
Adventure Three · Shadows of the Compañeros
The Shadowed Tide
The summit speaks of trade. The route beneath it carries people.
Protected trade routes are moving people through Porto Sombra. The crew must choose what to rescue, what to prove, whom to trust, and what can survive exposure.
Adapted from Act III of the Shadows of the Compañeros campaign. This page is for the GM and contains spoilers. Players should use the Player Packet.
Read First
Quick Facts
- Players
- 4–6 players
- Length
- One long session or two shorter sessions
- Position in the series
- Adventure Three, immediately after Masks at the Table. Can start standalone.
- Rules
- System neutral. Use any rules set, the Native Rules, or the 2d6 Resolution Bridge.
- Format
- Website only. No PDF.
- Setting
- The docks and protected trade routes of Porto Sombra and Boca Serena, Canula Prime.
Table provenance
This adventure was played in the original Mar de Oro campaign, then revised for publication and web play.
New to Mar de Oro?
Porto Sombra is Boca Serena’s old dock district. The characters remain attached to the DeSauros mission, and the summit is still operating while events unfold at the docks.
Position and campaign clocks carry the political consequences of what happens there. This adventure is covert investigation and rescue with multiple operations, not a required sequence. For more background, visit Start Here.
Continue from Masks, or start standalone
If your group played Masks at the Table in this browser and saved its record to the campaign, the state below is imported automatically. Otherwise the labeled standalone default applies.
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What the players know
The summit continues in public. The characters have reason to suspect that people are disappearing through protected commercial routes, and a network calling itself the Shadowed Tide has made contact. They do not yet know who is responsible or how far the route reaches.
Share the Player Packet before play. It contains nothing below the GM markers on this page.
How this adventure plays
This act shifts from the summit table to covert work at the docks. Five operations are optional pressure nodes: the party may pursue any subset, in any order, and none is required. The act ends on a discovery, not a boss encounter.
At the table
- The challenge is how the players rescue people and preserve testimony, not whether trafficking can be proved wrong.
- A noisy raid, accusation, or disappearance advances Traffickers Erase the Route. The network moves people before it burns paper.
- Direct violence at Valerio’s estate destroys the public case; the servants already know the truth.
- Treat Marina as an actor with her own plan, never as a hostage or a moral symbol.
- Ask which person becomes endangered when a piece of evidence is used.
What This Adventure Is About
The moral question in The Shadowed Tide is what the characters are willing to risk to confront ultimate evil and the institutions that enable it.
The evil itself is not morally ambiguous. The difficult choices concern rescue, survivor safety, testimony, evidence, political leverage, institutional complicity, and what the characters are willing to sacrifice.
- Survivors are people, not clues, rewards, or scenery.
- Do not escalate suffering to prove the network is evil. The situation is already enough.
- If players choose immediate rescue over a stronger investigative route, treat that as a meaningful choice, not as playing the adventure incorrectly.
Players can walk away
The characters are not required to pursue this adventure. If they abandon it, let the factions, clocks, and unattended situation continue according to the fiction, record what changes, and follow what the players choose instead. A clock advances only when its established fictional trigger occurs. See When the Players Walk Away.
GM truth
GMGoal, what must surface, and pressure
GM goal: Let the characters attack the trafficking network while forcing meaningful choices between rescue, evidence, secrecy, political leverage, and survivor safety.
Truth that must surface: Stroomdijk interests and the Project Custodian overlap, Marina is assisting Lukas, and the pressure being used against Resa connects the trafficking investigation to the Ear project.
Pressure: Traffickers Erase the Route, captive relocation, burned records, coerced intermediaries, and threats to the Shadowed Tide network.
10-minute GM prep
- Check the continuity panel above: Position, the four clocks, and who holds each witness and piece of proof.
- Read the goal and the truth that must surface.
- Read the five operations and note which ones the party's current contacts make reachable first, without fixing their order.
- Decide where Resa is held and what pressure is on him, using your earlier records.
- Print the folded note, or have the handout page open, and keep the Boca Serena map ready.
- Agree safety tools with the table before play. Keep the GM Quick Reference beside you and the Adventure Record open for the end.
