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
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 chapterChapter IIContinuity 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 chapterChapter IIIThe 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 chapterChapter IVFactions 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 chapterChapter VCampaign Clocks and Leverage
Pressure over time, not a single die roll.
Pressure should remain visible even when the characters choose another door.
Open chapterPart II
Running the Campaign
Part III
The Eight Acts
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 chapterChapter IXAct II — Masks at the Table
Formal negotiations turn every discovery into leverage.
Every speech is public. Every useful decision is being made elsewhere.
Open chapterChapter XAct 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 chapterChapter XIAct 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 chapterChapter XIIAct 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 chapterChapter XIIIAct 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 chapterChapter XIVAct 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 chapterChapter XVAct 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 chapterPart IV
Campaign Toolkit
Power Players
The people who move the summit.
Use desire, fear, and first move. Rules guidance begins in Chapter XIX: Universal Conversion Notes.
Open chapterChapter XVIILocations 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 chapterChapter XVIIIHandouts 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 chapterPart V
Conversion Packs
Universal Conversion Notes
Translate pressure, not numbers.
Use these procedures for the supported systems and any other rules engine.
Open chapterChapter XXD&D Fifth Edition Conversion Pack
Skills, DCs, and Ear rules for 5e.
Levels, hazards, influence, adversaries, and milestone progression.
Open chapterChapter XXIPathfinder Second Edition Conversion Pack
Proficiency, degrees of success, and Source horror in PF2.
Level-based pressure, complex hazards, influence, and victory points.
Open chapterChapter XXIIBlades / 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 chapterChapter XXIIIQuick Reference
Cross-system reminders for the table.
A desk guide with direct chapter and section references to the material needed at the table.
Open chapterPart VI
Play Materials
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 chapterChapter XXVCampaign Worksheets
Continuity, factions, and clocks at a glance.
Printable pages for custody, factions, clocks, evidence, lunar pressure, and unresolved consequences.
Open chapterChapter XXVICampaign Maps
Canula Prime and its four operating theatres.
Cartographic references for the harbor, summit, inland expedition, and the battle above Canula Prime.
Open chapterChapter XXVIIRewards 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 chapterChapter XXVIIIGlossary and Handout Pack
Terms, factions, and handout summaries.
Pronunciation, setting terms, and short documents ready to copy or share.
Open chapterMar 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.
7202 Post Sundering · Johnny Crown