GM Companion

This is the Dungeon Master tool for Escape from Gilead. Players should not be here.

Escape from Gilead

A Handmaid's Tale / D&D 5e Campaign  ·  DM Companion  ·  Under His Eye

📍 Currently: Bridging Act — The Foundry · Level 5 · Session 6 · 28 May 2026
⚠️ Party starts at Level 5. Level up to 6 happens during Session 1 — after the Hall of Purity long rest. Stats below are Level 5. Level 6 classes: Ofcolin (Warlock 6) · Ofrhys (Wizard 6 Abjurer) · Ofcom (Artificer 6 Battle Smith).

⚔️ Level 5 Party Balance

Solid party — main vulnerability is AC. All three are fragile but HP pools are decent and magic is fully restored.

Ofcolin ("Goldie")

Human · Warlock 5 (TIR / Fiend-flavoured per sheet — confirm subclass with Kels) · Charlatan · Player: kelz26813 · Chaotic Evil · Satanist

AC 9 (leather in bag, AC 10 if worn)HP 38 · Tough featWarlock 5 ✓ Init: −1 · Speed: 30ft · Prof: +3
STR
12
+1
DEX
9
−1
CON
11
+0
INT
14
+2
WIS
13
+1
CHA
14
+2 ⭐

Saving Throws

STR +1DEX −1CON +0INT +2WIS +4 ✓CHA +5 ✓

Eldritch Mind: Adv on CON saves for Concentration.

Key Skills

  • Arcana +5 · Deception +5
  • Insight +4 · Medicine +4
  • Performance +5 · Persuasion +5
  • Sleight of Hand +2

PP 11 · PI 14 · PInv 12

Languages

Common · Common Sign Language · Draconic

Tools

Disguise Kit · Forgery Kit

Spells — CHA · DC 13 · Atk +5

CANTRIPS
Eldritch Blast ×2120ft · +5 · 1d10 force each
Hellfire (TIR)120ft · CHA DC 13
Vengeful Blade (TIR)Self · +5
PACT MAGIC: 2 × 3rd level slots
Hunger of Hadar150ft · 20ft sphere · DEX DC 13
Mote of Hell (TIR)150ft · 30ft sphere · WIS DC 13
Hell's Lash (TIR)30ft · CON DC 13 · Conc.
Witch Bolt60ft · +5 · Conc.
Hellish RebukeReaction · DEX DC 13
Unseen ServantRitual · 60ft · 1hr

Features

Tough: +10 HP; +2/level.
Eldritch Mind: Adv CON saves (Concentration).
Magical Cunning: 1/LR regain 1 Pact slot.

Ofrhys (Gwendoline)

Human · Wizard 5 (Abjurer) · Sage · Female · Age 24 · Lawful Neutral · Player: Noob86

AC 10 + Arcane Ward (15 HP buffer!)HP 22 — fragile!Wizard 5 (Abjurer) ✓ Init: +0 · Speed: 30ft · Prof: +3
STR
9
−1
DEX
10
+0
CON
10
+0
INT
20
+5 ⭐⭐
WIS
12
+1
CHA
12
+1

Saving Throws

STR −1DEX +0CON +0INT +8 ✓WIS +4 ✓CHA +1

Key Skills

  • Arcana +8 · History +8 · Investigation +8
  • Perception +7 ⭐ (Expertise!) · Insight +4
  • Nature +5 · Religion +5

PP 17 · PI 14 · PInv 18

Languages & Tools

Common · Elvish · Gnomish

Calligrapher's · Disguise Kit · Painter's · Weaver's

Spells — INT · DC 16 · Atk +8

CANTRIPS
Fire Bolt120ft · +8 · 2d10 fire
Acid Splash60ft · DEX DC 12
Blade WardSelf · Conc.
1ST (4 slots)
ShieldReaction · +5 AC 1 round
Disguise Self1/LR free
2ND (3 slots)
Detect ThoughtsWIS DC 16 · 1/LR free

Abjurer Features

Arcane Ward (15 HP, 1/LR): Absorbs damage. Replenished by casting Abjuration spells.
Arcane Recovery (1/LR): Short rest — recover slots up to combined level 3.
Telepathic (feat): 60ft telepathy, no action. Detect Thoughts 1/LR free.

Ofcom (Aramynta "Ara")

Human · Artificer 5 (Battle Smith) · Guild Artisan · Age 35 · Player: SasysTheBard

AC 11 · Equip Scale Mail → AC 14!HP 48 · CON 18Artificer 5 (Battle Smith) ✓ Init: +1 · Speed: 30ft · Prof: +3
STR
15
+2
DEX
12
+1
CON
18
+4 ⭐
INT
16
+3 ⭐
WIS
13
+1
CHA
8
−1

Saving Throws

STR +2DEX +1CON +7 ✓INT +6 ✓WIS +1CHA −1

Key Skills

  • Athletics +5 · Investigation +6
  • Insight +4 · Sleight of Hand +4

PP 11 · PI 14 · PInv 16

Tools

Smith's · Thieves' · Tinker's · Leatherworker's · Mason's

Attacks — INT · DC 14 · Atk +6

Mace+5 · 1d6+2 bludgeoning
Ray of Frost60ft · +6 · 2d8 cold
Enhanced Unarmed+5 · 1d4+2 bludgeoning

Spell DC 14 · Atk +6 · 4×L1 · 2×L2

Battle Smith Features

Extra Attack: Attack twice per Attack action.
Steel Defender: AC 15, ~30 HP, Rend +6 1d8+3. Deflect Attack reaction.
Steel Defender · AC 15 · HP ~30 · Speed 40ft
Rend +6, 1d8+3 force · Deflect Attack: reaction
Repair: spell slot → 2d8+3 HP

🎭 Cerberus Conditioning (DM Only)

Three nodes: skull, spine, heart. Triggers: regime artifacts, coded phrases, Seraphina's ping.

