TEXT:  
  The Lonely Mariner 
  An Adventure For GURPS Swashbucklers 
  by Matt Penn 
  Introduction 
  This adventure is a light-hearted romp aimed at pirate or swashbuckling campaigns. Tailor the 
  names and places to suit your own individual game world. This adventure is best played after the 
  characters have been campaigning at sea for some time, and are ready to throw away their hard-
  earned booty in a riotous debauched fashion, in true pirate style. The adventure should be played in 
  a port that offers a haven to the brethren of the sea. In a historical campaign, this might be Tortuga 
  or Port Royal, the "wickedest city in the world." Paint a picture of a tumultuous, thriving town, full 
  of brothels, gambling dens, and drinking taverns, where Spanish gold is exchanged for simple 
  pleasures and where life is lived for the moment, as it is often violently short and cruel. The plot is 
  simple and depends entirely upon roleplaying; it may well not be suitable for all gaming groups. A 
  chance meeting with a lovestruck sailor offers the swashbucklers a chance to aid a fellow seaman 
  in the pursuit of a beautiful young woman born to another social class and hence a whole world 
  away. 
  End of a Voyage 
  The PCs have disembarked from their ship, after the booty has been divided according to the 
  articles, and are making their way expectantly into the port. Although it is midmorning, already the 
  prostitutes are calling out to them, displaying their wares provocatively from windows. A small 
  market in the town piazza is thriving, where exotic luxuries, stolen from their rightful owners, may 
  be bought for a tenth of the European price. Drunken sailors stumble around, flagons in hand. One 
  or two bodies lie unmoving in the building heat of the day, casualties from the previous night's 
  mayhem. The PCs may wish to attend to their own agendas first, after having been at sea for so 
  long, so have a non-player shipmate suggest they meet that evening for some well-earned 
  entertainment in the Lonely Mariner, a tavern he heartily recommends. 
  The tavern is easy to find, either by asking around or stumbling across it in the small town. It is 
  down a dirty, cobbled lane, and consists of a simple wooden building. The windows and doors are 
  wide open in an attempt to allow the sea breeze to provide partial relief from the stifling tropical 
  heat and humidity. The simple entrance leads into a dank, dark sweaty room, filled with all manner 
  of desperados carousing at wooden tables, and a small central pit, in which vicious cock fights run 
  continuously. The proprietor is Mme. Beauchamp, a carefully attired middle-aged woman. She 
  seems to be a favorite with many of the patrons, and handles the crowd with skill and confidence, 
  matching their coarseness and vulgarity with her own particular mirth and wit. The night's takings 
  disappear within the many folds of her clothes. 
  Allow the PCs to indulge in all manner of vice. Mme.Beauchamp also runs a number of prostitutes, 
  who will lead those willing to part with their gold for a few minutes of tenderness, upstairs to a row 
  of small rooms of questionable hygiene. 
  Among the rogues present, three very different men stand out. A young, energetic gentleman will 
  
