing 3000 Fur Clothing 5000 Winter Clothing 100 Ab’s Academia and Apothecary Item Koppa Bottle/Vial 1 Chalk (10 pieces) 1 Holy Water 25 Incense (packet) 20 Quill and Ink 50 Book (Blank) 300 Cauldron 40 Poison 100 Antidote Kit 100 31 Items & Shops Marvelous Magic Item 32 Koppa Information Wand of Protection 2000 Should you fail to cast a spell while holding a Wand of Protection you may choose to not trigger a Miscast! Event if your casting roll is within 2 of the spells DR. Staff of Protection 4000 Should you fail to cast a spell while holding a Staff of Protection you may choose to not trigger a Miscast! Event if your casting roll is within 5 of the spells DR. Wand of Sparks 4000 Spellcasting through this wand mutates all spells and MISCAST! Events to have a hint of lightning to their function, appearance and sound. Wand of Bang! 4000 Spellcasting through this wand mutates all spells and MISCAST! Events to have a hint of explosion to their function, appearance and sound. Wand of Flames 4000 Spellcasting through this wand mutates all spells and MISCAST! Events to have a hint of fire to their function, appearance and sound. Wand of Seas 4000 Spellcasting through this wand mutates all spells and MISCAST! Events to have a hint of water to their function, appearance and sound. Wand of Toadstools 5000 Spellcasting through this wand mutates all spells and MISCAST! Events to have a hint of fungus to their function, appearance and sound. Wand of The Wild 6000 Spellcasting through this wand mutates all spells and MISCAST! Events to have a hint of madness to their function, appearance and sound. Items & Shops Marvelous Magic Item Koppa Information Wand of Focus 5000 The DR of spells cast through this wand are -1 Staff of Wisdom 6000 The DR of spells cast through this wand are -2 Orb of Undoing 3000 Once per session you may ignore the result of a Miscast! Event but not before making a note of the would-be outcome. Any time you or a nearby Adventurer would use an Orb of Undoing in this way again, roll a d4. On a result of 4, all would-be Miscast! Events by nearby Adventurers are executed. If an Orb of Undoing is destroyed, all would-be Miscast! Events from nearby Adventures are executed. Staff of Time 4000 You may postpone the result of a Miscast! Event by d6 minutes. Wand of Power 6000 The DR of spells cast through this wand are +3. All successful spellcasting attempts are cast at double power. Hat of Knowledge 1000 While wearing a Hat of Knowledge you may use Intelligence in place of Weird while casting a spell. Should you fail to cast a spell while using the Hat of Knowledge, the hat becomes mundane. Orb of Strength 1000 While holding an Orb of Strength you may use Strength in place of Weird while casting a spell. Should you fail to cast a spell while using the Orb of Strength, it breaks. 33 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. A Treasure with the Consumable (*) keyword has a limited number of uses denoted within the parentheses. Treasure with Consumable (1) can be used once, Treasure with Consumable (3) can be used three times and so forth. 