Campaign Progress

0 / 0 scenes completed

Act I — The Awakening✓ Complete
Re-Education Cell — Keypad puzzle (7143). Escaped.
First Sight of Gilead
Martha Elara — Met guide. The Blight explained.
Feral Dwellers · Silas · Murder Pit · Ofcom's Vision
✓ Milestone: Level 1→2
Act II — Sanctuary✓ Complete
Safehouse — Met Chloe, Agnes, Finch.
Whispering Chair · Hidden Library · True Names
✓ Milestone: Level 2→3
Act III — The Undercroft✓ Complete
Market · Madame Morwen · Father Thomas defeated
Act IV — Operation Broken Thread✓ Folded into time jump
⏩ Off-screen. Trap, Prototype defeated, Com confessed, magic restored. All canon. Covered in Previously On.
Ofcom kidnapped · Safehouse abandoned · Gauntlet · Sergei
Com's Residence — Trap · Prototype defeated · Magic restored
✓ Milestone: Levels 3→4→5. Loot: Cerberus Shard, Anti-Blight Shard, Eye Override Key.
Bridging Act — The Time Jump⟵ NEXT SESSION — Level 5
⏩ Years passed. Magic restored. Older, scarred. Ofcolin missing fingers. Ofcom's episodes are known. Opens IN MEDIA RES.
Opening Battle — Ash and Sparks — In medias res. First free spell for Ofrhys. Ofcom freezes round 2.
Second Clash — The Ambush
Third Clash — Something Goes Wrong
Act V — First StrikeFuture — Level 6 (→7 at The Drop)
Three missions that unknowingly connect. Level up after Scene 4 (The Drop). Map file: battle-maps-streets.html
Scene 1 — Node 47 · Hard · Rune puzzle (Hand→Key→Eye→Flame) + Node Arcanist CR6. Wrong rune = 2d6 ⚡ + Eye reinforcement. Loot: Arcane Focusing Crystal (Ofrhys).
Scene 2 — The Adam · Social/Comedic · Men-only bar. Disguises required. Skill challenge 3 successes/3 failures. Find contact "Sparrow". Ofcom CHA checks are not optional.
Scene 3 — The Whispering Archive · Puzzle · Book riddle: "The Testimony of the Founders" read backwards. Final para of each chapter → coordinates + "anchor requires a key from outside". Meet Marta and Ezra the cat.
Scene 4 — The Drop · Dramatic · Drone drops operative "Cardinal" (Canadian Resistance). Delivers frequency transmitter. Shot mid-sentence: "It's a frequency. When you're inside the chamber, you need to broadcast—" crack. Level up here.
Scene 5 — Finch's Warning · Narrative · "SUBJECT SEVEN REACTIVATED." Ofcom's Cerberus conditioning now escalating — DC13 WIS save each combat start or lose first action.
✓ Milestone: Level 6→7 after The Drop. (5→6 happens end of Bridging Act.)
Act VI — The Sentinel's FallFuture — Level 7
They have everything they need. They don't know it yet. Map file: battle-maps-cathedral.html
Scene 1 — The Approach · Infiltration · Cathedral of Reckoning. Frequency puzzle: "fifth voice silences the first" = Setting I. Three security layers (Outer Gate / Inner Nave / Iron Grate). Reward cleverness.
Scene 2 — Thorne's Last Stand · Deadly · Commander Thorne (HP 150, AC 18, 3 attacks, Aura of Authority 30ft) + 2× Elite Eye. Priority: break his aura with HoH or Hell's Lash. At 0 HP: "You haven't won anything. You've only made them angry."
Scene 3 — The Seraph of Gilead · Deadly · Destroy 3 tethers (AC14 HP25 each) to drop Spell Absorption, then broadcast Setting I within 30ft of anchor crystal. Broadcasting within 10ft of grate = auto Setting I (backup if puzzle wrong).
Scene 4 — Seraphina · Roleplay only · She walks in. She looks exhausted. "I'm very tired." Three choices: Kill / Spare (she reverses Ofcom's conditioning) / Arrest. No rolls. No rescue. Let it breathe.
Scene 5 — The Ending · Epilogue · Liberation / Partial Success / Tactical Retreat / Failed Attempt. No mechanics. Just story. Read the appropriate ending slowly.
⚑ Party enters Act VI at Level 7 — levelled up at The Drop (Act V, Session 3). No level-up in Act VI.
📍 Bridging Act, Level 5. Open IN MEDIA RES — read Previously On, then straight to initiative. No setup, no transition.
"They broke into his house. It was a trap — of course it was a trap. There was something in the basement that used to be a woman, and it kept saying her name until they made it stop.

The Commander wept. He told them everything. And then — as penance, or perhaps just exhaustion — he gave them back the sky.

That was years ago. Magic returned like a limb you'd forgotten you had: clumsy at first, then terrifying, then yours.

Goldie (Ofcolin) lost two fingers in a raid on the eastern relay towers. Ara's (Ofcom's) episodes have become a rhythm the group moves around without discussion. Gwendoline (Ofrhys) has grown into something she couldn't have imagined in that first grey cell.

The war isn't over. It may never be over.

But they are still here. And right now — they are in the middle of a fight."

— Previously On — read aloud, then: "Roll initiative."

⚔️ Scene 1 — Opening Battle: Ash and Sparks · MEDIUM/HARD

The Foundry, mid-combat. No setup. First words after Previously On: "Roll initiative."

1Open mid-combat. Full HP, full resources. Let them feel powerful.
2Ofrhys casts first spell — no suppression check. Give it a beat. Magic just… works now.
3Ofcom Episode: her 2nd turn — she freezes. Full round lost. Steel Defender keeps going. No one says anything.

ENEMIES — 3× Eye + 1× Purity Sentinel · ~1500 adjusted XP (Medium)

EYE (×3) = Scout · SRD CR 1/2 · 100 XP each
AC 13 · HP 16 · Speed 30ft
Multiattack: 2 attacks · Shortsword +4 1d6+2 piercing · Longbow +4 1d8+2 piercing (range 80/320ft)
Skills: Perception +5, Stealth +6 · Passive Perception 15
Flavour: plain-clothes regime enforcer, crossbow under cloak
PURITY SENTINEL (×1) = Cult Fanatic · SRD CR 2 · 450 XP
AC 13 (leather) · HP 33 · Speed 30ft
Multiattack: 2 dagger attacks · Dagger +4 1d4+2 piercing
Spellcasting: DC 12, +4 · Inflict Wounds +4 3d10 necrotic (1st) · Hold Person DC 12 WIS (2nd) · Spiritual Weapon +4 1d8+2 force bonus action (2nd) · Sacred Flame DC 12 DEX 1d8 radiant (cantrip)
Flavour: white-robed fanatic, magic twisted into regime power — targets Ofrhys first

🕯️ Transition — The Fallen · NO ROLLS · NO COMBAT

Between Scene 1 and Scene 2. A tunnel. Five dead handmaids. Read each body description, then go quiet. This scene lives in the silence.

"The tunnel smells of damp stone and something older — not blood, exactly, but the absence of living. Someone has been through here recently. You can tell because they dragged something. You can tell because of what's at the end. Five of them. Laid out not quite carefully — there wasn't time for careful — but with intent. Someone tried. That much is clear."
1Ofpeter — Nearest the entrance. Young. Hands folded. Still in her cloak. On her collar, scratched with a pin: a name. Not her Gilead name. Her real one. Ask: "Does your character look?"
2Two Unknown — Pushed against the wall, shoulder to shoulder. No names. Just red and white. Someone put them close. Ask: "Does your character try to remember their faces?"
3Two Together — Facing each other. Arranged, not collapsed. Hands almost touching. Don't explain it. Let it be what it looks like. Ask: "What does your character do?"
4Ofmartin — Older. A torn piece of soft, patterned cloth beside her. Around her wrist: a cord with a small wooden bead, the kind children wear. Ofrhys may know her — offer gently: "The face — is it familiar?" Then wait. Ofmartin left a daughter.
No rolls. After each body: stop talking. If silence: the silence is correct. If a player is stuck, offer: "She could leave something. She could say something. She could just walk past. All of those are real answers."

🔥 Scene 2 — The Ambush · HARD

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)

EYE COMMANDER (×1) = Bandit Captain · SRD CR 2 · 700 XP
AC 15 (studded leather) · HP 65 · Speed 30ft
Multiattack: 3 attacks (2 scimitar + 1 dagger) · Scimitar +5 1d6+3 slashing · Dagger +5 1d4+3 piercing (melee or thrown 20/60ft)
Reaction — Parry: +2 AC against one melee attack per round
Flavour: senior Eye officer, barked orders, tactical — sends Hound at Ofrhys
BLIGHT HOUND (×1) = Death Dog · SRD CR 1 · 200 XP
AC 12 · HP 39 · Speed 40ft
Multiattack: 2 bites · Bite +4 1d6+2 piercing + DC 12 CON save or diseased (lose 1d4 STR per day until cured)
Two Heads: Adv on Perception checks, can't be surprised
Flavour: regime-corrupted creature, all wrong proportions, hunts by sound as much as sight
EYE (×2) = Scout · as Scene 1

💀 Scene 3 — Something Goes Wrong · 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)

PURITY WARDEN (×1) = Veteran · SRD CR 3 · 700 XP
AC 17 (splint mail) · HP 58 · Speed 30ft
Multiattack: 2 longsword attacks · Longsword +5 1d8+3 slashing (1d10+3 versatile) · Heavy Crossbow +3 1d10+1 piercing (range 100/400ft)
Skills: Athletics +5, Perception +2
Flavour: elite regime soldier, armoured, methodical — goes for Ofrhys or Ofcolin. AC 17 means the party needs good rolls to land hits.
EYE (×3) = Scout · as Scene 1
The Warden's AC 17 is a wall for this party — Ofcolin's +5 hits on a 12+, Ofrhys's +8 hits on a 9+, Ofcom's +5 hits on a 12+. Use this fight to make them respect the Bridging Act's raised stakes before Act V.

