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This is the Dungeon Master tool for Escape from Gilead. Players should not be here.
A Handmaid's Tale / D&D 5e Campaign · DM Companion · Under His Eye
Solid party — main vulnerability is AC. All three are fragile but HP pools are decent and magic is fully restored.
Human · Warlock 5 (TIR / Fiend-flavoured per sheet — confirm subclass with Kels) · Charlatan · Player: kelz26813 · Chaotic Evil · Satanist
Eldritch Mind: Adv on CON saves for Concentration.
PP 11 · PI 14 · PInv 12
Common · Common Sign Language · Draconic
Disguise Kit · Forgery Kit
Human · Wizard 5 (Abjurer) · Sage · Female · Age 24 · Lawful Neutral · Player: Noob86
PP 17 · PI 14 · PInv 18
Common · Elvish · Gnomish
Calligrapher's · Disguise Kit · Painter's · Weaver's
Human · Artificer 5 (Battle Smith) · Guild Artisan · Age 35 · Player: SasysTheBard
PP 11 · PI 14 · PInv 16
Smith's · Thieves' · Tinker's · Leatherworker's · Mason's
Spell DC 14 · Atk +6 · 4×L1 · 2×L2
0 / 0 scenes completed
The Foundry, mid-combat. No setup. First words after Previously On: "Roll initiative."
ENEMIES — 3× Eye + 1× Purity Sentinel · ~1500 adjusted XP (Medium)
Between Scene 1 and Scene 2. A tunnel. Five dead handmaids. Read each body description, then go quiet. This scene lives in the silence.
After a short rest. Enemies had intel — someone's been watching. They come from two directions.
ENEMIES — 1× Eye Commander + 2× Eye + 1× Blight Hound · ~2750 adjusted XP (Hard)
No rest before this one. Someone drops to 0. A slot gets burned at the worst time. Make it cost.
ENEMIES — 1× Purity Warden + 3× Eye · ~2500 adjusted XP (Hard)
Say this to the room, not in-world. Before any looting. Before anyone speaks in character. After the long rest — they've earned it.
Calm, elderly, unbreakable. Encodes secrets in knitting.
Reserved, fiercely loyal. Memory potions.
Broad-shouldered, scar above the left eye. Defected in Year 2 — the official record says personal conduct. He was the most dangerous person in every room he entered. He just changed who he was dangerous to. Six months ago, he mapped the Foundry dead zones — the ironwork interference pattern, the suppression gaps the resistance could use. Passed it all to Cardinal. That's why they're here. Killed eight weeks ago. Not quickly.
Mid-forties, careful hands, the kind of man who wrote everything down. He didn't design Cerberus — Seraphina did. He implemented it. Managed the subject files, wrote the episode classifications, logged the conditioning sessions. He knew exactly what he was part of. Started feeding intel to Cardinal three years ago. His wife Mara was reclassified as a security risk after she asked the wrong question in the wrong office. He kept going anyway. Captured six months before Cardinal came to the safehouse. Never confirmed dead. The silence is answer enough.
Not a monster. A woman who lost her daughter, built a system to stop that grief from happening to anyone else, and kept building long after it stopped being about grief. She doesn't know when the work became the purpose.
Defeated. Long-term wipe effects unknown.
A psychic imprint, not a living woman.
Mid-40s, Gilead admin worker. Years as a resistance contact, never acted. Sweats a lot. Drinks at The Adam to feel human.
Drops by drone. Mid-thirties, sharp eyes, rehearsed delivery. Gets shot mid-sentence. Carries the frequency transmitter and a damaged data chip.
Elderly. Has not left in four years. Does not intend to. Has a cat named Ezra. Knows where every book is.
Maintains the tower's magical suppression systems. Cold, technical. Designed to never need to fight — and furious that she does.
Senior regime enforcer. Plainclothes, professional, coordinated. Works in pairs.
Elite cathedral guard. Plate armour, leadership presence. Appears in the Approach (Scene 1) if players are caught.
Petty, suspicious, comfortable in his authority. Frequents The Adam. Has never not been right about someone being in the wrong place. The kind of man who mistakes others' discomfort for guilt.
Kills Cardinal. Never seen, never found. Gilead always knew about the drop. Whether there's a leak is the DM's call.
Immaculate, terrifyingly calm. Speaks to the party like disobedient toddlers. Carries an electrified cattle prod. Breaks captured magic users before they reach the front lines.
