Skip to content
Mar de Oro
  • Start Here
  • How Mar de Oro Plays
  • About
  • ResourcesCommunity Review
GM Guide · Mar de Oro
Restricted · For the GMHome
HubAdventuresCampaignToolsSession PrepResources
Campaign overview/All chapters
GM-Ready Campaign · Full Text

Browse the campaign

Twenty-eight chapters: seven campaign prep chapters, eight acts, and the campaign toolkit. Open a card to read a single chapter as a focused reference at the table.

Part I

The Campaign

Chapter I

Campaign at a Glance

A continuation, an alternate opening, and the shape of the whole story.

In the summer of 7202 Post Sundering, the San Telmo Incident exposes an active listening chamber beneath a plantation estate on Canula Prime. The immediate disaster may have been c…

Open chapter
Chapter II

Continuity and Starting States

San Telmo does not have one ending. Import the consequence the players earned.

At the end of the San Telmo Incident, ask three questions: Who is safe now? Who controls the proof? Who controls access to the chamber? Then record all five campaign facts establis…

Open chapter
Chapter III

The Truth Behind the Campaign

The Ear is not an engine. It is a receiver built from a misunderstood part of an older system.

San Telmo leaves behind at least one usable remnant: a physical component, a copied calibration pattern, a pressure record, or the memory of a repeatable pulse. The Project Custodi…

Open chapter
Chapter IV

Factions in Motion

Every faction has a public face, a private mission, and a bargaining line they will not cross without leverage.

Every delegation has a public brief, a private objective, and a line it will not admit exists.

Open chapter
Chapter V

Campaign Clocks and Leverage

Pressure over time, not a single die roll.

Pressure should remain visible even when the characters choose another door.

Open chapter

Part II

Running the Campaign

Chapter VI

The Campaign Spine

How the acts connect, escalate, and resolve.

Eight acts, one clue web, and no required sequence inside an act.

Open chapter
Chapter VII

Running the Negotiations

Turn talk into pressure.

The summit is a campaign hub, not a sequence of speeches.

Open chapter

Part III

The Eight Acts

Chapter VIII

Act I — Ashes of San Telmo

The previous ending becomes the starting political reality.

The players arrive carrying an ending. The Project Custodian intends to make it disappear inside procedure.

Open chapter
Chapter IX

Act II — Masks at the Table

Formal negotiations turn every discovery into leverage.

Every speech is public. Every useful decision is being made elsewhere.

Open chapter
Chapter X

Act III — The Shadowed Tide

The party uncovers the trafficking network beneath respectable trade.

The summit speaks of trade. The route beneath it carries people.

Open chapter
Chapter XI

Act IV — The Ear

A reconstructed listening device points toward the true inland Source.

A machine that listens is more dangerous than a weapon that only fires.

Open chapter
Chapter XII

Act V — Wolf in the Clouds

Van Rijn fixes Albion’s frigates while landing sloops approach the island.

Albion designed the attack to end before anyone could call it a battle.

Open chapter
Chapter XIII

Act VI — The Jungle Remembers

The Clann intervene, erase the battlefield, and test the party.

The wet season erases tracks. The Clann decide which histories deserve the same mercy.

Open chapter
Chapter XIV

Act VII — The Breathing Source

Contradictory signals force the Source into a failed correction.

The cave does not hate the characters. It is trying to make their contradictions fit.

Open chapter
Chapter XV

Act VIII — The Price of Fortune

The characters decide what becomes law, scandal, secret, or war.

The final battle is over what the world is allowed to call true.

Open chapter

Part IV

Campaign Toolkit

Chapter XVI

Power Players

The people who move the summit.

Use desire, fear, and first move. Rules guidance begins in Chapter XIX: Universal Conversion Notes.

Open chapter
Chapter XVII

Locations and Set-Pieces

Rooms, coasts, and skies you can drop a scene into.

Every location contains a public owner, a quiet owner, a witness, and a wrong move.

Open chapter
Chapter XVIII

Handouts and Evidence

Physical objects and documents the party can hold, copy, hide, or destroy.

A document should create a person to protect, a power to confront, or a choice about publication.

Open chapter

Part V

Conversion Packs

Chapter XIX

Universal Conversion Notes

Translate pressure, not numbers.

Use these procedures for the supported systems and any other rules engine.

Open chapter
Chapter XX

D&D Fifth Edition Conversion Pack

Skills, DCs, and Ear rules for 5e.

Levels, hazards, influence, adversaries, and milestone progression.

Open chapter
Chapter XXI

Pathfinder Second Edition Conversion Pack

Proficiency, degrees of success, and Source horror in PF2.

Level-based pressure, complex hazards, influence, and victory points.

Open chapter
Chapter XXII

Blades / Forged in the Dark Conversion Pack

Position, effect, clocks, and the Ear as an obligation.

Scores, faction status, heat, crew identity, and consequences that never stay clean.

Open chapter
Chapter XXIII

Quick Reference

Cross-system reminders for the table.

A desk guide with direct chapter and section references to the material needed at the table.

Open chapter

Part VI

Play Materials

Chapter XXIV

Player Primer

What the players can safely know before session one.

A spoiler-free introduction that the Game Master may share before Session Zero.

Open chapter
Chapter XXV

Campaign Worksheets

Continuity, factions, and clocks at a glance.

Printable pages for custody, factions, clocks, evidence, lunar pressure, and unresolved consequences.

Open chapter
Chapter XXVI

Campaign Maps

Canula Prime and its four operating theatres.

Cartographic references for the harbor, summit, inland expedition, and the battle above Canula Prime.

Open chapter
Chapter XXVII

Rewards and Lasting Assets

What the party keeps when the campaign ends.

Reward access, protection, authority, mobility, and responsibility rather than filling the campaign with conventional treasure.

Open chapter
Chapter XXVIII

Glossary and Handout Pack

Terms, factions, and handout summaries.

Pronunciation, setting terms, and short documents ready to copy or share.

Open chapter

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