⬆️ Level-Up Ceremony Text — 5 → 6 (Session 1, after Hall of Purity long rest)

Say this to the room, not in-world. Before any looting. Before anyone speaks in character. After the long rest — they've earned it.

"Hold on. Before we go any further.

A stranger just flew in from outside everything they've built here. They didn't know your names. You didn't know theirs. They rehearsed what they were going to say on the way down — you could tell. They had maybe thirty seconds with you, and they spent it trying to give you something useful.

You've been doing this long enough now that you know what that costs.

You are Level 6. Not because of the XP — though there's that too — but because you have become the kind of people that someone would get on a drone for. You've become worth the risk. That's not a small thing.

Write it down. Take a breath. Then let's see what's in their pockets."
If any player seems emotional — correct. Let it land. Five-minute break is appropriate here. Don't rush the aftermath.

📋 Pre-Session Checklist

Read Previously On aloud — slowly
Party starts at full HP and slots
Ofcom: Scale Mail reminder (AC 14 not 11)
Ofrhys: no suppression — magic is free. Let her enjoy it
Ofcom Episode: Scene 1, her 2nd turn. Freeze, say nothing, move on
Sentinel/Warden/Commander targets Ofrhys first — low AC, dramatic
Scene 3: don't pull punches. Someone should nearly die

NPC Quick Reference

Resistance Allies

Aunt Chloe

ALLY
Resistance Matriarch

Calm, elderly, unbreakable. Encodes secrets in knitting.

CR 2 | AC 12 | HP 45
🔒 Former Chief Archivist. Knitting = resistance maps.

Finch

ALLY
Scout & Runner

Reserved, fiercely loyal. Memory potions.

Rogue (Scout)
🔒 Chloe's adopted child. Partial Blight immunity.

Sergei

DECEASED
Resistance Scout — Foundry · Ex-Guardian

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.

CR 7 | AC 17 | HP 102 — Not in play; canon only
🔒 Married to Seraphina's sister Eleanor. She doesn't know what Seraphina built. He did. He memorised the Eye override phrases and passed them to the network before he was taken — that intel is how the resistance has the Eye Override Key. His connection to Eleanor is still live: if Seraphina is ever confronted, Eleanor is a pressure point she has never mentioned and never will.

Commander Com

MISSING · PRESUMED DEAD
Cerberus Programme Engineer

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.

CR 6 | AC 15 | HP 88 — Not in play; canon only
🔒 He's the reason Cardinal had the Cerberus subject list — including Ofcom as Subject Seven. He also gave Cardinal the Eye Override Key before going in. The party has this item; they don't know where it came from. If the Cerberus dossier fragments are ever fully decoded, his initials appear in the margins of Fragment B: C.C. He signed his work. He wanted someone to find it.

Antagonists

Arch-Aunt Seraphina

MAIN VILLAIN · ACT VI
Architect of the Lattice · Endgame

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.

CR 10 · AC 18 · HP 165 · Legendary Resistance 3/day
🔒 HOW TO PLAY HER: Quiet. Flat affect. No authority voice. She's stopped performing. She does not beg. Does not justify. When she sits on the floor of her own cathedral — let it breathe. Do not rush. Key line if Ofcom asks about Mercy: "She was exceptional. That's the honest answer."
🔒 KEY OFFERS (if spared): Full Cerberus reversal for Ofcom (she designed it, she can undo it in under an hour). Full Lattice node map. Thorne's command network. All Aunt-level command codes. She will not make Ofcom ask twice.
🔒 BACKSTORY: Daughter Clara, age 6, died in pre-Gilead chaos. Seraphina was already building the Lattice. The death made it personal. She may be Cardinal's "inside source" — feeding selective intel to Canada to control what they knew. DM's call.

Father Thomas

DORMANT
Memory Wiped Priest

Defeated. Long-term wipe effects unknown.

CR 3 | AC 15 | HP 55

Madame Morwen

MYSTERIOUS
Undercroft Seer

A psychic imprint, not a living woman.

CR 6 | Vision of Many Futures 1/day

Act V Contacts & Allies

Sparrow

ACT V CONTACT
Resistance Contact · The Adam bar

Mid-40s, Gilead admin worker. Years as a resistance contact, never acted. Sweats a lot. Drinks at The Adam to feel human.

Civilian · Persuasion DC 13 to talk (adv if Ofcolin leads)
🔒 Knows Whispering Archive location. Sitting on it for months. Will not act alone — needs to know he's not alone.

Cardinal

ACT V · DIES SCENE 4
Canadian Resistance Network · Operative

Drops by drone. Mid-thirties, sharp eyes, rehearsed delivery. Gets shot mid-sentence. Carries the frequency transmitter and a damaged data chip.

Civilian · Non-combatant · Always dies in Scene 4
🔒 "It's a frequency. When you're inside the chamber, you need to broadcast—" [crack]. Transmitter: 5 settings. Setting I is correct. Chip: Arcana DC14 to recover layout + anchor location.

Marta

ACT V ALLY
Keeper of the Whispering Archive

Elderly. Has not left in four years. Does not intend to. Has a cat named Ezra. Knows where every book is.

Civilian · Will not fight · Archive protects her (DM fiat)
🔒 Gives each PC a banned book. Ofrhys: maths text. Ofcolin: something scandalous. Ofcom: engineering manual. She holds it a long time without speaking.

Act V New Enemies

Node Arcanist

ACT V · NODE 47 BOSS
= Mage CR6 (modified)

Maintains the tower's magical suppression systems. Cold, technical. Designed to never need to fight — and furious that she does.

AC 12 (15 Mage Armor) · HP 40 · DC 14 · Atk +6
Fireball 8d6 · Counterspell · Blindness DC14 · Banishment · Wall of Force · Shield ® · Mage Armor
Node Pulse (recharge 5–6): 20ft radius · DC14 CON: stunned + 3d6 lightning
🔒 If rune puzzle solved first: no Mage Armor, disadv on concentration saves, panicked. Priority: Wall of Force to stall, call reinforcements.

Elite Eye

ACT V–VI ENEMY
= Scout (upgraded) · CR 1

Senior regime enforcer. Plainclothes, professional, coordinated. Works in pairs.

AC 14 · HP 24 · Speed 30ft
Multiattack 2 · Shortsword +5 1d6+3 · Longbow +5 1d8+3
🔒 Coordinated Fire: two Elite Eyes targeting same creature = both have advantage that turn.

Purity Arbiter

ACT VI ENEMY
= Knight · CR 3

Elite cathedral guard. Plate armour, leadership presence. Appears in the Approach (Scene 1) if players are caught.

AC 18 (plate) · HP 52 · Speed 30ft
Multiattack 2 · Longsword +5 1d8+3 (1d10+3 versatile)
Leadership (recharge short/LR): allies in 30ft add 1d4 to attacks · Brave: adv vs frightened

Commander Aldric

THE ADAM · COMPLICATION
= Knight CR 3 (modified)

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.

AC 16 · HP 52 · Multiattack 2 · Longsword/Shortsword +5
Parry reaction (+2 AC) · Call for Backup (2× Guard, round 2) · Brave
🔒 Voice: slow, lingering. "I... don't believe I've seen you... before." At ~20 HP: backs toward door, still shouting. Do not fight to the death. Key trigger: Ofcom's fake ID says "Technical Worker" — he will ask what she does.

