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TABLE OF CONTENTS

WHAT IS THIS GAME? - page 2


CORE MECHANIC page 5
ATTRIBUTES, LUCK, HP – page 7
DEATH, EVADE, ARMOR POINTS, – page 8
LEVELING UP – page 9
EVERYTHING IN TURN, INITIATIVE – page 10
MOVEMENT & DISTANCE – page 13
HIT DIE & HP – page 15
GAME MASTER’S ADVICE – page 16
CHARACTER CREATION – page 19-29
VILLAINS – page 31-37
THE LOST TREASURE OF … - 38-41
OPEN GAMING LICENSE – page 42

Design by
Eric Bloat
Art by
Anthony Courneyer
Destination: Uncharted
Based on Hack The RPG by Bloat Games

COPYRIGHT 2020 Bloat Games


All Rights Reserved
THE CORE MECHANIC
Roll 1d20 & 1d6 Simultaneously.
Add any applicable modifiers to the d20 roll for a
total vs a target Difficulty Check. If you meet or
beat the target Difficulty Check, you succeed.
On the d6. Ignore a roll of 2, 3, 4 or 5.
For a roll of 1 add a Hindrance
For a roll of 6 add a Benefit
Note: Rolling higher is better than rolling lower.
Use the Core Mechanic in place of all Combat,
Saving Throw, Magic, Traps, Skills, etc.
This is the backbone of DU!

CHARACTER CREATION QUICK & EASY


ATTRIBUTES
6d6/Convert (p. 7)

LUCK
1d4+2 (p. 7)

HIT POINTS
10 +/- CON (p. 7)

EVADE
11 +/- DEX (p. 8)

DETERMINE ARMOR POINTS


(p. 8)

CHOOSE A CLASS
Make any updates, record abilities, record starting
equipment (p. 19)

1
WHAT IS THIS GAME?
Destination: Uncharted is a Tabletop
Roleplaying Game that is designed to emulate the
Non-stop, fast-paced, hard-hitting action and
comedy of the archeological tomb diving and
treasure hunting of movies like Indiana Jones and
the Raiders of the Lost Ark, Tomb Raider, The
Mummy, and The Goonies. This game can be fun,
dangerous and silly all at the same time. Think
Scooby-Doo meets John Carter.

The Basics
What is a roleplaying game? Great question! A
roleplaying game is a game that is played by a small
group of people, usually around a kitchen or living
room table, that involves several “players.” Players
take their characters through a world and scenario
created by the Game Master, or GM for short, and
roleplay or often do battle with a villain or monster.
If the players are successful or to reach a goal, they
are rewarded by advancing their character, also
known as “Leveling up.”

What Do I Need to Play?


Not a lot. You will need some paper and a pencil/
pen, this handbook, a group of friends and a set of
roleplaying dice. These dice can be picked up at
your local hobby store or a variety of online shops.
A standard set includes 1 four-sided die, 1 six-sided
die, 1 eight-sided die, 2 ten-sided die, 1 twelve-
sided die, and 1 twenty-sided die. Sets are very
inexpensive, usually less than $10. But most
important of all, you will need your imagination. Do
not forget that!

2
Some terms that you will quickly become familiar
with are:

GAME MASTER or GM
This is the person who is responsible for creating a
world for you to play in. The GM should be thought
of as the “One with the plan.” The GM should have
a good understanding of the rules and the
mechanics and be able to answer any questions a
player might have. If you are ever unsure about
what to do, the GM should be able to provide
guidance.

PLAYER
Hey, that is you! The players are the people the GM
creates the world to enjoy. A player is not to be
confused with a Character. A Character is who the
player controls in the game. It may be easier to
think of this as your “in-game Avatar.”
Furthermore, during gameplay, it is okay for one
Character to disagree or even be mad at another
Character. Still, you would not want one player to
be angry with another player. Remember, we are
all playing this game to have fun!

DICE REFERENCE
In this book, you will begin seeing over and over
what is referred to as dice reference. An example
would be 1d6. What this refers to is what type of
die you will roll and how many times you will roll it.
The example of 1d6 means you will roll 1 six-sided
die, 1 time and the total would be the number that
lands face-up on the die. If you were to see 3d6,
then you would roll 3 six-sided dice once (adding
the dice totals together) or roll one six-sided die 3
times for the total.