Cold, pragmatic, pristine blessed plate mail. Never yells. Commands with absolute chilling authority. Issues the sealed orders. Commands all Purity Sentinels and Wardens.
Sickly, glowing with strange arcane energy. Sent to the radioactive colonies and survived via dark pact. Entirely unpredictable. Views destruction as the only true purity. Was one of them, once.
Towering monstrosity of iron and stained glass. Burning Gilead Eye forged into its chest. Stolen magic runs through it. The architects built it to be unkillable by magic alone.
A hulking mass of raw sewage, toxic colony sludge, and discarded biomatter. The smell arrives long before it does. When it moves, it sounds like wet mud slapping stone. Inexplicably drawn to Ofrhys's arcane signature.
Roll History
Click the active state. Rule + reminder updates below.
Priority combos — read before initiative drops
Main vulnerability: all three have AC ≤ 11 without armour/ward. Any fight where enemies get sustained attacks on Ofrhys or Ofcolin is dangerous. Control spells and the Defender exist to prevent this.
Within Gilead: Resonance Save DC = 15 + spell level. Fail = fizzles. Succeed = +1 Echo Point. Spend 3 = ignore suppression 1 min. Inactive in the Bridging Act — the Foundry is a Lattice dead zone (ironwork interference). Resumes in suppressed zones outside.
Reference only on the 28th. These mechanics fire from Session 5 onwards.
Full source: dm-reference/canon-decisions.html — revisable if play overrides.
When a trigger fires, Ofrhys rolls a CON save. Fail = Stealth + Cha disadvantage until short rest. NPCs notice on PP 12.
Recovery: long rest · short rest + clean clothes · Marta's Token (consumed).
Full doc: dm-reference/dignity-saves.html — three table rules, lore frame, opt-out.
3 filled = auto-clear, ignore suppression 1 minute.
Theocratic autocracy built on the lie of divine order. Purity towers suppress magic across all districts. Eyes enforce obedience in plainclothes. Commanders hold absolute civil authority. Aunts handle ideological conditioning. Handmaids exist to produce children for the regime. The Foundry sits in a Lattice dead zone — heavy ironwork disrupts the suppression anchors. The resistance mapped these gaps months ago. That's partly why Cardinal pointed them here. Node 47 is their first planned takedown. They haven't moved on it yet.
Not divine. Not punishment. The Purity Lattice — Seraphina's failed experiment in magical suppression that spiralled beyond her control. She built an empire on the lie that it was God's will. The Lattice's physical anchor is a crystal buried beneath the Cathedral of Reckoning. Destroy the anchor: the Blight ends.
Soul-scraping magical conditioning programme. Designed by Commander Com using his wife Mercy as the Prototype (Mercy did not survive). Ofcom is Class-Omega — the most thoroughly conditioned subject ever created. Three crystal nodes embedded: skull, spine, heart. Triggers: regime artifacts, coded phrases, Seraphina's remote signal. Act V escalation: SUBJECT SEVEN REACTIVATED — conditioning goes from episodic to constant. DC13 WIS save per combat or lose first action. If Seraphina is spared in Act VI: she can and will reverse it. Ofcom has to consent.
Two figures whose deaths made Thursday possible.
Sergei — ex-Guardian, defected Year 2. Mapped the Foundry dead zones six months ago and passed the intel to Cardinal. Married to Seraphina's sister Eleanor. Killed eight weeks ago. The party doesn't know his name. They know the Foundry is a dead zone, and they know Cardinal pointed them here. The logic connects, if they ever think to follow it.
Commander Com — Cerberus programme engineer. Didn't design it; implemented it. Ran the subject files, including Ofcom's. Spent three years feeding intel to Cardinal — the subject list, the episode classifications, the Eye Override Key. Captured six months before Cardinal visited the safehouse. Presumed dead. His initials appear in the Cerberus dossier Fragment B margins: C.C. He signed his work. He wanted someone to find it.
Outside Gilead's borders, the world continues. Canada has been running intelligence operations into Gilead for years — limited success, high casualty rate. Cardinal was their most recent asset. They know about the Purity Lattice. They have partial schematics. They sent the frequency transmitter. The frequency (Setting I) disrupts the Lattice's anchor resonance — without it, the anchor cannot be permanently destroyed. With it, one broadcast within 30ft is enough.
Node 47: Water treatment facility (cover). Relay tower amplifying Blight suppression across the eastern district. Rune puzzle controls access. Taking it down frees a 2-mile radius.