Gilead Sniper

ACT V · SCENE 4 ONLY
Dramatic device · Never in initiative

Kills Cardinal. Never seen, never found. Gilead always knew about the drop. Whether there's a leak is the DM's call.

AC 14 · HP 28 · Longbow +6 1d8+4 (150/600ft)
🔒 Do not put this creature in initiative. It's a dramatic beat, not an encounter. Party cannot locate or engage.

Acts 4–5 Threats

Aunt Miriam

ACT 4 MINI-BOSS
The Indoctrinator · Enchanter · = Mage CR 6

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.

AC 12 (15 Mage Armor) · HP 40 · Speed 30ft · DC 14 · Atk +6
Spells: Dominate Person (5th) · Confusion DC 14 · Hold Person DC 14 · Command DC 14 · Suggestion DC 14 · Shield (reaction) · Counterspell · Mage Armor
Dagger +4 1d4+2 · Personal guard: 2× Elite Eyes (Scout stats)
🔒 TACTIC: Opens with Confusion on Ofcom (frontliner). Follows with Dominate Person on whoever is standing. Watches from behind full cover while party fights itself. Retreats via Misty Step if threatened.

Commander Thorne

ACT 5 MAIN ANTAGONIST
The Architect of the Wall · = Gladiator CR 5 (scaled ~CR 8)

Cold, pragmatic, pristine blessed plate mail. Never yells. Commands with absolute chilling authority. Issues the sealed orders. Commands all Purity Sentinels and Wardens.

AC 18 (plate + shield) · HP 150 · Speed 30ft · STR 20 (+5)
Multiattack: 3 attacks · Longsword +8 · 2d8+5 slashing · Shield Bash +8 · 2d4+5 + DC 16 STR or prone
Legendary Resistance 1/day · Brave (adv vs frightened)
🔒 AURA OF AUTHORITY 30ft: Gilead allies in range cannot be charmed or frightened. Purity Sentinels gain 10 temp HP at start of their turn while in aura. Aura drops if Thorne is incapacitated.
🔒 Weakness: Aura requires concentration (unofficial). Stunning Strike, Silvery Barbs, or anything breaking his composure disrupts it.

Ofsarah

ACT 4 WILDCARD
The Colony Witch · Former Handmaid · = Mage CR 6 (warlock reskin)

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.

AC 12 · HP 40 · Speed 30ft · CHA DC 14 · Atk +6
Eldritch Blast +6 · 1d10+4 force · Hunger of Hadar (conc, 150ft, 20ft sphere) · Arms of Hadar · Counterspell · Misty Step
🔒 SACRIFICE MECHANIC: Ofsarah can unleash a catastrophic effect (destroy a wall, wipe a patrol, open a locked route) — but requires a party member to voluntarily sacrifice either 10 max HP (permanent until long rest) OR a magical item. No sacrifice = she refuses or turns on them.
🔒 REDEMPTION ARC: A DC 16 Persuasion check (advantage if Ofcolin makes it — shared patron resonance) can stabilise her for one scene. She will not join permanently.

The Seraph of Gilead

ACT 5 CLIMAX
The Final Weapon · = Stone Golem CR 10 (modified)

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.

AC 17 · HP 178 · Speed 30ft · Immune: poison, psychic, charm, frighten, paralysis
Multiattack: 2 slams · Slam +10 · 3d8+6 bludgeoning
Slow (recharge 5–6): 10ft cube · DC 17 WIS or speed halved, no reactions, 1 action only
🔒 SPELL ABSORPTION: When targeted by a spell of 1st level or higher, absorbs it (no effect). On its next turn, releases stored energy as a radiant blast — 20ft radius, DC 17 DEX, 4d8 radiant. Don't cast directly at it.
🔒 DEFEAT CONDITION: Three mechanical tethers connect it to the arena's power source. Each tether: AC 14, HP 25. Destroying all three permanently ends Spell Absorption and drops it to 0 HP. Tethers can be targeted as objects.

The Golgothan Warden

ACT 4–5 HORROR
The Cesspit Abomination · = Shambling Mound CR 5 (scaled CR 7)

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.

AC 15 · HP 150 · Speed 20ft · STR 18 (+4) · CON 16 (+3)
Multiattack: 2 slams · Slam +7 · 2d8+4 bludgeoning + DC 15 STR or grappled
Resistances: cold, fire, lightning · Immune: poison, exhaustion
🔒 AURA OF THE LATRINE 15ft: CON DC 14 at start of turn or poisoned 1 min. If OFRHYS fails — disadvantage on CON saves to maintain concentration for the rest of the encounter.
🔒 SLUDGE FLING: Ranged +6, 30ft · 2d6+3 bludgeoning + 1d6 poison. If spellcaster hit: DC 13 CON or spend action gagging (no spell that turn).
🔒 PLOP ENGULF: Grappled target pulled in as action. Engulfed = blinded + restrained + 2d8+4 acid/poison per turn. Escape DC 15 STR.
🔒 PRESTIDIGITATION VULNERABILITY: If Prestidigitation or Create/Destroy Water targets the Golgothan, it shrieks — loses Aura of the Latrine for 1 round + takes 2d6 force damage. Creative spell use rewarded.

Dice Roller

d+
Click a die to roll

Roll History

Suppression Check

No suppression in the Bridging Act. The Foundry is a Lattice dead zone — heavy ironwork disrupts the suppression anchors. Resistance intel mapped these gaps; it's partly why Cardinal pointed them here. Suppression resumes outside the Foundry complex. Checker kept here for when you return to suppressed zones.

📅 For 28 May — Bridging Act

⚙ Ofcom — Cerberus Episode State

Click the active state. Rule + reminder updates below.

OK. Roll WIS DC 13 at the start of each Ofcom combat turn. Fail = switch to Episode Active.

⚔️ Party Combat Cheat Sheet

Priority combos — read before initiative drops

HoH + Ranged Lock — Ofcolin drops Hunger of Hadar (150ft, 20ft sphere) on clustered enemies. Ofrhys Fire Bolt from outside sphere (+8 hits on 9+). Ofcom uses Extra Attack on anything that escapes. Enemies in HoH are blinded — they have disadvantage on attacks. Your best sustained-damage setup.
Ward Priority — Ofrhys's Arcane Ward (15 HP) absorbs damage before HP. Position her at range. Steel Defender uses Deflect Attack reaction if she's targeted at melee. Casting Shield (1st slot) refreshes the Ward — save a slot for it in every fight.
Steel Defender Intercept — Send the Defender at the fastest/most dangerous enemy round 1. Its Deflect Attack reaction is best spent on Ofrhys (low AC) or Ofcolin (low HP). Repair costs a spell slot — only use if Defender is below 10 HP.
Telepathy Coordination — Ofrhys has 60ft telepathy (free action). Use this in social scenes and split-party situations. In The Adam: silent communication means skill challenge coordination without Aldric noticing. In combat: call out targets without tipping off enemies.
Hell's Lash Lockdown — Ofcolin's Hell's Lash (concentration, 30ft) deals ongoing damage and can limit enemy movement. Pair with Ofcom frontlining to keep the target in range. Free up Ofcolin to EB at range while maintaining concentration with Eldritch Mind advantage on CON saves.
Resource triage — when things go wrong: Healing potions (2d4+2) as bonus actions, not actions. Ofrhys's Arcane Recovery mid-fight if she hits 0 slots. Ofcolin's Magical Cunning (1/LR regain 1 pact slot) is a panic button — save it. Steel Defender goes dormant if Ofcom drops unconscious — prioritise stabilising her.

