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From the introduction:
The Green Madonna is a swashbuckling pirate adventure set in the Caribbean during the 1660s – the age of the buccaneer. It can be run in a single session (making it ideal for convention play) or as part of a larger campaign. The GM should be familiar with general pirate tropes; for a quick primer, see GURPS Supporting Cast: Age of Sail Pirate Crew or GURPS Swashbucklers.
This adventure works best with three to five PCs built on 150-200 points – ideally English or French sea rovers with the usual stereotypical antagonism toward Spaniards.
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