3
PLAYING A GAME
You’ll need some Players who will each control a
Character and one person to act as the GM who will
control the NPCs, and deliver some kind of
preplanned or impromptu world to explore.

The Players should create some Characters or


introduce ones they have already. The GM should
start a session by setting the scene, explaining
briefly where the Characters are and what they can
see - it’s a good idea to quickly recap anything the
Characters should know - then ask the question
“What do you want to do next?”

The Players tell the GM what their Characters’


Actions are and then the GM adjudicates the out-
comes, asking dice to be rolled if there is a chance
of failure – or by making consistent rulings.

RULINGS VS RULES
This rulebook is Incomplete. There is not a rule for
every situation. This was Intentional. The
Gamemaster (GM) will have to make up rules from
time to time, and that’s okay. The rules in this book
can be changed. It’s your game now. Play it the way
you want.

THE SPIRIT OF DIY TABLETOP RPGS


The thing DU encourages above all is the freedom
to mold the rules, customizing them to both suit the
preferences and meet the needs of everyone playing.
In other words – change the rules! – Hack it and
make it yours.

4
RULES FOR EVERYONE
CHARACTERS & NPCS
The imaginary world that the Players will explore is
populated by a cast of Creatures. The rules define
Creatures as being one of the two following types:
• Characters controlled by the Players.
• Non-Player Characters (NPCs) are created
and controlled by the GM.

CORE MECHANIC
Roll 1d20 & 1d6 Simultaneously.
Add any applicable modifiers to the d20 roll for a
total vs a target Difficulty Check. If you meet or beat
the target Difficulty Check, you Succeed.

On the d6, ignore a roll of 2, 3, 4 or 5.


For a roll of 1, add a Hindrance.
For a roll of 6, add a Benefit.

HINDRANCE/BENEFIT
Hindrance adds an additional challenge or difficulty
that was not present before the attempt. Benefit
adds an additional convenience that was not
present before the attempt.

ADVANTAGE/DISADVANTAGE
When rolling with Advantage, Players roll 2d20 &
2d6 simultaneously, picking the Highest Results.
When rolling with Disadvantage, Players roll 2d20
& 2d6 simultaneously, picking the Lowest Results.

5
ATTRIBUTES
There are six attributes: Strength, Intelligence,
Wisdom, Dexterity, Constitution, Charisma.

STRENGTH (STR):
A high Strength can give your character bonuses when
attacking with a melee weapon, punching or kicking
attacks and damage and any other STR related tasks.

INTELLIGENCE (INT):
Intelligence represents IQ, reasoning and the ability to
solve puzzles, difficult tasks and any other INT related
tasks. Note: Your INT score represents how many
languages your character can speak. (Minimum of 1).

WISDOM (WIS):
Wisdom represents a character’s mental fortitude,
discipline, dedication and other WIS related tasks.

CONSTITUTION (CON):
Constitution is the health and endurance or your
character and goes towards any other CON related
tasks. Note: Add your CON score to your Hit Points at
Character Creation.

DEXTERITY (DEX):
Dexterity is a combination of agility, speed, coordination
and you can add your character’s bonuses when
attacking with a ranged weapon attacks and damage
and any other DEX related tasks. Note: Add your DEX
score to your starting Evade Score (11).

CHARISMA (CHA):
Charisma represents your character’s charm,
leadership, presence, social and any other CHA related
tasks. Note: Add your CHA to your starting Luck score.

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DETERMINING ATTRIBUTES
To Determine Starting Attributes: Roll 6d6.
Based on your roll, use the Conversion Chart to
determined Starting Attribute scores, then assign
the converted scores to the Attributes of your
choosing.
Number Rolled/Number converted
6 = +3
5 = +2
4 = +1
3 = 0
2 = -1
1 = -2
Note: Attributes can be raised higher than 3 by
Racial and Class Bonuses but cannot be lowered
beyond -2.

LUCK
All characters start with 1d4+2 Luck Points Then
add or subtract your CHA score and any +/-
received from Class. You can spend 1 Luck Point to
re-roll any roll (usually a terrible roll). However, you
must accept the re-roll as final, even if it is less
advantageous than the first roll. You cannot spend
another Luck Point to re-roll a re-roll.
You can spend as many Luck Points as you wish
per session but you only regain 1 point per session.

HIT POINTS
Character begin with a base Hit Points (HP) score of
10. Then add or subtract your CON score and any
+/- received from Class. After Character Creation,
the only way to increase your HP is to advance in
Levels.