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.

Items

Cerberus Shard — Adv vs domination 1/day.
Anti-Blight Shard — Adv on suppression save 1/day.
Eye Override Key — Adv on Deception vs Eyes once/session.
Ofcom — Potion of Healing (Greater) — 4d4+4 · Scale Mail in bag (equip for AC 14!)

Magic Suppression — The Blight

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.

📚 For Later Sessions — later sessions

Reference only on the 28th. These mechanics fire from Session 5 onwards.

📜 Canon — Locked Decisions 2026-05-05

Mercy — at Camp Northgate (cabin near medic tent, Wren's care). Awake but fragile, mostly nonverbal. Does NOT recognise Ofcom. Stable but not improving.
Aldric — knew Ofcom in the engineering corps before her conditioning. Holds her real name; never speaks it without her permission. CERBERUS does not fire around him by default.
Marta's Manual inscriptionNOT shown at handover. Surfaces during a downtime crafting/repair beat or after a hard loss. One-shot beat — slip the prop without speaking.

Full source: dm-reference/canon-decisions.html — revisable if play overrides.

🔐 28 May puzzle: The Litany Lock — drops between The Fallen and Scene 2. Cipher: Nth letter of each pillar = MERCY. Cache inside includes Hannah Perry's name on the extraction list (Marta's daughter, later hook).

📋 Subject Register: The Subject Register — 50 entries, full canon. Sergei's journal page in the Litany cache is the breadcrumb that points the party here.

🌀 Dignity Saves — Ofrhys (introduce Session 5 — defer from 28th)

When a trigger fires, Ofrhys rolls a CON save. Fail = Stealth + Cha disadvantage until short rest. NPCs notice on PP 12.

The Drop — DC 14 — takes 10+ damage in one hit.
The First Spell — DC 10 — first spell of combat.
"I Call It" — auto-fail, player choice.

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.

Echo Points Tracker (later sessions — suppressed in the Bridging Act)

3 filled = auto-clear, ignore suppression 1 minute.

Ofcolin ("Goldie")
1
2
3
4
5
6
Ofcom (Aramynta)
1
2
3
4
5
6
Ofrhys (Gwendoline)
1
2
3
4
5
6

The World of Gilead

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.

The Blight — True Origin (DM Only)

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.

Project Cerberus

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.

The Fallen — DM Only

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.

The Canadian Resistance Network

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.

Key Locations — Acts V–VI

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.

PC Character Arcs

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.

Tone by Act

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.

PC Epilogue Scenes — by Ending

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."

The Whispering Archive — Banned Books

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.

🎵 Music & Ambiance Cues

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.

The Four Endings

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.

⚔️ Combat Tracker

Resets on close — keep important stuff in Notes below.

⚡ Quick Log

📝 Session Notes

🤖 Update Notes for Claude

Paste into Cowork after the session.

Export session log
✓ Copied!
Companion state (auto-saves)

💡 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.

📁 28 May Finale — All Materials. Click any link to open the file. These live in your My Drive/Mac/escape-from-gilead/ folder.

⭐ Open this first on the night

🌙 Session Night Quick Index — Time-ordered, one page. Shows what to open and when across the night: −30 min prep → cold open → Scene 1 → The Fallen → Litany Lock → Scene 2 → Scene 3 → close. Music cues, handout timing, and "if it goes sideways" emergency lookups all in one place. Bookmark this and use it as the spine.

🎯 Strategic — read before any session prep

🎭 Endgame Master — Single Source of TruthThe new finale and arc plan. Three PCs as candidates for who takes the chair when Gilead falls. Three visions (Ofcolin/Ofcom/Ofrhys), thread piles, Gilead pressure, three-phase arc, the john-woo showdown mechanic (dice + modifiers + costs), the last scene, and DM rules. Supersedes all previous finale planning. Open this before doing any session prep.
🗺 What Comes Next — Arc Brief (rewritten)One-page version of the endgame master. Three phases (Camp & Building / Strikes & Stakes / The Fall & The Chair) and five things to watch for in every remaining session.