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. The potion recipes in this section list ingredients in either quotations or in italics. Ingredients described in quotations like “snake” mean an item with that word in its title. Ingredients described in italics such as something furry could be any item that fits that description. Example: A potion asks for “spider”, “tooth” and something sharp. So an Adventurer adds a giant spider leg, a lizard tooth and a knife to their potion. Potion Recipes Potion Grow Potion Ingredients “chicken egg”, “spider”, “fur”, “giant”, “wing”, “human skull”, yellow flower, shiny blue object. Essence of Great “giant”, “slug”, “chicken skin”, “tooth”, “bat spleen”, Slug Skin “dried moss”, “blood”, root of a tree. Odd Milk “milk”, “stomach”, “clock”, a rare insect, something you love. Pin Toad Venom “dreamcatcher”, “wing”, “lamp oil”, something toad shaped that is not a toad, gills of a large water creature. Potion of The Twisted Hand “hand”, “dung”, “star”, “twine”, a secret from a stranger, heart from something with exactly six limbs. Potion of Undoing “lock”, “key”, “tentacle”, “acid”, “dead”, a rare tool, something stolen. 35 Spellbook Spells A Treasure with the Spellbook keyword allows an Adventurer to cast a spell. The Treasure will list four locked spells, unable to be cast until unlocked. Upon first touch one spell is randomly unlocked determined by a d4. All spells and their effects can be found in The Arcane Library chapter. 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 Potion of Undoing Mr. Hungry d6 Damage. Heal 1 Hit Point every time this weapon successfuly damages a target. 1 HAND 1 SLOT AU#83 38 CONSUMABLE (1), POTION The gray sludge inside this jar appears to be alive. This concoction will unlock all nonmagical locks. Simple mechanisms can take d4-minutes to unlock while complex mechanisms can take 4d6-minutes. 2 HANDS 2 SLOTS AU#26 Key to the Other Basement Wand of Fire Spellcasting through this wand mutates all spells and MISCAST! Events to have a hint of fire to their function, appearance and sound. 1 HAND 1 By finding this key, you will soon discover a secret room in your favourite tavern known only to you. The finder of this key is also granted unquestionable ownership of that room. AU#1 AU#89 Map of Nowhere In Particular Forbidden Knowledge 2 HANDS 1 SLOT AU#3 1 SLOT SLOT CONSUMABLE (1) Upon spoken request this tattered map reveals a secret passage in a nearby location. If no secret passage exists, one is created. 1 HAND SPELLBOOK Forbidden Knowledge of Body & Mind Written by Gaius Rego, a book never meant to be found. Contains spells: Exquisite Corpse, Harden Skin, Split Self and Limb (Re)attachment. 1 HAND 1 SLOT AU#63 39 Arcane Library Eat To Transform Bear Lobber DR20 | Range: Self | Duration: Instant You must eat a feature of a creature in its entirety. Within 1 hour that feature will grow on your body. DR14 | Range: 20ft | Duration: Instant You summon giant catapult from which a single black bear is thrown. Miscast! Miscast! Follow the Miscast Event: What Have I Become!? Follow the Miscast Event: Magical Scraps SPELLS #27 40 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. SPELLS #37 Exquisite Corpse Harden Skin 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. 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 Dexterity score decreases by 1. This spell can be cast at DR 19 to animate the summoned body to follow a 3 word command. Miscast! Miscast! Follow the Miscast Event: Dead. Follow the Miscast Event: Who Am I? SPELLS #9 SPELLS #10 Split Self Limb (Re)attachment DR14 | 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. DR14 | Range: Self | Duration: Instant You may reattach a limb to yourself or any being and it will function. Miscast! This spell can be cast at DR 19 to attach any limb to any being and have it function as intended. Miscast! Follow the Miscast Event: Forbidden Texts For a Reason Follow the Miscast Event: Dead. SPELLS #11 SPELLS #12 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. Narrative Table: The Elements Have Gone Mad! d6, d6, d6 42 1 Fire 1 Colorful 1 Explosion 2 Water 2 Odd-shaped 2 Steal 3 Wind 3 Dusty 3 Swap 4 Darkness 4 Sticky 4 Chase 5 Earth 5 Twisted 5 Destroy 6 Heal 6 Fragile 6 Mutation 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 1 You feel yourself burning from the inside. Pain travels up through your arms, to your chest and eventually, the pain is so much you can't feel anything at all. You receive 4d10 damage. 