7
HEALING
8 hours of rest will recover all of your HP.

DEATH
Death occurs when your character takes enough
damage to bring their HP down to 0 or below.

If the character has any Luck Points remaining, the


player can choose to spend a Luck Point for an
attempt to roll a Natural 20 on a d20. If the player
rolls a Natural 20 then the character comes back
from the dead with 1 HP. The player can spend all
of their Luck Points to attempt to raise a dead
character. However, when the character’s Luck
runs out, the character is truly dead.

EVADE
Evade is your character’s natural defense to Dodge
oncoming Attacks. All characters start with a base
Evade score of 11, then the character adds her DEX
score to calculate her Evade total. Evade replaces
traditional Armor Class.

ARMOR POINTS
All Armor (and Shields) are assigned an Armor Point
value between 1 & 4 points, based on the
Character’s Class. These Armor Points act as a
damage reducer, reducing 1point of damage per
Armor Point, when the character is taking damage
during combat. A successful attack cannot be
reduced below 1 point of damage.

8
DAMAGE POINTS
Damage, unless otherwise noted, is solely based on
Character Class +/- STR Modifier for Melee Attacks
or DEX Modifier for Ranged Attacks.

SAVING THROWS AND SKILLS


While both Saving Throws and Skills can commonly
be found in most old school roleplaying games, they
do not exist in this one. In place of the traditional
Saves and Skills, instead use the Core Mechanic
adding an appropriate Attribute Score and any
applicable modifiers vs a Target Difficulty Check.

Example: A character receives a poisoned beverage.


The player rolls 1d20 (and 1d6) then adds her CON
score to the d20 roll vs a Difficulty Check set by the
Game Master.

LEVELING UP
At the end of each gaming session, roll 1d10, if the
number you rolled is higher than your current level,
you level up. If the number you rolled ties or is lower
than your current level, you do not.

Each time you level up add:


+1 Attribute Point
+1 Luck Point
+1 to Evade Score
+1 Hit Die

9
EVERYTHING IN TURN
This game plays much like a tabletop board game.
Everything in this game happens in Turns,
beginning with the player who wins Initiative (see
below) and moves on to each other Player and
Gamemaster around the table in a clockwise
direction. This includes: Combat, Roleplaying,
Adventuring. All is done in turn order.

DO I HAVE TO WAIT FOR MY TURN TO TALK???


No. On anyone’s Turn you can say a sentence or
two but if you need to monologue, wait for your
Turn to go. The GM will tell you when you’ve said
too much. If another player asks you a question,
you can answer right away and that counts as their
Turn, not yours. If your answer runs really long, the
GM will tell you when their turn is up.

Marching Order is determined by the Players but it


does not impact the order of their Turn in play.

10
INITIATIVE
To roll for Initiative, simply roll 1d6+DEX Score, the
highest total score goes first. The Gamemaster can
call for a new Initiative at the end of a Round or
allow the order of Initiative to carry over into
additional Rounds. *Note: NPCs do not roll
Initiative.
TAKING TURNS & TIME
Every Creature has a Turn, on which they can Move
and interact with the world with an Action - the GM
will present and track these Turns, affecting what
the Creatures can do in one of two ways:
Moments or Turns are used during combat and
represent split seconds – when everyone is
attempting to act at once, often against one
another. Minutes are used when exploring and
adventuring. They represent a dozen or so real
minutes - when time is not of the essence.
These abstract measures of time are written to be
conversational in tone. Moments are fleeting,
allowing enough time for quick and rapid Actions
such as an Attack. Minutes function the same way
but are longer than the quick and tense Moments,
giving the Creatures more time to Move, think, and
perform longer and more complicate Actions.
ON YOUR TURN
You may take any 2 seperate actions:
Move to a closer/further location.
Attack an enemy within range.
Make a Core Mechanic roll to determine any
other action.
Use a character’s Special Ability.
You can do any number of mundane actions.

11
RELATIVE TIME
Time can scale up during periods of narrative play,
instead of Minutes a GM may use Hours whilst in
towns or areas of relative safety, or Days whilst
resting or travelling large distances - a Turn still lets
you Move and perform an Action as per normal.
However, the scope of what can be achieved in that
time increases.

MOVEMENT & DISTANCE


ABSTRACT DISTANCES
DU uses four range bands for measuring relative
positions of Characters, other Creatures, and
things in the world. From nearest to farthest:
Close, Nearby, Faraway & Distant.