  capture the sailors' attention. Dressed in light, baggy clothing, with his hair tied neatly back and a 
  carefully trimmed beard, he seems very out of place . . . as does his companion, a lively African 
  man with large golden rings dangling from his ears. Laughing uproariously, they hurl dice around a 
  table, seeming not to care whether fortune is with them or against them. Their antics keep the 
  whole table amused. Mme. Beauchamp serves them drinks herself, and they are obviously favored 
  patrons. The PCs may join them in a furious gambling session, and if they play with a similar 
  devil-may-care attitude, the gentleman will take a liking to them and invite them to carouse late 
  into the night. 
  The gentleman is a gifted storyteller and revels in a good yarn, and often holds his audience in rapt 
  attention as he narrates various exploits and adventures. He introduces himself simply as Marcel, 
  and his companion as Henri. He cannot disguise his good upbringing, and the seamen will suspect 
  he is indeed a man fallen from grace. Use Marcel and Henri to whip the PCs up into a frenzy of 
  riotous behavior. As the night progresses, the stories and the wagers should become more 
  outlandish and unbelievable. Only those skilled in carousing should be able to keep some modicum 
  of decency. 
  The third man to capture their attention is an extremely good looking young sailor, sitting quietly 
  on his own, staring down into the depths of his mug of industrial strength rum. He will probably 
  only be noticed after the PCs have embraced the appropriate drunken roleplaying spirit. As his 
  alcohol consumption increases, so does the depth of his obvious gloom and despair. Among the 
  wild festive spirit displayed by every one else, he indeed stands out. The other sailors leave him to 
  his misery; everyone has enough problems of their own, and this night is a chance to forget the 
  evils of their world. The course of this adventure relies entirely on how the privateers approach this 
  encounter. If they are so inclined to attempt to engage this young man in conversation and lift his 
  spirits, they will be able to pry out of him the source of his melancholy. This will take careful 
  roleplaying, good nature, and skill, as what is ailing this young man is hardly the stuff that stout 
  seamen are publicly made of; initially, he is not that willing to divulge. More alcohol will loosen 
  his tongue, but will also turn him into a blubbering mess. If they too ignore this young man, the 
  gregarious Marcel will invite the moping sailor to join him for a drink or two, and loudly pry into 
  the cause of his obvious unhappiness, creating another opportunity for the PCs to become involved. 
  Meeting The Lonely Mariner 
  Pierre Sange is a young sailor, who has just arrived from France, crewing on an English 
  merchantship The Resolute. Pierre is very quick to emphasize how happy he was before this last 
  voyage. Being literate and numerate -- which is most unusual for a sailor -- he was assigned 
  additional duties several voyages ago, assisting the quartermaster with basic accounting and 
  record-keeping duties. He thus enjoys being privy to the information about what cargo is really 
  being carried, and what it is worth. Given his extra responsibilities, his pay is also significantly 
  higher. 
  While on his most recent six-week voyage, he had the misfortune to fall head over heels in love 
  with Mme. D'Oreton, the 18-year-old daughter of a wealthy plantation owner, returning home after 
  spending two years in a prestigious finishing school for young ladies in France. He spent many idle 
  hours casting longing glances at her fresh face, her golden ringlets of hair, and her easy grace. The 
  only reaction he ever received from her during the entire voyage was a haughty command to stand 
  aside while she passed through a bulkhead door. This alone shattered his illusions, making him 
  realize the difference between their classes and the impossibility of him ever meeting her and 
  winning her love. Hence his melancholy. 
  Upon hearing this woeful tale, it is hoped that the joyful, spirited (drunk) PCs will boastfully take 
  on his cause, vowing to help Pierre win her heart. Those PCs who are more hardened and 
  mercenary-minded might be tempted to help Pierre in his quest in return for information regarding 
  cargo details and shipping schedules, thus setting the stage for a future adventure waylaying The 
  
  Resolute. Pierre has fallen desperately in love and after only a few moments thought, will agree to 
  provide cargo details in the future, providing no crew members are ever hurt, and the source of 
  information is never revealed. (And, of course, GMs can always give Pierre access to campaign-
  specific items or secrets the pirates have been seeking; surely he would give them up, if only they 
  would help him in this small task . . .) Allow the night to end after such a pledge or bargain has 
  been made, with perhaps a good brawl or passing out in various awkward places. 
  "We Promised What Last Night?!?" 
  The following day, nursing hangovers and inexplicable bruises, the PCs should encounter their 
  lonely friend, moping about the town. Remembering the previous night's encounter, they should be 
  encouraged to begin plotting how a simple sailor can win this lady's heart. The following 
  information can be ascertained. 
  From Pierre Sange 
  � Mme. D'Oreton is the most beautiful, graceful woman he has ever seen. (Every time Pierre is 
  asked about Mme. D'Oreton you should allow your skill at awkward flowery, romantic 
  poetry to blossom, until the PCs wisely learn not to question Pierre about his obsession.)  
  � A ball is to be held in honor of the three young women who returned from the finishing 
  school. It heralds their "coming out" into society. Pierre overheard the girls chatting about it 
  excitedly on the voyage.  
  From Townsfolk 
  � Mme. D'Oreton's father, M. Francis D'Oreton, is a mean, bad-tempered plantation owner 
  with a reputation for harsh treatment of his slaves, even by the poor standards of the times.  
  � M. D'Oreton was exiled from France for political reasons. He longs to return.  
  � M. D'Oreton has become incredibly wealthy since arriving in the colony.  
  � He dotes upon his daughter, giving her everything she wants.  
  Romeo, Romeo . . . 
  Every attempt to get Pierre into talking range with Mme. D'Oreton will fail . . . and fail badly. In 
  the town, she will always be accompanied by armed servants, who will take an intense dislike to 
  any ill-bred scum who should leave the pirate quarter and come too close to their master's precious 
  daughter. Attempts to woo her with poetry beneath her balcony or otherwise contact her on her 
  father's property will be foiled, and result in the hounds being unleashed and the plantation 
  foremen attempting to give the guilty party a good lashing with their whips. 
  The only hope will be for the heroes to secure an invitation for Pierre to the ball, where he can 
  attempt to seduce the young beauty in an environment where she would never expect to meet a 
  common sailor. It is not enough to simply obtain a ticket for Pierre. The heroes should realize that 
  their luckless friend has few social skills, no sense of etiquette, and no suitable clothes. If they 
  don't prepare him adequately for such a potentially vicious social engagement, Pierre will be 
  humiliated beyond belief at the ball. The better they prepare Pierre, the more successful the whole 
  enterprise is likely to be. 
  The Invitation 
  The PCs must reason who is most likely to be invited to a ball and how to lay their hands on a 
  written invitation. Each invitation is individually addressed. In a colony full mostly of low-life 
  scum, one could expect that the limited guest list would include the families of wealthy plantation 
  owners, the officers in the local garrison, the captains of any naval vessels currently in port and 
  
