Shadows of the
Compañeros
Canula Prime after San Telmo · Summit, Source, and Sky
Canula Prime stands between prosperous trade routes, old colonial claims, and a deeper history that no government fully understands. The recent San Telmo Incident exposed evidence of a buried listening chamber beneath a plantation estate. Officials call the crisis contained. Foreign delegations have arrived to decide what the island, its people, and its discoveries are worth.
Shadows of the Compañeros is a full eight-act campaign for the DeSauros mission and the friends, rivals, and witnesses drawn into their orbit. It moves from harbour and summit floor to plantation, cave mouth, and the open sky above the island, and it ends on questions of custody rather than a single duel.

Epigraph
“The visible mission is only the door. The real adventure begins when someone asks who built the door, who paid for the key, and what wakes behind it.”
GM's briefing, second night at Boca Serena
Shadows of the Compañeros
Run the Campaign
Shadows of the Compañeros is a complete eight-act Canula Prime campaign for approximately twelve to eighteen sessions. Prepare the starting state and active pressures first, then run the eight acts through the campaign spine rather than a fixed sequence of scenes.
The shape of play
What the campaign is about
- Political negotiation where proof, access, witnesses, and public credibility matter more than a single social roll.
- Investigation across courts, docks, archives, estates, ships, and hidden routes.
- Covert action and difficult alliances with people whose methods may be compromised, useful, or both.
- Aerial warfare where command, signal, rescue, and extraction matter as much as destroying an enemy ship.
- A journey inland toward a Source whose behaviour is physical, responsive, and poorly understood.
- Choices about custody, publication, secrecy, and responsibility that continue after the final confrontation.
At the table
Campaign roles
Every player picks a role. Every role brings a lever the summit respects, and a question the campaign will eventually ask them.
| Role | What you bring | A question to answer |
|---|---|---|
| Envoy or legal aide | Procedure, rhetoric, rank, and public access. | Which law do you still believe deserves obedience? |
| Naval officer or marine | Command, discipline, violence, shipboard authority. | Whose order would you refuse in public? |
| Investigator or intelligence operative | Surveillance, documents, covert contacts, and inference. | Which earlier assignment still follows you? |
| Engineer, physician, or scholar | Technical knowledge, care, and specialist credibility. | What discovery would you refuse to weaponize? |
| Local guide, dockworker, or survivor | Routes, communities, memory, and practical legitimacy. | Who on Canula Prime expects you to protect them? |
| Free captain, smuggler, or privateer | Mobility, deniable access, and flexible loyalty. | What debt can still alter your course? |
Campaign prep
Prepare the Campaign
Set the starting state, understand the forces already in motion, establish clocks and leverage, and review the campaign spine before beginning Act I.
First time running the campaign?
Read these seven chapters before Act I. They establish the campaign state and the procedures that keep events moving without requiring a fixed sequence of scenes.
- Prep I
Campaign at a Glance
Understand the premise, campaign position, themes, player role, supported modes of play, and the overall shape of the campaign.
Campaign overview - Prep II
Continuity and Starting States
Import the San Telmo outcome or establish the standalone opening, then determine who controls the people, proof, and access that matter when play begins.
Set the starting state - Prep III
The Truth Behind the Campaign
Learn the hidden structure behind the crisis so discoveries, technical evidence, and faction reactions remain consistent during play.
Read the GM truth - Prep IV
Factions in Motion
Know what each major faction wants, what it fears, and what it does when the characters leave it unanswered.
Prep the factions - Prep V
Campaign Clocks and Leverage
Set the clocks, lunar pressure, evidence, leverage, and negotiation Position that move independently of the characters.
Set the pressure - Prep VI
The Campaign Spine
Review the eight-act structure, required truths, clue web, example session route, and procedures for keeping the campaign moving when the expected route breaks.
Review the campaign spine - Prep VII
Running the Negotiations
Prepare the summit as a living campaign hub where evidence, Position, concessions, faction moves, and private pressure matter more than a sequence of speeches.
Prep the summit
Ready to play
Begin Act I
Once the starting state, factions, clocks, and campaign spine are established, begin the eight campaign acts. Each act is a pressure field with an objective, truths that must surface, and consequences. The players choose the route through it.
Campaign structure
The Eight Acts
Each act is a distinct pressure field within one campaign. Together they move from the political aftermath of San Telmo through negotiation, covert action, aerial conflict, the inland Source, and the final struggle over custody, proof, and consequence.
Act I01Ashes of San Telmo
Import the previous ending, secure the DeSauros mission, and discover why the summit was really called.
