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Steve Jackson Games
Who'd dream that common buccaneers drinking in a tavern would end up drawn into a treasure hunt involving spies, an obsessed inquisitor, and a secret society of alchemists? But that's exactly what happens in GURPS The Green Madonna! And it all starts with a flaming dwarf . . .
This scenario is set in the Caribbean of the 1660s. It could be run as an extended encounter, a short adventure, or even the introduction to a whole campaign. While mostly realistic, it holds the seeds of occult mysteries, for those who want that.
The Green Madonna is a TL4 adventure for three to five 150- to 200-point heroes. Both GURPS Classic: Swashbucklers and GURPS Supporting Cast: Age of Sail Pirate Crew would be helpful, though neither is required.
Written by David L. Pulver