  important townsfolk and merchants. The simplest way to obtain a written invitation is to waylay a 
  guest on his way to the ball and steal it. This is fraught with danger, as the ball is by invitation 
  only, and if a particular person is missing, his friends will start asking questions . . . 
  Another potential is to forge an invitation, which means getting hold of an original, access to the 
  guest list, and finding a suitable forger of master skill. This is a swashbuckling game of high 
  adventure; such audacity should be well-rewarded. The guest list is in the hands of the town priest, 
  Father Pedro, who cherishes organizing such social occasions. The priest also cherishes the 
  governor's wife; if he is followed and observed, he may be caught committing cardinal sins with 
  her, and may be blackmailed into adding an extra name or two to the list. Pierre can then pose as a 
  wealthy merchant or whatever else he chooses to be (or the pirates suggest). A more intriguing 
  way, perhaps, is to find out which of those individuals on the guest list might part with their 
  invitation . . . willingly or unwillingly. If the sailors correctly deduce who might be invited, they 
  may reason that most of the locals would be looking forward for months to the occasion, and that 
  their best bet is to try the barracks or the docks. 
  Sniffing around, they can discover from off-duty soldiers that the captain of the garrison is leaving 
  the day of the ball. He is a tough disciplinarian and will not be missed. His replacement is to arrive 
  one day before the ball. There being a shortage of eligible (appropriate) bachelors, the new captain 
  already has an invitation waiting for him on his newly vacated desk; impersonating the new captain 
  may spring to mind. This will involve abducting him and physically restraining him for the 
  duration of the social event. The only other officer who will be present from the barracks is the 
  Major. He is popular with the troops, as he is a hopeless alcoholic and very lax. He will not notice 
  the switch for his new captain, as long as he is started early in the evening on some strong rum, and 
  kept reasonably inebriated. The other possibility is that of a French naval captain on board a 
  warship, which has arrived in the port. The naval captain is a surly individual, who is much more 
  interested in spending the night in a brothel than at a high society function, and will willingly sell 
  his ticket for 50 livre, or wager it gambling. Again, going as the naval captain has the advantage 
  that no one really knows him. 
  The Making Of A Gentleman 
  � Clothes. The heroes may think of having a tailor run up a suitable set of ball clothes. There 
  is one gentleman's tailor in the town. He will take an immediate dislike to those of very low 
  social rank and may outright refuse to offer his services. A suitable threat or gift will suffice 
  to change his cowardly-but-greedy mind. He will initially charge l0 livre. An extra bribe or 
  threat will be needed to prevent the tailor from maliciously gossiping to his other customers 
  about the "sailor pretending to be a gentleman." If this precaution is not taken, Pierre will be 
  immediately recognized by his outfit upon arrival. (Kind GMs will give the heroes the 
  opportunity to discover the gossip before the ball, and give chances to repair the damage . . .) 
  If Pierre is impersonating the new garrison captain, the unfortunate waylaid man's uniform 
  must be removed for use during the evening, adding insult to injury. If going as the naval 
  captain, an appropriate outfit must be made.  
  � Dancing. At the ball, the guests won't be dancing a jig to the hornpipe. If the players think of 
  this, they may remember Marcel. If Marcel was befriended, he is more than willing to teach 
  Pierre more formal dancing. This could lead to some very embarrassing scenes . . . This will 
  not grant the Dancing skill, but will allow a temporary default of DX-2. If taught to a player 
  who already has Dancing as a skill, a few days of lessons allows Pierre to learn the basic 
  steps of ballroom dancing, and hence use the player's own skill level.  
  � Etiquette. If asked, Marcel will also give a crash course in etiquette. Correct expressions, 
  how to hold cutlery, how to talk to a young lady, etc. This will not grant the skill Savoir-
  Faire, but will allow a temporary default of IQ-1 rather than IQ-4 when interacting with 
  others at the ball. ("Lesson one: Don't say anything unless you absolutely have to . . .")  
  � Presents. A suitable gift for the young lady may win her over. Quizzing one of her maids 
  when she comes to town will reveal that the young lady loves a particular type of flower. If 
  the PC flatters the maid and treats her well, this will be an honest answer. If the PC is vile 
  