🎬 DM Reference

📖 What Came Before — Campaign History — The working canon. Five chapters: the hospital room where they found each other, the months moving through Gilead, every key NPC reintroduced in atmospheric prose, the costs carried in, and where they are on Thursday morning. Read this before Session 1 to run the past tense with authority. Written so sections can be read almost verbatim as DM narration.
🕸 PC / NPC Relationship Matrix — Who knows whom, trust levels, and what each PC remembers about each NPC. Rows for Chloe, Finch, Marta, Sparrow, Reed, Cardinal, Aldric, Thorne, and Seraphina. Each NPC × PC cell shows status (Knows Well / Met Once / Knows Of), trust pips, one-line perspective, and what to say if players look blank. Filter by ally / contact / enemy / gone.
📋 Assumed History Baseline — The "let's assume" DM cheat sheet for coming back cold after a long break. Per NPC: how many meetings to assume, trust level, what the party knows and doesn't, the exact words to say if players look blank, and what to do if they contradict the assumed history (go with it — write it down). Three ground rules for running invented history confidently.
🎭 PC Individual Briefs — One tabbed page per PC: who they are right now, emotional state, current situation, what they know and don't know, open threads with status tags (active / building / dormant / unaware), voice guide, and a single DM note on what to watch for. Ofcolin's pause. Ofrhys's becoming. Ofcom's manual. For when you need to speak to a player individually or remind yourself of their arc mid-session.
🔮 Mercy — Character Brief — Subject Zero. Real name Margaret Vale. Biomedical engineer. She volunteered for Phase I testing because she believed you shouldn't build something you wouldn't put in yourself. She was wrong about reversible until Year 6. Six-year timeline from programme to Camp Northgate, where she's been for two years waiting for Subject Seven to arrive. What she wants: reverse Ofcom's conditioning, find the other six, understand what Seraphina was really building. Four routes to the first meeting. The first meeting itself — what she says and in what order. The thing she knows and won't say (the Type C phrase, and a second programme document she hasn't shown anyone). Three never rules.
🌿 The Mercy Thread — Full Guide — Everything about the Mercy thread in one place. Who Mercy was (programme Subject Zero, template for everything done to Ofcom, survived and got out). The inscription ("Trust what your hands know better than your head does. — M"). Three hook options: A=inscription path (Ofcom reads the manual), B=Aldous first (he recognises her and has been waiting), C=Seraphina direct (she'll tell Ofcom about Mercy without being asked if Ofcom identifies herself as Subject Seven). Five-step reveal path from inscription to Seraphina's reversal offer. DM-only section on who Mercy was — her name is never given to the players.
⚙️ Cerberus Programme — DM Dossier — Full lore doc. What the programme was, what it did, and who built it. Subject Seven, the three episode types, four-tier information reveal guide (session 4 through Mercy thread). Seraphina as architect and the only person who can undo it. Mercy as prototype. Aldous as the technical witness. What Ofcom is living with — and how to handle it. DM eyes only.
🃏 Scene Cards — Quick-reference cards for six key set-piece moments: The Adam (Sparrow contact / Aldric tell), Cathedral Approach with Reed, Sub-Level B Discovery (the wristband reveal), Aldric — The Realisation, Camp Northgate Arrival, Cardinal's Safehouse Arrival (for recap/flashback), and the Engineering Manual / Mercy's Inscription. Each card: vibe, stakes, opening line, and three possible outcomes. Filter by tag (tension / emotional / action / investigation / social / horror).
🚀 28 May — Session 1 START HERE — Everything for the night in one place. What to open before players arrive (master checklist, combat tracker, PC tracker, session brief), on-demand lore lookups, player handouts, scene order quick-ref (The Foundry → The Fallen → The Barracks → Hall of Purity), music cues, and end-state checklist. Level 5 → 6 tonight after Hall of Purity long rest.
🗺️ Cathedral — Infiltration Planner — Interactive three-tab SVG map of the Cathedral complex (Ground Floor, Sub-Level B, Exterior Approach). Click any room for DM notes and DC requirements. Toggle Reed's route, camera cones, and blind spots. Nine guard markers — click to mark neutralised. Access window timings in sidebar. DM notes autosave in browser.
📅 Campaign Timeline — Full chronological record of everything that has happened. Colour-coded by what the party knows (green), suspects (amber), is hidden from them (red), or Gilead knows (purple). Toggle hidden knowledge on/off with a single button. Covers Act I through the current session. Key milestones flagged. Every entry shows who knew what when — essential for continuity across long campaigns.
🔐 Secrets & Lies Tracker — Per-NPC breakdown of what every major character knows, suspects, is actively hiding, won't say, and what would reveal it. Covers Reed, Aldric, Sparrow, Seraphina, Chloe, Finch, Marta, Thorne, and Aldous. Filter by Allies / Enemies / Contacts. Key secrets included: Seraphina designed Cerberus using Mercy as prototype; Aldric doesn't know about the Lattice; Sparrow has a frequency backup in the dossier; Aldous recognises Ofcom (Aramynta) and has been waiting for her to bring it up. Notes textarea per NPC autosaves in browser.
⚔️ Full Combat Tracker — Initiative order, HP bars, condition tags, Cerberus pips, Seraph tether tracker, combat log. Open this on the night.
⏱️ Session Pacing Guide — Scene timings, red flags, music cues, what to never cut (The Drop, Seraphina Scene 4, PC epilogues).
🎲 Improvisation Guide — What to do when the players go sideways. Three ground rules, a yes-and toolkit with five questions to ask yourself, a decision tree for eight specific "what if" scenarios (follow Aldric early / warn Sparrow early / go back to Archive / decode dossier / try to kill Aldric / Ofcom episode at wrong moment / invented history / party splits), quick NPC moves grid, and three safety nets for when you're genuinely stuck.
🎲 Encounter & Loot Tables — Rollable Gilead patrol encounters, post-escape wilderness and urban tables, loot by source, complications generator.
🧠 NPC Deep Histories — Full pre-Gilead histories, psychological profiles, secrets, story hooks and voice guides for all 9 major NPCs: Seraphina, Marta, Sparrow, Cardinal, Chloe, Finch, Thorne, Aldric, Mercy.
📋 NPC Quick-Reference — All 11 NPCs on one page — AC, HP, voice note, DM flag, and portrait thumbnail. Sort by ally/enemy/contact. Built for a second screen mid-session.
🎙 NPC Voice Sheet — Mid-session two-column cheat sheet for 10 NPCs: Chloe, Finch, Marta, Sparrow, Reed, Cardinal (posthumous), Aldric, Thorne, Seraphina, and Aldous. Each card has tone in one sentence, a hard "Never" rule, and two voice lines you can read almost verbatim. The fastest way to find your character when you need them now. Print-friendly.
🕸 Purity Lattice — Node Tracker — Interactive SVG of all 7 Lattice nodes. Click to mark broken — the node cracks and the silence radius overlay shrinks. Shows the cascade in real time. Saves state in browser.
⚠️ Threat Escalation Tracker — Five-level dial: Unaware → Pattern → Surveillance → Active Hunt → Lockdown. Mechanical effects per level. Click to escalate or de-escalate. Level 5 pulses. Saves in browser.
👁 Gilead Social Hierarchy — Full command structure from High Commander to Sentinel, civilian castes, underground network tiers, post-escape factions and quick uniform colour guide.
🗺️ Gilead City — Geography Reference — SVG city schematic map with 10 key locations marked (Cathedral, Archive, The Adam, Node 47, safehouse network, tunnel entry, Camp Northgate, hospital, Land Registry, connecting roads). Eight colour-coded location profiles with faction allegiance. Travel times table for 7 routes (on-foot and fast). Patrol logic for 4 zones including post-incident escalation. Cover and sight lines for 6 locations.
🎲 NPC Name Generator — On-the-fly names for Gilead civilians, military, resistance codenames, post-escape NPCs, locations and instant trait combos. Save results mid-session.
🗂 Faction & NPC Tracker — Live status tracking for all NPCs and factions: status buttons, location, trust pips, session notes. Saves in browser between sessions.
🎭 PC Progress Tracker — Per-PC tracking: HP bar, spell slots, conditions (inc. Cerberus episode), key items, knowledge log, arc notes. Short rest / long rest buttons.
↑ Level-Up Reference — 5 → 6 — Everything the PCs gain on levelling to 6, triggered after the Hall of Purity long rest (end of Session 1 / Bridging Act). Ofcolin: Dark One's Own Luck (1/SR, +1d10 post-roll to any check or save). Ofrhys: Projected Ward (reaction, 30ft, ward absorbs for ally), Arcane Ward at 17 HP. Ofcom: Tool Expertise (double prof — Thieves' Tools +9 / Smith's +9), +2 infusions, +1 simultaneous infused item. HP values, new spell slots, and a level 6→7 preview for each PC.
💰 Gilead Loot Generator — D&D 5e loot with full Gilead flavour. Roll by source: Guardian/Eye/Commander/Martha/Resistance Cache/Black Market/Post-Escape/Pre-Gilead Magical. Full stat blocks per item.
🪪 Chloe — NPC Card — Trauma surgeon, resistance matriarch, the one who withheld three things. Scene 3 beat-by-beat direction, the confession in full, what she doesn't say, voice guide with five specific exchanges. She does not apologise. She explains.
🪪 Finch — NPC Card — Chloe's second. The quiet one. Two words in Scene 3: "She's right." What she means by that, how the warmth shows through action not speech, the thing she doesn't say about what happens after this is over, and what it means that she's never broken a promise.
🪪 Aldous — Hook B NPC Card — Former Cerberus programme technician. He ran equipment checks on Subject 7 for two years. He didn't know her name. He's in the same camp as Ofcom now. Voice guide, what he knows (and doesn't), DM flags, and four options for what the party does with that.
⏱ The Cathedral Contact — "Nell" — Eleanor Voss. Who she is, what she did, the 4-session clock, three outcomes (rescued / arrested / already gone), and what she knows if she makes it to camp. Chloe's debt. Not a plot device.
🩸 Cardinal — Arrival Scene Brief — Scene 2 ops doc. Both hooks side by side (Hook A: REED address; Hook B: the cascade chip). Hook C PC-specific connections (Ofcolin's crew, Ofrhys's resistance history, Ofcom and Mercy). Read-aloud for the shooting. "Was it worth it?" What happens if the party tries to save them instead of listen.
🎖 Aldric — First Contact Scene Brief — When he introduces himself. He's not arresting them. He's interested in understanding the system. Four triggers for when it happens (clock 4–5 / clock 6–7 / specific event / PC approaches first). Six scene beats: he's already there when they notice, the introduction without his name, when he gives the name, what he actually wants, "Take your time" (the most frightening thing he says), and how it ends — no threat, just the implication that this is the first conversation. What he offers, what he won't do, how each PC is likely to respond. Six voice lines. Never rules.
🩸 The Drop — Scene Brief — Ops doc for Act V Scene 4: Cardinal shot mid-transmission. Beat-by-beat direction: the feed goes live, the twelve words, the shot (no warning), the static, the silence (ten real seconds — don't fill it). Six Never rules. Per-PC weight. Six "if they try" scenarios. Level 6 connection — give it in the first quiet beat after, not as a reward but as what's left after. Music: nothing under the words, nothing after the shot.