2-10 You create a stream of water. 11 You create a herd of flaming cats. 12-13 You create a: Flaming Bull Strength 3, Dexterity 1, Intelligence 0, Weird 3 Hit Points: 10, Speed: 50ft, Armor Value: 13, Ward Value: 13, Slots: 4 Combat Actions: Charge: Melee attack, 2d4 damage. 14 You create a d4 bonfires. 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. 16 You create a giant magical explosion 10ft wide in a location of your choosing within 50ft. Those inside the giant explosion are dealt d4 damage. 17-19 For 1 hour upon command a 10ft stream flames shoot from your finger tips. This can be used an attack action using Dexterity dealing d4 damage. 20+ You summon a: Baby Dragon Strength 3, Dexterity 3, Intelligence 3, Weird 3 Hit Points: 20, Speed: 50ft, Armor Value: 15, Ward Value: 15, Slots: 4 Combat Actions: Rip & Tear: Melee attack, 2d4 damage. Firebeath: Range attack, 25ft, 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. 3-4 Mundane creatures that aren’t birds are now birds. 5-6 You summon d100 big toes, bowls of soup, sword handles or coffins. (d4) 7-8 You are unable to blink unless a conscious effort is made. 9-10 You’re now dying of hunger or thirst. 11-12 The day in the middle of the week is now universally named something else. 13-16 Something important that happened today, didn’t happen. 17+ 44 You unknowingly create a wild tornado that will encounter in d100 minutes. Any creature within 15ft must pass a Dexterity or Strength DR12 test or be sucked into the tornado. Creatures within 5ft must pass a Dexterity or Strength DR15 test or be sucked into the tornado. Creatures within the tornado are dealt d4 damage every round of combat (or every 6 seconds). 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 1 Your hands swap sides or all fingers move to one hand. -1 Dexterity 2 A limb turns to stone. -1 Dexterity or -1 Strength 3 Your arm falls off an scuttles away. -1 Dexterity or -1 Strength 4 You are now cube shaped. 5 You glow blue, always. 6 Your face becomes that of an animal you dislike. 7 You loose a finger, toe, ear or tooth. (d4) 8 Your hair falls out, turns white, grows furiously or turns curly. (d4) 9 Your mouth doubles in size. 10 Your hands are always covered in ink. 11 You shrink by 10%, shrink by 25%, grow by 10% or grow by 25%. (d4) 12 You are now the tallest being within 100ft. 13 Your skin sheds and gains random splotches of irregular colors. 14 Your pupils become lizard-like and you can only see in black and white. 15 You face swaps with someone else's far away. 16 During this session everywhere you step is now wet and your constantly cold. 17 During this session everything you touch feels sticky and your hands seep ooze. 18 Your face becomes that of an animal you like. 19 Edible (but vile) mushrooms now forever grow on your skin. 20+ Your skin grows scales increasing your Armor Value by +1. 45 Bestiary Sad Jacks Strength 3 Dexterity 1 Intelligence 1 Weird 3 Hit Points: 10 Speed: 40ft Armor Value: 12 Ward Value: 13 Slots: 1 Combat Actions: ▸ Bludgeon: Melee attack, d8 damage. 