These ranges are designed to support the narrative


‘theatre of the mind’ style of play, where a map &
miniatures aren’t being used. Therefore, it is useful
if everything in the world is tracked by its relative
distance from the various points of interest around
it.

For example, in play a GM might narrate a room to


the players by saying, “You are Close to the
northern doorway, which is Nearby the fountain.
The torch on the southern wall is Far away from
you.”

Close locations don’t require move action to reach.


Near locations require 1 move action.
Far locations require 2 move actions.
Distant locations require 3 or more move actions.

13
CREATURE MOVEMENT
During their Turn, Creatures may normally Move
somewhere Nearby. If a Creature is Nearby to
something and decides to Move towards it, they’re
now Close to it. Moving brings you one step along
the range band, either closer to or further away
from a Creature, object, or location.

TOKENS ARE USEFUL


Whilst a full range of miniatures isn’t necessary to
play DU, tokens such as coins or chess pieces may
be extremely useful for tracking relative positions -
such as who is behind or in front of someone and
other complex situations like combat encounters.

EXPLORING, DISTANCE & ACTIONS


Various interactions with the environment and the
things in it will require Characters to be certain
distances from the target. For example, to Attack
someone with a sword a Character would need to
be Close to them, to shoot them with a bow a
Character should ideally be Faraway.

RELATIVE DISTANCES
These range bands scale up or down to any level,
much like Relative Time. From adjacent rooms to
towns and mountains, everything in the world can
be defined by its relative distance to another point.
During tense Moments it scales down significantly
- Close being less than 5 ft. away and Nearby
around 30 ft. away. While the Characters explore a
location and they have Minutes at their disposal, a
Nearby place could be the end of a path, over 60 ft.
away.

14
CONVERTING MEASUREMENTS
Here are some approximate guides to converting
real measurements or increments onto a battle mat
- useful for miniatures and using adventures
written for other games.

Close roughly 5 ft. or 1 Square


Nearby up to 30 ft. or 6 Squares
Faraway up to 60 ft. or 12 Squares
Distant beyond 60 ft. or 12 Squares

HIT DICE & HIT POINTS


Every NPC has something called a Hit Die (HD),
accompanied by a number. This number represents
their Level - for example a Level 6 Chaos Lord has
6HD.

HD indicate how many dice to roll to determine the


number of Hit Points or HP a Creature. NPCs roll
d8s for HP.

Hit Points are used to track how much damage


something can take through physical and spiritual
wear and tear.

When a GM first rolls to determine a Creature’s


starting Hit Points, this is the maximum they can
ever have. No amount of healing, spells, or effects
can take them
beyond this amount. NPCs do not advance in Level
like characters do.

15
GAME MASTER’S ADVICE
THE CORE MECHANIC
Roll 1d20 & 1d6 Simultaneously.
Add any applicable modifiers to the d20 roll for a
total vs a target Difficulty Check. If you meet or
beat the target Difficulty Check, you succeed.
On the d6. Ignore a roll of 2, 3, 4 or 5.
For a roll of 1 add a Hindrance
For a roll of 6 add a Benefit
Note: Rolling higher is better than rolling lower.
Use the Core Mechanic in place of all Combat,
Saving Throw, Magic, Traps, Skills, etc.
[GMs: Be sure when using the Core Mechanic that
you are having the players include the appropriate
Attribute Score and any additional Modifiers.]
Outcomes of the Core Mechanic
There are 6 possible outcomes when using the Core Mechanic:

Success with benefit


Success
Success with hindrance
Failure with benefit
Failure
Failure with hindrance
You can also think of it this way when adjudicating rolls:

Yes and . . . (Success with benefit)


Yes (Success)
Yes but . . . (Success with hindrance)
No but . . . (Failure with benefit)
No (Failure)
No and . . . (Failure with hinderance)

16
HINDRANCE/BENEFITS GUIDANCE
Hindrance and Benefit adjudication is something
you’ll have to learn to do as you go. Don’t be afraid
to ask for player suggestions when coming up with
Hindrance & Benefits. This can be a great form of
collaboration that will help the players to feel more
involved with what is happening with their
characters and just more part of the game in
general.

SETTING TARGET DIFFICULTY CHECKS


Difficulty Checks are determined by the Core
Mechanic. Here is a guideline for target numbers:

EASY 10
MEDIUM 15
DIFFICULT 20
NEAR IMPOSSIBLE 25

NOTE: The roll of a Natural 20 is always a Success


and a Natural 1 is always a Failure, regardless of
bonuses and difficulty levels.