  and threatening, she will describe a flower her mistress is allergic to.  
  � Wooing. Mme. Beauchamp has had her heart broken many times. She can provide 
  invaluable advice on what a young woman would like to hear.  
  Of course, any of the above can instead be taught by characters with the appropriate background 
  and skills. However the seamen get Pierre to the ball, his chances of success will depend entirely 
  upon how well they have prepared him. Dressed in well-made clothes, he cuts quite a dashing 
  figure. If everything was well-prepared and well executed he should succeed, and win the young 
  lady's heart; Mme. D'Oreton will fall in love both Pierre's true self, and the lengths he went to in 
  order to meet her. (Of course, this may have complications of its own . . .) If the heroes ill-prepared 
  Pierre for his attempt, he will be the laughing stock of the night. Regardless, if the heroes don't 
  attend the ball, this should be a tense evening until they hear from Pierre again; did their efforts 
  work? And if not, will their role in the ruse be revealed? 
  Variations 
  You may chose to replace Pierre's role with that of a suitable PC who has fallen for the young lady. 
  A Don Juan in the party may fall in love with Mme. D'Oreton as well, and become a direct rival for 
  her affections, either openly or covertly subverting Pierre's attempts. If a PC attends the ball, you 
  will need to recreate a social situation fraught with "danger" for the inexperienced. Holding cutlery 
  the wrong way, crude language, verbal duels with vindictive socialites, dancing with young ladies, 
  building up the courage to talk to Mme. D'Oreton, etc. Allow your imagination to run riot and 
  make the characters sweat! 
  Potential Consequences 
  � The swashbucklers may have made numerous enemies. The captain of the garrison, Father 
  Pedro, M. D'Oreton, and so on. This may make things uncomfortable in the town.  
  � Vincent Paul (see below) may challenge a PC or Pierre to a duel to protect Mme. D'Oreton's 
  "delicate mind" from the dangers of associating with low-lives, should Pierre's background 
  be revealed. Vincent will not think twice about killing a pirate/sailor, but a PC should think 
  carefully about the consequences of killing a gentleman.  
  � An angry, vicious M. D'Oreton will scour the town with his overseers, searching for those 
  who embarrassed him in public.  
  � If Pierre should win Mme. D'Oreton's affections, he may well flee the port two weeks later, 
  driven back to the sea to escape her constant whining and nagging.  
  � If the PCs make a genuine effort to aid Pierre in his quest, true to his word he will make the 
  cargo inventory, sailing schedules, and route for The Resolute available, setting the scene for 
  an efficient high seas robbery.  
  The Cast 
  All NPCs speak French as their primary language, except Henri, whose primary language is an 
  African one. 
  Marcel 
  Marcel is a dashing 28-year-old son of a noble. Exiled from France for killing a powerful man in a 
  duel, he no longer acknowledges his once-privileged social status. Nevertheless he is a good source 
  for social skills. Impulsive, Marcel doesn't dwell upon consequences of his actions. He is literate, 
  educated, and friendly. 
  ST 12, DX 15, IQ 12, HT 12 
  Speed: 6.75, Move: 6 
  