46 These guys live underground and don’t enjoy it. Said to be the spirits of lost Adventurers who travelled too deep and could not get home. Their low blubbering can be heard through the tunnels, only stopping as they attack with cries of “take me home.” Small and slow, they will usually attack in groups of three. They will use their massive mouths to hold Adventurers down while they bludgeon them. Erik Strength 0 Dexterity 0 Intelligence 2 Weird 1 Hit Points: 40 Speed: 1ft Armor Value: 14 Ward Value: 14 Slots: 1 Combat Actions: ▸ Squish: Melee attack, d4 damage. Erik is now on his side unable to stand back up until a DR19 Dexterity test is passed. In the depths of the forest hides a sizable lump of fluff. It huffs. When Erik signed up for life as a monster he pictured infamy and striking fear in villager’s eyes as he tore them to shreds. Instead, he has found himself at the bottom of the monster pecking order, the boxing bag for the other, stronger beasts. 47 Bestiary Sainted Yeti Strength 4 Dexterity 1 Intelligence 4 Weird 5 Hit Points: 60 Speed: 40ft Armor Value: 14 Ward Value: 14 Slots: 25 Combat Actions: ▸ Silent Walk: Make a Move action that is absolutely silent. ▸ Devour: Melee attack , d6+2 damage. Slots: ▸ d10+5 survival themed items ▸ 1 survival themed Treasure 48 Through the falling snow and frozen fog you begin to see a silhouette. Surely nothing could survive on the sides of these mountains at this elevation. A large hairy creature dressed in a clean robe takes shape, its appearance causes fear, but its demeanor is calm and inviting. The Yeti will offer you food and survival equipment, which they retrieve from inside their robe, and give it at no cost. Exactly 66mins later the yeti will attack anyone who accepted a gift, and retrieve their items to place under its robe. Spud Strength 1 Dexterity 3 Intelligence 1 Weird 3 Hit Points: 4 Speed: 60ft Armor Value: 11 Ward Value: 11 Slots: 2 “Look like yummy shroomy b-on’t taste too great, too bony.” - Bork The Orc 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. The Three Witches Three Giant Witches stir a bubbling brew in the center of the earth. This brew is the embodiment of magic. This magic is pure, this magic is wild and this magic corrupts. It is said that the further below the world’s surface you explore the weirder and wilder it becomes. 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. A rule might be “The creation of black power is impossible.” Or “The sun never sets” or “Floating islands exist here”. 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. By design, changing the rules of a Node is difficult and requires powerful, magical energy, typically reserved for Gods. 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. Nonova Bidness Gavino Bambino Thommy_Elgie Jonas Porter Jan-Erik Güds Sidtvicious Josh Pieter du Plessis Scott Mitchell Fabusel Łukasz Kaszubowski Peter Forget Joe Clipper Arnold Dylan Baird Lukas Stark Isaac Günter Wilde Big Jazz Helge Wilhelm Dahl Somnderian Dear _Obi Lilgeezums Edgar Glover Wes Fournier Stefan Porath Andersson Liam Perry Talie Teakle waifulhu Damon Dullahan JOSHUA TURNER squid Benjamin Golding Ag3nt Alaska Lvcifer Kevin Aaron Pond Mitchell Anderson Jack Stead Vivvely Squidly1 Pluto Jake Jalapeño Sauce Charles Syson Dalton Jeff My name Lester Seale Jack Ryan TheSage1202 Scott Thor KJKeener brosse à dent Roger Solans Sam Ledwich Lieven Hendrickx Alexandre Boivin Griffin B Ramiro Aznar Geartooth Labs 52 mcloving Br4d_jh Peter Larson Shane Bevin charlie mudd Eldritch Crafting with Sam steONE Jill Munro Basan Seti CrabConspiracy Ryan Parry MetaBlueGenesis Jake Shepperd Sloane Creighton Hendrik Freie LaundryRH Jerard Mower MirrorM Master50 itsMattBrady Micha Nelis Nemaphius SlimShim Sam Newman Dan J BIG easy peter JudgementalDjinn Iván Fernández known_blob Fourgous The Willless Author Paul no Jay Muir Igor Catalin Haldan