EVADE, ARMOR POINTS & COMBAT


Evade is the score required to hit a character.

Armor Points reduces the amount of damage taken


by a character. This amount cannot be reduced
below 1.

Combat uses the Core Mechanic with the STR


Attribute used for Melee Combat and the DEX
Attribute used for Ranged Combat.

17
CHOOSING THE RIGHT ATTRIBUTE TO TEST
Anything that a Character might do to interact with
the world and has a legitimate chance of failure -
requires a Core Mechanic Test to determine the
outcome.
Here are some guiding concepts behind what
Actions each Attribute Test governs.

Strength (STR)
Physical harm which cannot be dodged. Athletics
and Actions such as running, lifting, and bearing
weight. Melee combat and any attempt to restrain
or Move an opponent through force.

Dexterity (DEX)
Physical harm which can be dodged. Acrobatics and
Actions such as jumping, accuracy, and balancing.
Remaining unnoticed. Ranged combat and any
attempt to hit or interact with a swift opponent.

Constitution (CON)
Poison, disease, or rust. Healing and endurance.
Actions that rely on physical resolve and longevity.

Wisdom (WIS)
Seeing through deception. Searching and listening.
Knowing ‘when’ you’re supposed to do something.

Intelligence (INT)
Recalling lore and languages. Knowing ‘what’ you’re
supposed to do.

Charisma (CHA)
Resisting intimidation. Persuasion and perfor-
mance. Imposing your will onto another.

18
CHARACTER CREATION
ATTRIBUTES
6d6/Convert (p. 7)

LUCK
1d4+2 (p. 7)

HIT POINTS
10 +/- CON (p. 7)

EVADE
11 +/- DEX (p. 8)

DETERMINE ARMOR POINTS


(p. 8)

CHOOSE A CLASS
Make any updates, record abilities, record starting
equipment (p. 20)

19
ARCHEOLOGIST
As an Archeologist, you are well versed in history
and antiquities, knowing even the most obscure
details and factoids. You know your way around a
dig sight and are a great asset in a tomb or crypt
but you do prefer your scholastic settings and
libraries more. On an adventure you like to collect
and preserve historical artifacts as opposed to
straight up treasure hunting. “That belongs in a
museum,” is your motto.

20
Class Hit Point Bonus:
+1 at 1st Level

Hit Die:
1d6 per Level

Armor Points:
2 – Light Armor

Attack Damage:
1d4

Attribute Bonus:
+1 WIS, -1 DEX

Specials:

The Power of Knowledge: Gain advantage on all


actions when attempting to decipher an ancient
language, identify a historical item or attempting a
knowledge check by saying, “I’ve studied that!”

I’m just lucky, I guess: You have an uncanny


knack for narrowly escaping perilous danger. Once
per session, you can avoid something that would
cause you significant damage. This does not cost a
Luck Point.

The right tool for the job: Once per gaming


session, when your adventuring party is in need of
an item, you can reach into your pack and
inexplicably have the item that is needed!

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MERCENARY
Often, former military, FBI, CIA or other spy-like
organization, you have been trained in the arts of
combat, weapons, explosives, driving and other
such tools of your trade. On an expedition, you
have been hired to keep the others safe from danger
but when the money runs out so does your
protection. However, you are honorable and
operate by your own personal code and take your
job seriously.

22
Class Hit Point Bonus:
+4 at 1st Level

Hit Die:
1d8 per Level

Armor Points:
4 – Heavy Armor

Attack Damage:
1d8

Attribute Bonus:
+1 STR, -1 INT

Specials:

Things that go BOOM: Gain advantage on all


actions when attempting to set, detonate or
deactivate explosives.

Hop in, I’m driving: You have an uncanny knack


for escaping an enemy that is chasing you. Once
per session, you can lose a tail or a pursuer. This
can be done on foot or in a vehicle.

I got this: Once per gaming session, you can take


on an enemy, one on one, and gain Advantage for
the duration of the fight. If you get help in any way,
you lose Advantage and suffer Disadvantage for the
remainder of the fight.

23
OCCULTIST
You are a student of the Dark Arts. You have
access to knowledge about lore and things of
legend. The supernatural is your specialty. You
believe in things most do not, because you know it’s
real! Your friends consider your ways unorthodox
and some even fear you but when encounter things
of the weird-kind, you are the go-to person!

