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Campaign · Canula Prime · For the GM

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.

A Source-shaped presence stirring inside the buried chamber
Something breathes beneath the estate

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

GM-Ready Campaign EditionPDF · RestrictedGM Distribution HandoutsPDF · RestrictedSpoiler-Free Player PacketPDF · Safe to share

PDF and Web Editions

The downloadable GM Edition contains the complete playable campaign. Some expanded NPC backgrounds and continuity details relevant to later adventures are available only in the web edition. GMs continuing the story should consult the online campaign chapters for those additional details.

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.

Prepare the campaignView the eight acts

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.

RoleWhat you bringA question to answer
Envoy or legal aideProcedure, rhetoric, rank, and public access.Which law do you still believe deserves obedience?
Naval officer or marineCommand, discipline, violence, shipboard authority.Whose order would you refuse in public?
Investigator or intelligence operativeSurveillance, documents, covert contacts, and inference.Which earlier assignment still follows you?
Engineer, physician, or scholarTechnical knowledge, care, and specialist credibility.What discovery would you refuse to weaponize?
Local guide, dockworker, or survivorRoutes, communities, memory, and practical legitimacy.Who on Canula Prime expects you to protect them?
Free captain, smuggler, or privateerMobility, 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.

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.

Begin Act I: Ashes of San TelmoSee all eight acts ↓

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.

  1. Investigators arrive at the damaged San Telmo estate.
    Act I01

    Ashes of San Telmo

    Import the previous ending, secure the DeSauros mission, and discover why the summit was really called.

    Run Act I
  2. Delegations negotiate around a table overlooking Canula Prime harbour.
    Act II02

    Masks at the Table

    Formal negotiations turn discoveries, alliances, contradictions, and protected trade into political leverage.

    Run Act II
  3. Covert operatives work among ships and cargo in the harbour at night.
    Act III03

    The Shadowed Tide

    The characters uncover the trafficking network beneath respectable trade while balancing rescue, evidence, secrecy, and political consequence.

    Run Act III
  4. Researchers operate the reconstructed Ear in a hidden laboratory.
    Act IV04

    The 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
  5. Mar de Oro airships assemble above the jungle of Canula Prime.
    Act V05

    Wolf in the Clouds

    Political pressure becomes an aerial and ground extraction battle across signals, landing zones, ships, and the laboratory.

    Run Act V
  6. An expedition travels through marked inland jungle territory.
    Act VI06

    The Jungle Remembers

    Pursue the surviving force inland, preserve the evidence, survive the jungle conflict, and confront the Clann's judgment.

    Run Act VI
  7. Explorers enter the vast inland Source complex.
    Act VII07

    The Breathing Source

    Enter the inland Source complex, learn how the system responds, and survive the consequences of incompatible signals.

    Run Act VII
  8. Delegates examine maps and evidence during the campaign settlement.
    Act VIII08

    The 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

Open Act I →
Campaign clocks
Likely faction moves

Reference prompts, not required scenes.

Show all eight acts together

Act I · Current act

Ashes of San Telmo

Open Act I →
Campaign clocks
Likely faction moves

Reference prompts, not required scenes.

Act II

Masks at the Table

Open Act II →
Campaign clocks
Likely faction moves

Reference prompts, not required scenes.

Act III

The Shadowed Tide

Open Act III →
Campaign clocks
Likely faction moves

Reference prompts, not required scenes.

Act IV

The Ear

Open Act IV →
Campaign clocks
Likely faction moves

Reference prompts, not required scenes.

Act V

Wolf in the Clouds

Open Act V →
Campaign clocks
Act-local clocks
Likely faction moves

Reference prompts, not required scenes.

Act VI

The Jungle Remembers

Open Act VI →
Campaign clocks
Likely faction moves

Reference prompts, not required scenes.

Act VII

The Breathing Source

Open Act VII →
Campaign clocks
Likely faction moves

Reference prompts, not required scenes.

Act VIII

The Price of Fortune

Open Act VIII →
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

  • Power Players
  • Locations and Set-Pieces
  • Handouts and Evidence

Rules & Conversion

  • Universal Conversion Notes
  • D&D Fifth Edition Conversion Pack
  • Pathfinder Second Edition Conversion Pack
  • Blades / Forged in the Dark Conversion Pack

At-the-Table Reference

  • Quick Reference
  • Player Primer
  • Campaign Worksheets
  • Campaign Maps
  • Rewards and Lasting Assets
  • Glossary and Handout Pack
All 28 chapters · Chapter index

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.

Boca Serena · The Summit District · Plantation & Source Region · Action Over Canula Prime, tap to zoom

Signature scenes

Images from the field

San Telmo plantation estate
The estate at San Telmo, the door the summit is really about.
Table safety

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?

+

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?

+

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.

For the Game Master's eyes

Tales of Mar de Oro · Game Master's Guide · Johnny Crown · 7202 Post Sundering

Restricted · For the Game Master

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.

Return to player material

7202 Post Sundering · Johnny Crown