Darren Fox Jacob Wood Christopher Burns Mark Townsend LR Mitch Boshambles Orion Blaha Michael Milligan ImGoliath Kazoogame Edward Green William Parker Mallory Ben Horwood Stewart D’Silva Zed the Fat One AntsForTheAntGod Jonah Hanley Justaguy Steve Wolfhard The next gentry stein Caora Ryan Dean Jamie Romp Jason de Nys Albert Plante Madeleine Samantha Moujaes Daugherty Stephen Little Shane Murphy Darian Toni Miller Andrew Keller James Moxon David King Kieran Lapcinski Mitchell Bolstridge Israel Medeiros William Barry Inkwyrmling Zachary DelCarpine no Vinicius Bezerra Papa Briscoe Fooble The Goblin SpellBrochure Jay Raelene Byrnes Calen Heydt Donald Kelly jackson Justin Greer cameron clark Dark Hours Co. Levi Wahl anniegreengable James Ritchie Alignment Ink Z. Daniel Barnett Simon D Tin Penny KleineMK Droog_The_Cultist Nicholas Urruty Kryštof Uhlíř Morris Hansing Nino Smith Gavin C. Griffin Fields Warren (Stephen) Rose NetherVolt Franco Alvarado Arno kenneth Tjark Julius Ilan Aberman Alex Simpkin Ashley Lindsay JugglerVR Max Pauly Nick Thornton Valentino Hrnčir Gabriel Pete Campbell Sean Smith Dylan Slavomir Katkin Joshua Tolliver Evan Joshua Wilson Cash Bo zombielibrary Eric H TripodCow inc. Devon Bourgeois raenithestrange Joseph Robinson Filipe Rato Jody Shanabrook Alex de Ville Sam Davis Aliashelper Anders Nilsson Omnl Hudson ThorpeDoubble Nai Ana Andres Paredes-Vincent Heal_Drop Bobby Silicani 3C273 Kat Bristol Sophie Emerson AJ Finch Ethan Attridge Anthony Scruton Baconivore Chris Boyce Max Tenner Orion (Pandazmon) Chad_the_Rad Tobias Ilg Dau FootofTape kenny de jong Matthew Nelson Justin Lietz Forest Blue Sam Oliver C Natalie Miles Ben J Alan Gardner Karl Williams laurie parrett Daniel Christie JPShrad Alexander Howard Pixel Marker Henry Carlos Eduardo Alatorre Märt Maasikas Shushi Max Shawna Marcum Damien Sapien II Donovan Dwyer Charlie V Josh Haueter Colin Eversdijk Chris Otterburn Benson Roylance Jamieson Poncia NecroLynn Christian Laverde Morgan Swiers Christopher Nielsen Jacob Kuldrik Forgeborn Jacob Ballinger Ty Kendall David theConcernedWyvern Green Skovich Jordan Wylam Quinn Hebertson ThreeLittleSquigs Kayli Franklin Matt C. Tornadofyr Joshua Thirkell Hayden Dely Luke Ford Ramon Bhoorasingh Treven Naughton Alex Morsey Julia Riley Clements Ryan Heffelfinger Mike Davison Decoy BerserkerBryan Sezoxeufu Jens Bähring Colin T Mossbarger Casey Frame JimJam DrMemeD302 Lennard Rahn Sam Doebler coneythebarbarian Adrian Hoppe Florence Jules Schurer Ava Islam Artyom Shelly Simon Terry Nerd Craft HQ William Cleverson Júnior Khou Roux Alexander Thorland TinyElijahWood Douglas Christy ARCC Ikajda Landon Guss Luke Crimmins tim ten have Intrepid Goldfish Edward ModeckiMellett colin_fulmer Wil Morrison Jonathan Johnson Patreon THankyous! Sage Whitmore Fred Bednarski Tom Bruce Der Glückslord Go4aPunch Sam Kled Anthony Miller Kye You BuffaloBox Unni Sanderhoff Thomas Lauth The D&D Coalition Campbell Zammit Adam Cooper Leo Nicholls Amicus Jack boyle KennyGrrr Ryan Lewis Baron de Ropp Preston Sherman Jaison Kane maurice Ryan King Sleeping_Willow Alex Scott Connor K Malte Siebert Fábo John Glazport nathan ranney ForgottenTombs Samuel Jakes Jeremiha Elliot Fernandes Daniel Kwan TheWearyGM Cryptic Sandy Grossman Charles Sanders Garrett Patrick Fraye Sirlosttheplot Adrien Robert Tara Hynson TheCraig lorde ventos Giovanni A Velasco BlistexThief Joe Henson andi ceuca Pauliie B Devon Peacock Kasparas Bublys Pdrum Gazorplath Jonathan Landry Lee Pavao Ben Rubinstein seff dog David Pesenti Vintec Sam R Oliver Leaver-Smith Nathaniel Smith HandyBagel Collin Sellers Superhorse Noah PDCD1 kie wie Richard Markert