24
Class Hit Point Bonus:
+2 at 1st Level

Hit Die:
1d4 per Level

Armor Points:
2 – Light Armor

Attack Damage:
1d6

Attribute Bonus:
+1 INT, -1 CON

Specials:

Necronomicon: You carry with you a tome bound


in flesh and inked in blood that allows you to gain
advantage on all actions when attempting to lore,
knowledge, and perception tests against
supernatural or occult foes and items.

Jump in the Fire: Once per gaming session, you


are able to conjure a wall of fire to surround you or
a friend that protects you (or friend) from any
damage that round.

Monster Hunter: Once per gaming session, when


facing a supernatural enemy, you gain Advantage
on all actions for the duration of the fight.

25
STREET RAT
As a Street Rat, you are quick-witted, agile and fast
on your feet. You’re a jack of all trades and you
know how to survive. Thieving is one of your
specialties, and you are blessed with natural
charisma and charm. You are a very useful in a
crypt but you are most comfortable in a crowded
city. Most of the time you can be found in the seedy
back-alleyways or unsavory dive bars.

26
Class Hit Point Bonus:
+3 at 1st Level

Hit Die:
1d6 per Level

Armor Points:
3 – Medium Armor

Attack Damage:
1d6

Attribute Bonus:
+1 DEX, -1 WIS

Specials:

Escapist: You are great at getting out of sticky


situations like handcuffs, jail cells and traps. You
gain Advantage on all checks involving escape.

Thievery: You are stealthy and light-footed. You


are able to pick pockets or locks, perform sleight of
hand tricks, move silently, hide in shadows and
even climb walls, all with Advantage.

Diamond in the Rough: At character creation gain


an additional +2 to your Luck score. You can give
your Luck Points to others players in need of Luck
and you recover Luck at twice the normal rate (2
points per session).

27
TREASURE HUNTER
You are a thrill seeker, a collector of antiquities, but
most of all, you just love reaching treasures that
others can’t. You want to get there first, you go the
furthest and you’ll risk it all to be the one to bring
home the prize. Some call you greedy but they don’t
understand that you do it for the thrill of the hunt
not the prize itself.

28
Class Hit Point Bonus:
+3 at 1st Level

Hit Die:
1d6 per Level

Armor Points:
2 – Light Armor

Attack Damage:
1d6

Attribute Bonus:
+1 DEX, -1 CON

Specials:

Give me the Map: This isn’t your first rodeo. You


are well-versed in maps and always roll with
Advantage when attempting to decipher a map,
riddle or clue.

Expert at Jumping and Climbing: When


attempting to jump across a dangerous gap, or
when attempting to climb or scale a slope, wall or
other difficult terrain, you do so with Advantage.

Do The Impossible: Once per gaming session, with


the GM’s approval, you can pull off a miraculous
feat that would otherwise be impossible for any
other character. Work together with your GM to
come up with clever ways to apply this ability to
your gaming session.

29
WEAPONS & EQUIPMENT
Weapons and Equipment are left to the Player’s
imagination in this game, within the limits of what
the GM considers reasonable. Characters should
find access to most items needed for the gaming
session.
The important thing to remember here is that
damage is determined by Class and NOT by
Weapon. So, if a Player should come up with the
biggest weapon ever invented for their Character to
wield, the damage doesn’t change from if they were
only fighting with a tiny “pew-pew” pistol.

DEALING DAMAGE TO CHARACTERS


This is a quick and dirty option for dealing NPC
damage to a Character: Damage dealt to the
Characters can be based on the HD of whatever is
dealing it. A GM can roll the dice to determine how
much damage the Characters take - or use the
average in brackets.
HD DAMAGE
1 1d4 (2)
2 1d6 (3)
3 2d4 (4)
4 1d10 (5)
5 1d12 (6)
6 1d6 + 1d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 1d10 + 1d12 (11)

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Villains
Arthur The Axe
Arthur The Axe is brutal treasure hunter and
mercenary, using working for another villain or
leading a team of mooks, Arthur will stop at nothing
to get his prize.
HD: 2
HP: 8
STR: 1, INT: 0, WIS: -2, DEX: 2, CON: 1, CHA: -1
Luck: 2
Axe Fighter: Arthur always attacks at Advantage
when attacking with his axe.