🪦 Cardinal — Posthumous NPC Card — C.M. He came in, sat down, had twelve words, and used them well. What he knew (the Cerberus thread, Ofcom as Subject Seven), what he left behind (the dossier, his note), how each PC carries him, and how to run him posthumously — as weight, not plot. The dossier is his voice now. Don't resurrect him.
🔑 Reed — After the Cathedral — His current state three days out: he heard the shot, he doesn't know if Cardinal is dead for certain, Sub-Level B locked 23 hours later (not immediately — he noticed). What he knows, what he doesn't. Four contact options (Sparrow note / back in / via Nell / he reaches out first). What he says when they make contact — the voice lines. What he can still give them, including that timing detail. The thing about his sister. Three never rules: don't have him know for certain, don't soften him, don't have him ask for details he's better off not having.
🌿 REED — Third Cell Briefing — All six members, contact protocol, activation phrase, safe house address, resources, complication flags, and DM options (extract / activate / integrate / delay). Includes Anika's three questions and what she's actually listening for.
✅ Between-Sessions Checklist — Six-section interactive checklist for the days between sessions: recap sent, NPC states updated, tracker reset, props prepped, notes filed, next session planned. Saves checkbox state in browser.
📝 Post-Session Debrief Card — Five questions to answer immediately after the session — what landed, what didn't, what needs prep. Plus a free-form DM notes area. Autosaves to browser, print-friendly.
📓 Session Log — Per-session record of what actually happened. Date, attendance, what happened, what landed, what missed, invented history that became canon, threads opened and closed, NPC states, the Aldric clock, and next-session prep notes. One tab per session. Add sessions as the campaign grows. All content autosaves in browser.
🎯 Session 6 Prep — Camp Northgate prep doc. Phase A — Camp & Building. Where we are after session 5, the Aldric clock, what each PC can build for their pile tonight (Ofcolin patron, Ofcom Mercy/manual, Ofrhys archive), Mercy first meeting, Aldous opens, three opening beat options, what-if table, and a full pre-session checklist. Aligned to the new endgame.
🎵 Music Cue Sheet — Scene-by-scene track list for the Cathedral session. Colour-coded by arc: tension, action, emotional, relief. Four ending variants with specific cues. Spotify search terms included.
🗺 Camp Northgate — Layout Map — Clickable SVG map of the full camp. Thirteen locations with DM notes: main gate, intake (Priya), mess hall (Thursday gatherings here), workshop (Ofcom notices it immediately — tools laid out exactly how she would), library (Marta's book is here, gap on the shelf the right size for the manual), medical (Mercy works here three days a week), dorms A and B (Ruth's bunk has a photograph), cell room (Chloe's briefings), comms relay (Mayday, two days minimum for a message south — that's the Sparrow warning window), eastern fence (where private conversations happen), the notice board, and Captain the official dog, whose territory is the path between mess and intake and who likes Ofcom immediately and disproportionately.
🌿 Camp Northgate — Arrival Scene Brief — Ops doc for the first time the PCs reach the camp. Arrival read-aloud (woodsmoke before light, real structures, someone laughing and stopping). Five scene beats: Marta's protocol, Priya's intake, per-PC first impressions, Marta's goodbye if this is where she leaves. What each PC notices (Ofcolin: a child watching; Ofrhys: Marta's book in the library; Ofcom: the workshop, laid out the same way she would). Priya's three questions. Thread activations: dossier decoding, engineering manual, Aldous dormant until opened, Nell, Aldric's clock coming.
🏕 Camp Northgate Downtime Tracker — Per-PC downtime activities (with unlock text), day counter, NPC interaction status, active session clocks. Tracks who's done what across the ACT VII rest period.
🎲 Session Complications — d20 Table — Twenty Gilead-flavoured complications to drop in when a scene goes flat or players go somewhere unexpected. Rollable button highlights the result. Ranges from external pressure (checkpoint extended review, broadcast surveillance van) to NPC moments (Aldous finds Ofcom first, Ruth mentions her brother offhandedly) to internal weight (Ofcom Type A episode mid-conversation, someone at camp knew Cardinal). Roll 20 and Ruth mentions her brother in admin. That's the one.
🌿 Chloe — History Brief — Claire Hartwell. Geography teacher. Marcus. How cells start: someone needs somewhere to sleep for two nights and you say yes. Six-year timeline from transition to running two cells simultaneously. The four fears (obvious / unsaid / professional / the one she can't admit). The thing only Finch knows — Year 3, the informant, the calculated choice — and how Finch found out and what she said. Voice lines. Three never rules including: don't give up the Year 3 decision unless they earn it.
⚙️ Ofcom — Key Scenes (merged) — Three scenes in one doc: episode trigger (mid-combat mechanic), the choice (Path A reversal vs Path B handmaid path with Sentinel beats), and telling the group (the disclosure scene). DM beats, voice lines, do/don't rules per beat.
🏛 Seraphina — The Reversal Scene — How to run the moment she makes the offer. The reversal sentence verbatim: "I designed it. I can undo it. Those are both true. What you do with that is yours, not mine." Three choices — yes / not yet / no — all valid, offer doesn't expire, never push for a decision in the scene. What she'll say about Clara if pushed, and only if pushed: "She died before I understood what I'd built." / "She was nine." Three never rules. How each PC is likely to land on it.
🏛 Seraphina — NPC Card — Arch-Aunt. Architect of the Purity Lattice. Clara's mother. She walks in. She sits on the floor. She is very tired. Scene 4 direction (read-aloud, wait, don't fill the silence), the three choices verbatim, what to do when Ofcom asks about Mercy, the things she holds but doesn't say unprompted, voice register.
🕯 The Tunnel — Scene Brief — Five dead handmaids. No mechanics, no dice, no music. Each body described only if someone approaches. Five individual descriptions with DM notes on what each one carries. Rules for running the silence: no investigation rolls, no NPC commentary, ten real seconds before anything else happens. What the scene is for.
📚 Marta — NPC Card — Senior archivist. Forty-three trips in the dark. Gerald's terrible taste in historical fiction. Ezra (his shelf, his opinions, how to use him as a pace tool). The three secrets she doesn't share. Why she chose each PC's book and what it means. Voice register with the Ezra digression example. The goodbye exactly as it should go.
📄 Session 2 — Player Recap — Player-facing handout for before the Cathedral session. Node 47 → The Adam → Archive → Cardinal. What they're carrying (transmitter, chip, exit map, token books, patrol schedule). What they know. The bottom box reads aloud as the session opener.
📄 Session 3 — Player Recap — Aged-document handout for before Session 4. Covers the Cathedral approach, what the party is carrying, key contacts (Sparrow, Reed, Finch), and the opening read-aloud for session night.
✉️ After Session 5 — DM Letter — The letter for after Thursday, written now. You're at camp. All three. The flexible language covers the most likely outcomes (Chloe's confession, the north journey, first night at camp) with marked blanks for what actually happened. The line that matters: "You've been running for so long. You're allowed to stop running for a session or two. The story will find you." Edit, send, done. Signed B.
🔮 Ofcom — What You've Been Living With — For Ara's player only. First-person account of the Cerberus conditioning from inside: what the episodes feel like, what the gap feels like, what happens to her hands during them. The wristband. The inscription and what it means to her specifically. The reversal offer sitting with her — and the question she hasn't answered yet: whether the conditioning and the knowing are separate things. Closes with a note from you to Ara directly. Hand this to her at the right moment — not before she's ready for it.
✉️ Between Sessions — DM Letter — Prose letter addressed to Goldie, Gwendoline, and Ara. Written in your voice, for real. The twelve words quoted. Cardinal's trust. What they're carrying now. Nell's clock and the problem it's become. Aldric watching their shapes. The line that closes it: "Something is changing. You can feel it in the choices you've been making." Send before session 5. Signed B.
📄 Session 5 — Player Recap — Parchment handout for before session 5. The twelve words, four carrying items (the dossier / engineering manual / Cardinal's coordinates / Reed's silence), what they know, one line per PC on where each one is emotionally, and the opening image: four streets from the Cathedral, twenty minutes later, nobody's spoken yet.
⏩ What You Have Missed — Time Jump Recap — Player handout for the Bridging Act / Session 6. Covers the years that have passed: magic restored, scars earned, Ofcolin's missing fingers, Ofcom's known episodes. Hand to players going in so they all share the same baseline before Ash and Sparks opens in medias res.
📄 Session 4 — Player Recap — Parchment handout for before the Cathedral infiltration session. Previously On, what the party is carrying (coordinates, Reed's window, Sparrow's warning), contact status for Reed/Sparrow/Finch, the hard access timings (06:30 → 09:30), objectives, and the man watching the south vestry. Opens with Reed's line verbatim.
⚔ Thorne — NPC Card — Military colonel, true believer in order not theology. "Somewhat inflexible" is a compliment. No doubt, no performance — he has examined his conscience and found it clear. Combat beat-by-beat (50% Shield Bash, 0 HP last words). Key lines verbatim. His professional suspicion of Seraphina. The letter.
🎖 Aldric — NPC Card — Gilead counter-intelligence officer. He is already in the room. Four-stage escalation: awareness → contact → pressure → closure. Watches Sparrow without Sparrow knowing. Access ceiling: he doesn't know about the Lattice. Never surprised, never panicked. Ties into the Threat Escalation Tracker.
🔑 Reed — NPC Card — Cathedral service worker, resistance inside contact. Terrified for years, still showing up. Full access table (what he can reach, what's logged, what's a red flag). His sister. The sub-level B reclassification. The refectory-to-nave route. Handle with care — every favour leaves a trace.
📚 Marta's Goodbye — Archive Scene Brief — Act V Scene 3 ops doc. Archive entry read-aloud (the smell, Ezra), cipher mechanic (Investigation DC 12 / History DC 14), the three token gifts (what each was chosen for and why), the engineering manual moment with Ofcom — say this line exactly. How the goodbye ends. Why she stays. Voice lines including the Ezra digression.
⚡ Node 47 — Puzzle Quick-Reference — Rune sequence (Hand → Key → Eye → Flame), wrong order consequences (2d6 lightning DC 13 + Eye reinforcement, max 3 extras), three hint sources (guard's pocket / Arcana DC 14 / Detect Thoughts), Node Arcanist full stat block (all spells, Node Pulse), solved-puzzle reward (no Mage Armor, stunned round 1), end-of-scene read-aloud when the suppression drops.
⛪ Cathedral — Tactical Maps (Tokens) — Three-tab battle map for the ACT VI cathedral heist: Nave Approach, Chancel (main fight), and Crypt. Draggable tokens with snap-to-grid. Double-click token to home it. Notes panel per area. Reset button restores all starting positions.
🏙️ Gilead Streets — Tactical Maps (Tokens) — Two-tab battle map for street encounters: the Market Square ambush and the Checkpoint pursuit. Palette-based token placement — drag from sidebar onto grid. Double-click placed token to remove it. Notes panel, Reset button.