SillyTickler Malcom Hubber Jeff Worley Matteo Russoniello Thibaud Dayan Tyler Stribley Malasyr JackdeDestroyer Collin Gustafson Garok2213 Avery T Winden Samuel Moore DM Porky Orcy Eat Cheese Consume Souls Jasey Roberts Huxley jamie hirst Corax Zerose 121 Morgan Black Artrean Talesofabard Matthew Johnson Paolo Cucchiara Christian Davies Big Gob David Nandrin Skylar H. Blamelessfish woah Joren K. Broken Snowball Josh Holt Mallachie Campbell Alejandro Bello Colin Kloecker Alex Chiaramonte Karch Tim Wolken Jeremy Shaw Christian Hockenberger Conner Hack Jonas Smith Kevin Delger James Frost-Innes Thomas van Grol Josh Manning Znewbie R Ren Andrew Oktavec Brandon Danger Kate Elizabeth Heatly TJ Metamorphosis Caid Pitman II Nathan DeShazer Weeping Corpses Mathilde Lemire-Nellis Igo Sean Matthews Chris Smith Benjamin Farrow Laurel Robertson Jake Johnson Curtis Thomson Radek Pulkrabek Jacob Wood Harry Collins James Triail Pieter Van Linden Philip K. Bigby Reuben Elliott-Fisher Samuel Lepot Andrew Knuckey Sawyer Clifton Jack Brennan Stride Adrián Corral Kobold Tyler Kabana Jaden Potato’sAreReallyTight Chad Dambrowitz adam taylor Jennifer Hotfruit Mammok Roman yebbbbbbbo Shaun Meighan Alex Beimers narkeekran Geoff Geoffrey Ayton BatWithABAt Atmancs Anton Sjåvik Justin Renfroe ITTHATLURKS Dan OzMakka Bendix T. Kailey Cashen Bishop_86 William Ryan McCartney Battle Brothers Tabletop Walker Russell William Mikah Gottschalk Derek Eide Jack Roberts pewtdmd Reaces Pieces Toby Liggins Jonathan Nick Mort John Alynne Verschelde Dan Montminy BROKKOLI_ Isaac Miller Isaac Kronholm Jon Matthew Minney Sir Fruitington Mark Doran Tristan Wyss D4SK Raven Steven McDaniel Corey Sullivan James Roberts Jesstin Jacobs Nick Moos Arthur Gette Gérémia Oakman Will Burgess Andrew Cameron PhlipOph Grant Overmoyer conrad wilson Aiet buromasta Timothy McKinney Jakub Kučera Michael K basslewis Spiderkuh Peter Carlson EzloMajora Patches Nathan Pannell Fiver (Sugar Candy Miniatures ) Andi Wille Riley Coudal Johannes Bengtsson AetherD Krys Kamieniecki Tim Adams Tanner Josef Ochmann Breizhiz_Brush StormBungus Nathan McWilliams Jan Warzecha Linigami William Detwiler plasmasloth Dude Ben Moore Geoffrey Tuttle Will Walsh robert wheatley Reid Stronach Matthew Nathan Mclean Forsyth Goat Between Scorch and Shade Johnno Zachary Yazzie Ryan Ludwick Dave Hullen Jorge Avila Michael Huven-Moore Amadelle Noëlle Spannaway Patrick Caldow Ryan Gannon Jakob Takanen Alex Barrett Nikolaus Bartunek LeftyBadger Adam Smillie Thomas Boynton Stefan Bethke Daniel Barr orc_smile Ben thespinycactus Matt Dutton Squidums LostWarden Toivo Luick Josh Crowle David Watkins BerserkerWorks Who Knows edward yang Colin McNally Ryan Spooner Thomas Rodemeier Tree_Three Daniel Bennett James Fife Alex Graham Anthony Flesher Gert Geuvens Kim Harder Fog J Anderson Cornelius Perkins Alexander James Moffitt Frenchi Wortman Adam Walster Try Keeping Up lomhow1234 Echorome Skert Cody Gibson Edmund (Ted) Sydor Paul Broodrooster Baker Cpcat Grant Bradford Truman Brady Dominic Baggott HaveSomeDip Some Sketchy Guy Guillaume Hugonnet Felix Argyle Tomáš Ivan Rhys JobyJob Tom Reidy Zamfirescu Adrian Mihai SudoNick Phill Ken Sebben Hans Peter Deutsch Dale Drakeford Bryce Tim Kirkbride Dafydd Roche Midwinter Minis Clint Mallet The Immersive World Crafter Francesco Della Ragione Dammit Dero Danica Templeton Jon carter Steven Brodie Garagathor Eric Scott rob Jonathan Benard Tarkamos_mini_ workshop Thorsten Butter Juanma Conesa Benjamin Parr Danny Herrero Leonid Lopez 10X Labs Rachelle Dube Alex Mackenzie John Quach Hayden Price Matt Lewis Adrian Robert Colby William Touch Jake Carter 53