Run Act I
Act II02Masks at the Table
Formal negotiations turn discoveries, alliances, contradictions, and protected trade into political leverage.
Run Act II
Act III03The Shadowed Tide
The characters uncover the trafficking network beneath respectable trade while balancing rescue, evidence, secrecy, and political consequence.
Run Act III
Act IV04The Ear
Reach the hidden laboratory and decide what happens to the reconstructed listening device and the people being used to control it.
Run Act IV
Act V05Wolf in the Clouds
Political pressure becomes an aerial and ground extraction battle across signals, landing zones, ships, and the laboratory.
Run Act V
Act VI06The Jungle Remembers
Pursue the surviving force inland, preserve the evidence, survive the jungle conflict, and confront the Clann's judgment.
Run Act VI
Act VII07The Breathing Source
Enter the inland Source complex, learn how the system responds, and survive the consequences of incompatible signals.
Run Act VII
Act VIII08The Price of Fortune
Return to the political struggle and decide what becomes safety, proof, custody, publication, secrecy, scandal, or war.
Run Act VIII
Campaign at a glance
Campaign Pressure Map
See which clocks and factions are in motion across all eight Acts. Track your campaign locally, or use the map as a reference without saving anything to an account.
Campaign progress is stored only in this browser. Export your state to keep a backup or move it to another device.
Jump to an act
Act I · Current act
Ashes of San Telmo
Campaign clocks
Likely faction moves
Reference prompts, not required scenes.
Show all eight acts together
Act I · Current act
Ashes of San Telmo
Campaign clocks
Likely faction moves
Reference prompts, not required scenes.
Act II
Masks at the Table
Campaign clocks
Likely faction moves
Reference prompts, not required scenes.
Act III
The Shadowed Tide
Campaign clocks
Likely faction moves
Reference prompts, not required scenes.
Act IV
The Ear
Campaign clocks
Likely faction moves
Reference prompts, not required scenes.
Act V
Wolf in the Clouds
Campaign clocks
Act-local clocks
Likely faction moves
Reference prompts, not required scenes.
Act VI
The Jungle Remembers
Campaign clocks
Likely faction moves
Reference prompts, not required scenes.
Act VII
The Breathing Source
Campaign clocks
Likely faction moves
Reference prompts, not required scenes.
Act VIII
The Price of Fortune
Campaign clocks
- Unresolved faction clocks: show a meaningful pending off-screen consequence supported by a surviving faction’s position and credible action. Progress a clock only when its established trigger warrants it; completion is not required. Preserve earned victories.
Likely faction moves
Reference prompts, not required scenes.
13 clocks are defined by the campaign guide. A clock listed under an act is relevant there; it does not advance on its own.
Campaign toolkit
Reference During Play
Use these chapters during preparation and at the table. They support the campaign but are not additional acts.
People, Places & Evidence
Rules & Conversion
Cartography
Campaign maps
One plate, four maps. Tap to zoom into Boca Serena, the Summit District, the plantation and Source region, and the action over Canula Prime.
Signature scenes
Images from the field

The campaign may include colonial violence, forced labour, trafficking, coercion, imprisonment, wartime atrocities, transformation, and Source-related body horror. Establish lines, veils, and a pause or rewind tool before play.
For the GM
Running Shadows of the Compañeros
Is this campaign safe to share with players?
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Only the Spoiler-Free Player Packet is meant for players. The GM-Ready Campaign Edition and the Distribution Handouts contain the full arc, faction truths, and act outcomes, and should stay with the Game Master.
What system is Shadows of the Compañeros written for?
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The campaign is written system-neutral, in the same voice as the GM Guide. Use the Appendix conversion ladder to translate DCs, saves, and consequences into D&D 5e, Pathfinder First Edition, Pathfinder 2e Remastered, or Forged in the Dark at the table.
Where does the campaign sit in the setting timeline?
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It takes place on Canula Prime shortly after the San Telmo Incident, during the international summit that decides the future of the island and its discoveries.
Mar de Oro Game Master Area
This is the Game Master side of Tales of Mar de Oro: campaign chapters, session preparation tools, and running guidance for the Golden Sea. It is open to anyone, but it is written for the person behind the screen.
Campaign spoiler warning: the material past this point includes faction secrets, hidden truths, and the sequence of events behind the campaign. Reading it as a player will hollow out surprises the setting depends on.
Spoiler-free GM resources you can open without entering: Mar de Oro GM Tables and new Game Master onboarding.
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