The Adam: Unofficial officers' bar in a converted basement. Men only. Strictly. No sign. Everyone knows it.
The Whispering Archive: Hidden library beneath a decommissioned church. Run by Marta (and Ezra). Pre-Gilead books, banned texts, coded resistance materials. Four years of accumulation.
Cathedral of Reckoning: Gilead's seat of theological authority. Marble, certainty, Eyes everywhere. The Purity Lattice chamber is directly below the main nave.
Ofcolin: A Satanist warlock in a theocracy. Everything Gilead exists to erase. She's still here. Deliberately, defiantly, still here. The ending should name that.
Ofrhys: Cast her first unsuppressed spell in the Bridging Act. By Act VI she should be something Gilead fears. Her fragility is a lie — she is the most dangerous person in the room. The ending should let her know it.
Ofcom: Cerberus conditioning was designed by Seraphina, built using Ofcom's wife as the template. If Seraphina is spared, she can reverse it. Ofcom has to ask the person who did this to her to help her. Those are different things — consent and forgiveness.
I=Disorientation · II=Survival · III=Hope · IV=Conflict · Bridge=Emergence · V=Rebellion · VI=Revelation
Act V tone: The resistance is winning small victories. The Adam scene is deliberately light — joy is earned and rare and real. Don't undercut it. Let them have the fun before the drop.
Act VI tone: Weight. Everything has been building to this. Thorne's last words matter. The Seraph's silence when it falls matters. Seraphina sitting on the floor of her own cathedral matters. Don't rush any of it.
Read after the world epilogue. One per PC. Slowly.
Ofcolin — Liberation: Finds a bar. Watches people who don't know yet. Raises a glass to no one. "Under nobody's eye. Just hers."
Ofcolin — Partial: She calls it Tuesday. Still herself. Still here.
Ofcolin — Retreat: Keeps the transmitter, the Testimony, the map. "Some day is a real day."
Ofcolin — Failed: She believed in the irreducible stubbornness of people who refuse to be made smaller. She carried it to the end.
Ofrhys — Liberation: Casts a cantrip in the room that used to suppress her. Not Fire Bolt. Something small. Can't stop crying. "She was the most dangerous person in every room."
Ofrhys — Partial: She's done the maths. Files it under: progress.
Ofrhys — Retreat: Refreshes her Ward. Rebuilds it. Repeat. Alive.
Ofrhys — Failed: She cast the first free spell. That was real. "It lasted."
Ofcom — Liberation: Seraphina reverses Cerberus. 40 minutes. Doesn't hurt. The hum is gone. She flexes her hands. The Defender nudges her knee.
Ofcom — Partial: Still carrying it. But she knows what it is now. She's an engineer. She works with what she has.
Ofcom — Retreat: Opens Marta's engineering manual. Her name is inside — not Ofcom. Coincidence. Has to be.
Ofcom — Failed: She built things her whole life. She built them well. "They were load-bearing."
Shelves floor to ceiling. Some titles for colour when Marta hands out the PC books: The Handmaid's Tale (Atwood), 1984 (Orwell — "considered instructional"), Beloved (Morrison — confiscated first, burned last), Giovanni's Room (Baldwin — "corrupting influence"), The Left Hand of Darkness (Le Guin — "destabilising"), A Room of One's Own (Woolf), pre-Gilead medical texts (women's health — officially destroyed), engineering and chemistry manuals above Grade 2.
Also on the shelves: diaries. Several. Some have names inside. Marta doesn't let anyone read the diaries. A child's reading primer with crayon marks. A handwritten recipe book — someone's mother's.
Marta's rule: anyone who finds a book they recognise from before is allowed to sit down. She'll make tea. She doesn't ask questions.
Pre-session / setup: Arrive — Max Richter. Sparse, patient, not quite hopeful.
Bridging Scene 1 — The Foundry (combat): Sicario OST (Jóhann Jóhannsson) — industrial dread. Switch to Mick Gordon (DOOM 2016 OST) when initiative drops.
The Tunnel — The Fallen: Silence. Literally none. If you need anything: On the Nature of Daylight (Max Richter) barely audible. This scene lives in the quiet.
Bridging Scenes 2 & 3 (combat): Horizon Zero Dawn OST (Joris de Man) — urgent strings, tactical. 1917 OST (Thomas Newman) for the moment before each wave.