The Shadowed Tide cell
The Shadowed Tide is a Stroomdijk-led but locally rooted network of defectors, sailors, clerks, smugglers, and survivors committed to breaking the trafficking system. Lukas Van Rijn was a Stroomdijk naval officer. He witnessed Stroomdijk’s trafficking operations across the archipelago and reported them through his chain of command. His superiors suppressed the reports. Van Rijn broke with Stroomdijk, joined the rebellion, and came to lead the cell on Canula Prime. The Duchy of Heller later granted him a Justicar-class privateer, which he now commands. Marina DeLuca supplies information from her father’s household. Their relationship gives the rebellion access and creates its greatest vulnerability.
Lukas Van Rijn
Function: Rebel leader and former Stroomdijk naval officer.
First impression: Calm, direct, unwilling to romanticize rebellion.
What wins trust: Protecting captives before evidence or advantage.
Anika Vos
Function: Infiltrator and mapper.
First impression: Methodical, suspicious of grand promises.
What wins trust: Accurate plans and respect for compartmentalization.
Joris “Red Blade” Smit
Function: Enforcer and extraction specialist.
First impression: Blunt, protective, ready for violence. He is not related to Henrik Smit; the shared surname is common in Stroomdijk.
What wins trust: Standing in the dangerous place rather than ordering others into it.
Lisbeth “Whisper” Jansen
Function: Information broker.
First impression: Knows one private fact too many.
What wins trust: Giving useful truth without demanding her whole network.
Pieter “Patch” Van den Berg
Function: Medic and saboteur.
First impression: Warm, tired, and practical.
What wins trust: Saving wounded enemies or workers when it costs time.
Marina DeLuca
Function: Inside source and political heir.
First impression: Composed in public, furious in private.
What wins trust: Treating her as an actor, not a hostage or moral symbol.
Implicated actors
Only actors the act text names. Motives beyond what is written here are open GM choices drawn from your campaign so far.
- The Project Custodian: whoever holds that role in your campaign. The act ties them to bribes, plantation payments, and the pressure on Resa.
- Stroomdijk interests: Henrik Smit and Clara de Vries, whose correspondence may show them directing erasure.
- Hector Valerio: holder of the estate whose correspondence or testimony the Valerio operation seeks.
- Emilio Resa: the person under pressure. Finding that pressure is the exit truth.
- The Valdegracian garrison: may treat a rescue as an armed incident.
Operations
Optional pressure nodes, not a sequence. Pursue any, skip any. There is no sixth operation and no finale scene.
The five operations are prepared opportunities, not the boundaries of the adventure. If the characters devise another credible way to protect people or reach the required truth, follow it.
The Exempt Warehouse
Objective: Recover captives and manifests before a night transfer.
Complications: Wet powder, frightened guards, a second faction already inside.
Leverage: Proof linking exemptions to named buyers.
Valerio’s Estate
Objective: Steal correspondence or compel Hector Valerio to testify.
Complications: Servants know the truth; direct violence destroys the public case.
Leverage: The Project Custodian’s bribes, plantation payments, and a route to the laboratory.
The Messenger
Objective: Intercept Stroomdijk correspondence without exposing the Shadowed Tide.
Complications: The courier is a coerced clerk, not a willing conspirator.
Leverage: Evidence that Henrik Smit and Clara de Vries are directing erasure.
The Small Pen
Objective: Locate and free children held for a specific buyer.
Complications: The route is designed to move them if alarms sound.
Leverage: An irreversible truth and a permanent enemy.
Marina’s Choice
Objective: Help Marina remove records or remain in place as an inside source.
Complications: Either choice may end Marina’s relationship with her family or the administration she infiltrated.
Leverage: Access to the Project Custodian’s schedule and the location or status of the current leverage against Resa.
GMRead aloud: the Exempt Warehouse
The hidden room beneath the warehouse is too orderly. Chains are stacked by size. A slate lists ages beside prices and initials. Someone has washed the floor recently, but not well enough. From behind the inner wall comes a child’s careful breathing, the sound of someone trying not to be heard.
The Shadowed Tide Message fits first contact or the Exempt Warehouse. The earlier Stroomdijk Cargo Exemption remains relevant evidence.
Evidence and leverage
Required truths, not required scenes. The exit truth can emerge through any of these existing outcomes: recovered captives or manifests, Valerio's correspondence or testimony, intercepted correspondence, survivor testimony, Marina's records or knowledge, or information from the Shadowed Tide.