  Dodge: 6 Parry: 12 
  Advantages: Alcohol Tolerance; Charisma+2; Handsome; Literacy. 
  Disadvantages: Enemy (the family of the man killed in the duel), Impulsive. 
  Quirks: Polite. Fastidious about personal cleanliness. Refuses to acknowledge his noble birth. 
  Loyal to Henri. 
  Skills: Black Powder Weapons-16; Carousing-15; Dancing-15; Fast-Draw (Rapier)-15; Fencing 
  (Rapier)-18; Gambling-12; Poetry-13; Riding-15; Savoir-Faire-15; Seamanship-15; Spanish-12. 
  Equipment: Well dressed in light, baggy clothes. Transitional rapier. 0.60 Flintlock pistol. Pouch 
  with shot and powder. 
  Note: Marcel has renounced his noble birth, hence this does not currently count as an advantage. 
  Mme. Beauchamp 
  Mme. Beauchamp, the owner of the Lonely Mariner, is a beautiful, successful 42-year-old 
  businesswoman. She is more than a match for any of the pirates; she has a finger in many pies at 
  any given time. Literate and self-educated, she is a good source of knowledge on the isle and its 
  colorful characters. 
  ST 7, DX 8, IQ 14, HT 10 
  Speed: 4.5, Move: 4 
  Dodge: 4 
  Advantages: Beautiful; Charisma+2; Literate; Wealth-Comfortable. 
  Disadvantages: Second Class Citizen (woman). 
  Quirks: Soft spot for charming rogues; distrusts Spanish; courageous. 
  Skills: Area Knowledge (Tortuga)-14; Black Powder Weapons- 10; Diplomacy-14; English-14; 
  Fast-Talk-14; Gambling-14; Holdout-16; Merchant-16; Spanish-14; Streetwise-16. 
  Equipment: Concealed .50 Pocket Pistol. Total 100 livre hidden in various places on person. 
  Henri 
  Henri is 29-year-old escaped plantation slave who has taken a new French name. He is very 
  intelligent, and was taught to read by Marcel. He has a deep hatred of slavery and plantation 
  owners. 
  ST 14, DX 10, IQ 14, HT 12 
  Speed: 5.5, Move: 5 
  Dodge: 5 Parry: 8 
  Advantages: Literacy; Language Talent +3. 
  Disadvantages: Social Stigma (escaped plantation slave). 
  Quirks: Hates plantation owners. Loyal to Marcel. Raises good luck charm to forehead before risky 
  ventures. 
  Skills: Brawling-12; Carousing-12; Cooking-14; English-14; French-19; Gambling-14; Knife-16, 
  Knife-Throwing-16; Seamanship-15; Spanish-18. 
  Equipment: Light sailor's clothes, large knife, 3 small throwing knives, wooden African charm on 
  necklace. 
  Father Pedro 
  Father Pedro is a 33-year-old French-Spanish priest born of a French father and a Spanish mother. 
  He cannot control his passions for women, despite his vows. He is literate, highly educated, and 
  very handsome. 
  
  ST 8, DX 10, IQ 10, HT 10 
  Speed: 5, Move: 5 
  Dodge: 5 
  Advantages: Attractive; Charisma+2; Clerical Investment; Literacy. 
  Disadvantages: Lecherousness. 
  Quirks: Identifies as a Frenchman. When preaching, delivers fiery sermons full of portents of 
  doom for sinners. 
  Skills: Acting-12; Dancing-10; History-10; Latin-10; Literature-10; Riding-12; Savoir-Faire-12; 
  Sex Appeal-12; Spanish-18; Theology-10. 
  Captain Fouchard 
  The 30-year-old Captain Fouchard is the new garrison captain. He is conscientious, upright, and a 
  strict disciplinarian. He abstains from all vice. If he is temporarily abducted for the purposes of 
  obtaining an invitation, he will become an implacable, determined foe. 
  ST 12, DX 12, IQ 10, HT 14 
  Speed: 6.5, Move: 6 
  Dodge: 6 Parry: 10 
  Advantages: Alertness+2; Literacy; Military Rank+3; Strong Will+3. 
  Disadvantages: Sense of Duty (King of France). 
  Quirks: Very serious, all the time. No sense of humor. Doesn't indulge in any forms of vice and 
  expects his troops not to either. Strict disciplinarian. Unforgiving of others mistakes/offenses. 
  Skills: Black Powder Weapons-14; Brawling-12; Fast-Draw (rapier)-14; Fencing (rapier)-16; 
  Intimidation-12; Interrogation-12; Knife-12; Leadership-12; Stealth-12; Tactics-12. 
  Maneuvers: Counterattack-12; Disarming-12; Feint-14; Lunge-16; Riposte-14. 
  Equipment: Military dress. Transitional rapier. Main-Gauche. .60 Flintlock Pistol. Telescope. 
  Mme. D'Oreton 
  Already a difficult, spoiled child, Mme. D'Oreton's years at the finishing school have taught her 
  that social class matters. Treated as an inferior because she was born in the colonies, her school 
  years were miserable. Now 18 years old, she intends to teach others that -- at least in this corner of 
  the world -- she is their social better. 
  ST 8, DX 12, IQ 10, HT 12 
  Speed: 6, Move: 6 
  Dodge: 6 
  Advantages: Literacy; Status+1; Very Beautiful; Voice. 
  Disadvantages: Bad Temper; Bully; Jealousy; Second Class Citizen (woman); Stubbornness. 
  Quirks: Talks about herself incessantly. Loves performing songs in public. 
  Skills: Dancing-15; Riding-14; Savoir-Faire-14; Sex Appeal-16; Singing-16. 
  M. Francis D'Oreton 
  M. Francis D'Oreton is a 48-year-old bad-tempered, selfish plantation owner who was exiled for 
  political reasons. Irritated by the tropical heat, he is always red and sweaty. He is notorious for the 
  ill treatment of his slaves. If embarrassed in public, he will hound those responsible with the 
  unreasoned passion he has for making others suffer. 
  ST 8, DX 8, IQ 11, HT 10 
  Speed: 4.5, Move: 6 
  