Act V Scene 1 — Node 47: Arrival OST (Jóhann Jóhannsson) — mechanical pulse, build with the puzzle. "Making Cyborg" from Ghost in the Shell when the Arcanist engages.
Act V Scene 2 — The Adam (bar, comedy): Ink Spots, I Don't Want to Set the World on Fire. Period-correct, faintly absurd. When Aldric walks in: needle-scratch silence, then resume quietly.
Act V Scene 3 — The Archive: Comptine d'un autre été (Yann Tiersen) — sparse piano. Fade to silence when the cipher is cracked.
Act V Scene 4 — The Drop: Experience (Ludovico Einaudi) during Cardinal's arrival — wide, almost hopeful. Silence after the shot. Nothing.
Act V Scene 5 — Finch's Warning / Level Up: A Weaker Soldier (The National). Low, personal, exhausted. Not epic.
Act VI Scene 1 — The Approach: Ex Machina OST (Salisbury/Barrow) — moving carefully through a system built to see you. No percussion.
Act VI Scene 2 — Thorne's Last Stand: Victory Belongs to Us (1917 OST). Loud table: Karen O's "Immigrant Song" cover. Quiet table: DOOM Eternal at half volume.
Act VI Scene 3 — The Seraph: Two Steps from Hell "Archangel" — overwhelming, unkillable. When tethers break: let silence creep back in.
Act VI Scene 4 — Seraphina: Silence. Or The Scientist (Coldplay) barely audible. She walks in quietly. Music has already stopped.
Act VI Scene 5 — The Ending:
Liberation: Holocene (Bon Iver) · Partial Success: Lua (Bright Eyes) · Tactical Retreat: I Will Follow You Into the Dark (Death Cab) · Failed Attempt: Exit Music (For a Film) (Radiohead)
DM rule: when a player is speaking, fade the track. The best moments will be quiet ones. Music carries the space between, not the scene itself.
Liberation — Seraph destroyed, Seraphina spared/arrested, Ofcom's conditioning reversed. The Blight lifts. People cast cantrips in the street. Doors, once open, are hard to close.
Partial Success — Seraph destroyed, Seraphina killed, some nodes remain. Gilead is wounded, not dead. It wasn't the ending anyone planned. It was the ending they got.
Tactical Retreat — Seraph survives or party retreats. They got out. They have the transmitter. They'll try again. Resistance doesn't need to win every time.
Failed Attempt — Objectives failed, PCs may be dead. Not every story ends the way the people in it deserve. But they tried, in a world designed to make trying impossible. That is not nothing.
Resets on close — keep important stuff in Notes below.
Paste into Cowork after the session.
💡 Auto-saves to your browser as you go — notes, combatants, scene ticks, trackers, open sections, the lot. Use Save to file before clearing browser data or to back up between sessions; Load from file restores it.
All 26 daily parchment teasers are in escape-from-gilead/teasers/ — named teaser-02-may.jpg through teaser-27-may.jpg. Open the folder in Finder to find them.
escape-from-gilead/
├── dm-reference/
│ ├── combat-tracker.html
│ ├── SESSION-PACING-GUIDE.md
│ ├── encounter-loot-tables.html
│ ├── npc-histories.html
│ ├── gilead-hierarchy.html
│ ├── npc-name-generator.html
│ ├── faction-tracker.html
│ ├── pc-progress-tracker.html
│ ├── gilead-loot-generator.html
│ ├── downtime-tracker.html
│ ├── reed-briefing.html
│ ├── cathedral-contact.html
├── maps/
│ ├── battle-maps-cathedral.html
│ ├── battle-maps-streets.html
├── player-handouts/
│ ├── player-recap.html
│ └── act-vii-player-recap.html ← NEW
├── props/
│ ├── testimony-cipher-prop.html
│ ├── transmitter-prop.html
│ ├── martas-tokens.html
│ ├── wanted-poster.html
│ ├── gilead-documents.html
│ ├── post-escape-handouts.html
│ ├── cardinal-extraction-briefing.html
│ ├── cerberus-reversal-document.html
│ ├── sparrow-dossier.html
│ ├── aldric-message-card.html
│ ├── engineering-manual-inscription.html
│ ├── sparrow-letter.html
│ └── camp-northgate-noticeboard.html
├── arc-keepsakes/
│ ├── epilogue-letters.html
│ └── session-memorial.html
└── _archive/
├── _28-MAY-SESSION-1/
└── _28-MAY-SESSION-4/