31
Gunslinger Bob
Some think Gunslinger is a zombie from the wild
west, while others think he’s something far, far
worse. Gunslinger Bob always works alone and
doesn’t stop until he gets his treasure or bounty.
HD: 7
HP: 40
STR: 2, INT: 1, WIS: 2, DEX: 4, CON: 0, CHA: 2
Luck: 7
BOOM: Hearing the blast from Bob’s hand-canon
causes all players to suffer Disadvantage on their next
roll.
Smell: Gunslinger Bob can smell all creatures within
120’ causing the creatures to suffer a -1 to Evade while
in that range.

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Military Mutants
Born out of the failed Super Soldier program by the US
Military, these “mutants” have become mercs for hire as
a means of supporting themselves. They are efficient,
tactical and professional, and a very formidable foe to
cross paths with.

HD: 4
HP: 20
STR: 3, INT: 0, WIS: -2, DEX: 3, CON: 1, CHA: 0,
Luck: 3

Pounce Attack: Once per round, Military Mutants can


perform a ranged pounce attack. If successful, the
victim of the pounce attack is pinned in their clutches
until they are able to make a successful STR check to
escape (DC set by the GM).

33
Mindless Henchmen
Mindless Henchmen are the unending stream of
bad guys employed by the villains to act as a first
defense against the enemies of those villains. They
are weak and easily dispatched.

HD: 1
HP: 1
STR: 1, INT: -1, WIS: -1, DEX: 1, CON: 1, CHA: -2
Luck: 0

Power in numbers: Mindless Henchmen often


outnumber the player characters but when the
players outnumber the mooks then the Mindless
Henchmen suffers Disadvantage on all actions.

34
Power Armor Princess
Not your standard, run of the mill, fairy tail
princess. Princess Johanna always has had a lust
for adventure but when she finally convinced her
father, the king, that she was going to treasure
hunt, he insisted that she be safe so he paid a small
fortune and had the power armor constructed to be
worn only by Princess Johanna.

HD: 5
HP: 30
STR: 3, INT: 1, WIS: -1, DEX: 2, CON: 3, CHA: 0
Luck: 7

Heavy Bludgeoning: The armor gifts Princess


Johanna with unbelievable strength and agility.
The Princess is known for uprooting trees and
telephone poles and using them as a bat. When she
does this her attack ignores AP reduction.

35
Robots
Robots are often used as treasure protectors or as
security to buildings and lairs. While they come in
all shapes and size, most take on a humanoid
appearance. Robots cannot be intimidated,
reasoned with, or dissuaded from their duties.

HD: 3
HP: 14
STR: 2, INT: 2, WIS: 1, DEX: 2, CON: 0, CHA: -2
Luck: 0

36
Vampire
A Vampire is an awesomely powerful foe. Often
found around train in crypts and underground
lairs, the Vampire is not limited to these areas and
can go anywhere he chooses.

HD: 10
HP: 57
STR: 4, INT: 1, WIS: 1, DEX: 2, CON: 3, CHA: 2
Luck: 2

Hypnotizing Gaze: As an attack, vampires can


stare into the eyes of an opponent. That opponent
must make a successful CM roll, DC 13, or become
hypnotized for 1d4 rounds and must do the
vampire’s bidding.

Teleport: As an action, the Vampire can teleport


up to 60’ away.

Weakness to Sunlight: Vampires suffer


Disadvantage on all actions when exposed to direct
sunlight.

37
The Lost Treasure of Captain Gonfler
By Justin Isaac
Background
While he may not be as well-known as Blackbeard,
Black Bart, and Anne Bonnie, Captain Éric Gonfler
was a feared rake during the golden age of piracy.
He ransacked settlements and ships in the
Caribbean and along the Gulf coast. It is said that
he had a small island in the bayou near what is now
New Orleans that he used to bury his ill-gotten
gains. The location of this island has been lost to
the annals of time… until now. An antiquarian
named Joshua Brandt has discovered notes that he
believes will lead the pirate’s final resting place.
Introduction
Contacted by Brandt, the party arrives at this
antiquities shop, located not too far from Bourbon
Street. The store is filled with all sorts of antiques
and curios. Some are macabre, some are banal, and
some might even be real. Joshua greats the party
and regales them with the tale of Captain Gonfler
and his legendary treasures. As he is doing so, his
assistant Matthew skulks around the shop.
Finishing the story, he informs the party that he
believes the pirate’s final resting place may be
found using a journal he discovered in a recent
acquisition. Allow the party to ask questions and
discuss payment at this time. Keep in mind Joshua
is friendly, but also a shrewd businessman. Once
an agreement is reached, Joshua will wish them the
best. He ends the meeting by mentioned the legend
of the pirate’s ghost and even mention that some
have said they’ve seen strange things in the bayou
recently.