  Dodge: 4 Parry: 6 
  Advantages: Filthy rich; Literacy; Single Minded; Status+2. 
  Disadvantages: Cowardice; Enemy (political enemies in France); Fat; Reputation (cruelty to 
  slaves). 
  Quirks: Greedy. Selfish. Thirsts for revenge upon those who cross him. Dotes on daughter. 
  Skills: Black Powder Weapons-10; Fencing (rapier)-9; Intimidation-12; Merchant-15; Riding-11; 
  Spanish-13. 
  Equipment: Slashing Rapier. Flintlock .52 pistol. Flintlock .69 (custom made hunting firearm). 
  Pouch with 200 livre. Flashy clothes. 
  Pierre Sange 
  Pierre Sange is a young French sailor. Very handsome. Although he is melancholic, dreamy, and 
  absent-minded, he has accomplished much for only being 20 years old. He is literate and fluent in 
  French and English, with a working knowledge of Spanish. 
  ST 10, DX 14, IQ 10, HT 12 
  Speed: 6.5, Move: 6 
  Dodge: 6 Parry: 7 
  Advantages: Handsome; Literacy. 
  Disadvantages: Wealth- Struggling. 
  Quirks: Romantic at heart. Daydreams. 
  Skills: Boating-14; Brawling-16; Climbing- 14; Cooking-10; English- 12; Knife-14; Seamanship-
  12; Spanish- 10; Streetwise-10. 
  Equipment: Sailor's clothes. Small knife. Gold earring. 
  Vincent Paul 
  Vincent Paul is a 26-year-old hotheaded duelist. The aggressive, arrogant son of a plantation 
  owner, he can make a dangerous rival for Mme. D'Oreton's affections at the ball should the GM 
  decide it needs further complications. 
  ST 12, DX 11, IQ 8, HT 11 
  Speed: 5.5, Move: 5 
  Dodge: 5 
  Advantages: Status+1. 
  Disadvantages: Bad Temper; Overconfidence. 
  Quirks: Dislikes non-French. Dislikes those of lower Social Status. Dislikes non-Catholics. 
  Dislikes those who are more handsome than him. Dislikes strangers. 
  Skills: Black Powder Weapons-12; Dancing- 12; Fencing (saber)-13; Gambling-8; Intimidate-14; 
  Riding-12. 
  Equipment: Well-dressed in gentleman's clothes. Saber. .52 Flintlock Pistol. .69 Musketoon 
  (hunting weapon). 
   
  Article publication date: April 5, 2002 
  147 Pyramid subscribers rated this article 3.58 on a scale of 1 to 5. Visit the ratings page for more 
  info. 
  Copyright © 2002 by Steve Jackson Games. All rights reserved. Pyramid subscribers are permitted to read this article 
  online, or download it and print out a single hardcopy for personal use. Copying this text to any other online system or 
  
  BBS, or making more than one hardcopy, is strictly prohibited. So please don't. And if you encounter copies of this 
  article elsewhere on the web, please report it to webmaster@sjgames.com.  
   
  Home - Subscribe! - Current Issue - Playtesting - Chat - - - Feedback  
  
SOURCE: textdata/thevault/GURPS [multi]/Adventure/GURPS - Adventure - The Lonely Mariner (Swashbucklers).pdf