Each operation's leverage column shows what it can yield. Before any piece of evidence is used, ask which person becomes endangered. If a player choice removes a default assumption, use the campaign's When the Expected Route Breaks guidance.
Failure moves the situation forward
A failed operation may change who is safe, what evidence survives, who controls access, or which pressure advances. It does not make the required truth unreachable.
At the Table
Clocks & State
These are the campaign clocks, not act-local replacements. They continue from the imported state; do not reset them. Other campaign clocks are not foregrounded here but keep their saved values. Position runs from 0 to 6, continues from Masks, and uses the campaign-wide rules only.
Traffickers Erase the Route (6 segments)
In this act: failed raids, accusations, and missing witnesses advance it fast.
Advance when: Stroomdijk is accused, raids fail noisily, or witnesses disappear.
When full: Ledgers burn, captives are moved inland, and the network sacrifices an intermediary.
Project Custodian Completes the Ear (8 segments)
In this act: pressure on Resa continues while the party works the docks.
Advance when: Resa is isolated, the party delays, technical records are recovered, or the custodian gains outside expertise.
When full: The Ear can transmit toward the inland Source. The custodian schedules a demonstration, seizure, or sale.
Negotiations Collapse (8 segments)
In this act: violence reaching the summit district carries a political price.
Advance when: Public accusations fail, violence reaches the conference, or delegations are humiliated.
When full: The summit becomes a blockade, seizure, or armed standoff.
Vega Loses Control (6 segments)
In this act: a crossed lunar threshold or a threat to the Legacy Anchor advances it.
Advance when: A moon threshold turns, his crew suffers losses, Melenko or the Legacy Anchor is threatened, or the Ear is moved.
When full: Vega attempts a desperate seizure or transforms during a political crisis.
Rescue and custody
A noisy raid, accusation, or disappearance advances Traffickers Erase the Route: the network moves people before it burns paper. Rescued people are people first. Record who now protects each of them, where they are, and what risk remains, in the Adventure Record's witness custody table. Record surviving testimony and records in proof custody, with who can authenticate them.
When play stalls
- The network burns ledgers and moves captives inland ahead of any raid.
- The Project Custodian tightens the pressure on Resa or moves him to safer custody.
- Marina's position becomes untenable if her assistance to Lukas is exposed.
- The Valdegracian garrison treats a rescue as an armed incident rather than a rescue.
- Once contact is earned, the Shadowed Tide can offer one of the operations as a concrete next step.
Optional pressure moves, not scheduled events. Advance a clock only when its established trigger actually occurs.
When to move on
GMMove on when
The party identifies the pressure being used against Resa and learns that the Ear is nearing completion.
The party does not need to complete every operation or destroy the whole network.
At the Table
End State & Carry Forward
At the end of play, fill in the Adventure Record: Position, the four clocks, people rescued and still at risk, surviving testimony and proof, Shadowed Tide status and what was exposed, and the pressure on Resa with any route toward the laboratory. Choose "Save ending and continue" to write it to the campaign save and move the campaign to Act IV.
There is no correct ending. Record what changed.
Revisit the Character Question. Did the character’s answer change?
Continue in the campaign reference with Act IV: The Ear.
Table safety
Do Not Turn Suffering into a Puzzle
The challenge is not whether the players can prove that trafficking is wrong. The challenge is how they rescue people without allowing the network to move the rest, how they preserve testimony without treating survivors as evidence, and whether they will sacrifice negotiation advantage for immediate safety.
Keep presentation restrained. Show consequence, absence, and fear rather than suffering, and never describe harm in detail. Agree on lines and veils before play, check in before any scene with captives, and let players redirect at any time. Survivors are never clues.
Running it in any system
Resolve the meaningful risk in each operation in your chosen system, and let results change who is safe, what survives, and which clocks have a trigger. For a light default, use the 2d6 Resolution Bridge or the Native Rules; for other systems see System Conversions.
Reference
GM Quick Reference
Player Materials
Primary map
Boca Serena: Arrival Quarter

Locations in the Arrival Quarter
- 2 Customs House
- 4 Harbormaster's Office
- 8 Montoya's Chapel
- 9 Evidence Berth
- Outer Docks
- Bonded Warehouses
- Delegation Inn
- North Gate Road
- Patrol Post