38
Journey to the Tomb
To navigate the swamp and make their way to the
isle, the party must take an airboat. Following the
map to the designated route requires a Core
Mechanic + Wis (DC 15) check. Failure means the
party is lost. You can take this opportunity to build
tension by letting them know they have a limited
fuel supply.

Tomb Entrance
A giant charred mangrove mentioned in the journal
still stands. The entrance to the pirate’s tomb is
found within it. Unfortunately for the treasure
hunters, there are several alligators between them
and their destination. The party must elude the
alligators or fight them to proceed.

Alligator
These hungry reptiles
HD 3
HP 15
STR: 3, INT: -1, WIS: 0, DEX: 0, CON: 2, CHA: -2
Luck: 1

Log with Teeth: The alligator blends in well with


its surroundings. It has Advantage on stealth
related rolls.

Tough Hide: The armored hide of the alligator gives


it 3 armor points.

39
The Tomb of Gonfler
While most of the ground in the area is soft, the
tomb has been carved from stone. It is surprisingly
dry, given its location. Torches and flashlights are
needed to navigate the darkness. If the pirate’s
ghost is present in the tomb, this is your chance to
foreshadow that with creepy happenings. The tomb
has as many rooms and traps as you desire. Stock
the rooms with the traps below:

Pit Trap
Noticing the Trap - Core Mechanic + Wis (DC 10) check
Avoiding the Trap - Core Mechanic + Dex (DC 10) check
Damage – As 1 HD creature

Pit Trap With Punji Sticks


Noticing the Trap - Core Mechanic + Wis (DC 15) check
Avoiding the Trap - Core Mechanic + Dex (DC 15) check
Damage – As 4 HD creature

Poison Dart Trap (Lethal)


Noticing the Trap - Core Mechanic + Wis (DC 15) check
Avoiding the Trap - Core Mechanic + Dex (DC 15) check
Damage – As 2 HD creature plus Core Mechanic + Con
(DC 15) or die.

Poison Dart Trap (Non-Lethal)


Noticing the Trap - Core Mechanic + Wis (DC 15) check
Avoiding the Trap - Core Mechanic + Dex (DC 15) check
Damage – As 2 HD creature plus Core Mechanic + Con
(DC 15) check or unconscious for 1d4 hours

Spear Trap
Noticing the Trap - Core Mechanic + Wis (DC 15) check
Avoiding the Trap - Core Mechanic + Dex (DC 15) check
Damage – As 2 HD creature

40
Gonfler’s Burial Chamber
Much like the rest of the adventure, what is in the
pirates final resting place is up to the GM. If you
don’t mind some supernatural elements in your
game, then the ghost of the pirate rises in anger the
defilement of his tomb and attacks the party.
Perhaps the ghost that has Brandt mentioned in
the introduction is just a man in suit, trying to
scare other treasure hunters away. If this is the
case, then Brandt’s assistant, Matthew would be
the perfect choice for a man in a rubber suit.

You should also customize the rewards of the tomb


to suit your game. It could be filled with treasure or
empty. If you want to build on the adventure,
perhaps there is no gold but a map that leads to
pirate’s true treasure hoard.

Captain Éric Gonfler (Undead Pirate Version)


HD 6
HP 30
STR: +2, INT: 0, WIS: +1, DEX: -1, CON: 2, CHA: -2
Luck: 2

Necrotic Flesh: The pirate’s ghostly flesh ignores most


damage, effectively giving him 3 armor points.
Soul Drain: Anyone hit by Captain Gonfler loses 1 point
of luck. It can be regained like spent luck.

Captain Éric Gonfler (Man in Suit)


HD 4
HP 20
STR: +2, INT: +2, WIS: +1, DEX: +1, CON: 1, CHA: 0
Luck: 3

Rubber Suit: The pirate ghost costume grants 2 armor


points.

41
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The Black Hack 2nd Edition Copyright 2018; Author David Black
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Destination: Uncharted Copyright 2021 Bloat Games; Author Eric Bloat

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