🃏 Player Handouts

📜 Player Recap — Cathedral Session — Frayed parchment. Character cards for Ofcolin/Ofrhys/Ofcom. Key clues: Blight Hound bite mechanic, rune sequence, Cerberus escalation, patrol window.
🌿 Player Recap — ACT VII: Beyond the Wall — Camp Northgate session handout. What you know is true, where everyone is, each PC's thread, open questions, and the tone shift into the post-escape arc.

🗺️ Props & Handouts — sorted by session

📅 28 May Session — next up

🎴 First Turn Cards — cold open — Three private prompts (one per PC) handed face-down before initiative rolls. Player reads silently for ~30 seconds, then dice. Drops each player into their PC's headspace before the first die hits the table. Pair with Max Richter Arrive; cut music when initiative starts. Print-friendly.
🔐 The Litany Lock — mid-session puzzle — Iron door in the maintenance corridor between The Fallen and Scene 2. Five brass dials, a scripture placard, the handmaids died trying to reach it. Cipher: Nth letter of each pillar word = M-E-R-C-Y (the password is the woman they'll meet at Camp Northgate — they don't know that yet). Behind the door: Sergei's resistance cache — working transmitter, the extraction list with Hannah Perry on it (Marta's daughter in custody), sealed letter to Eleanor, journal page pointing to Node 12. Hint ladder + alt-solution paths + read-aloud scripts in DM toggle. Drops in 5–15 mins.
🪡 Marta's Tokens — Three origami-design tokens, one per PC. Spend by physically unfolding = advantage on one saving throw, single use. Already in the party's possession; consumable through the night.

🌿 Phase A — Camp & Building

🌿 Post-Escape Handouts — Camp notice board, Mayday intel drop (with hover-to-reveal redactions), refugee camp briefing sheet, freedom papers.
📌 Camp Northgate Notice Board — Corkboard prop: 13 notices in varied paper colours and rotations. Official (mess hall hours, curfew, eastern fence warning) and community (skills exchange, informal library, Thursday gathering, Constance seeking Thomas Hendricks). The sock is reunited. Captain the dog has official status. Full-width closer: "You are on the right side of the wall."
📓 Marta's Diary Entry — Written eleven days after the Cathedral fell. She calls the party "the woman with careful hands," "the woman who always knew where the door was," and "the engineer." She's still inside. She's choosing to be. Someone has to write it down.
📨 Aldric's Message Card — Six words on a Gilead-stamped half-card. "The debt is still outstanding. — A." Delivered via the informant channel. Show it. Say nothing.
📁 Sparrow's Dossier — Four-page resistance intelligence file on Commander Aldric. Financial irregularities, Guardian Reiss off-chain reporting, the unlogged border photograph, and Sparrow's handwritten conclusion: "I don't know if this is enough. I think it might not be. I kept going anyway."
✉️ Sparrow's Letter — His reply if the party gets word to him via Mayday. Confirms Aldric knew about the Programme before district command did. Passes on a redacted contact name and the REED activation phrase — he doesn't know he's pointing them at the same cell. P.S.: "I don't know how many of you made it out. If it doesn't — don't tell me which one. Not yet."
🩸 Cardinal's Extraction Briefing — The document Cardinal was carrying when shot. Mayday resistance brief: REED (third cell), cascade flaw notes, extract protocol. Blood-stain toggle. Fields left blank — Cardinal never finished the delivery.
📖 Engineering Manual — Book Spread Prop — The manual as a full book spread: left page is the cover/spine (Gilead Technical Authority, Third Edition, Archive Copy), right page is the inside cover with Mercy's handwriting. Repair log (re-sewn Year 3, re-glued Year 5 — G.T.), the inscription in italic script, the signature "— M," pencil note "for whoever needs this next." Hand to Ofcom's player without explanation. Don't read it aloud. Print-friendly.
📖 Engineering Manual — Inside Cover — A full book spread: library borrowing card (E. Marsh checked it out twice), inside cover inscription in Mercy's handwriting, pencil annotation from Seraphina. Hand to Ofcom's player with no explanation. Per canon: DM-timed reveal — NOT at handover. Surfaces during downtime crafting or after a hard loss.
📄 The Record — Hook C Prop — Archival document prop for Ofrhys. Partial Cerberus participant list, flagged UNVERIFIED, submitted anonymously 18 months ago. Twelve names — first names only, three redacted. Number 06: M. Circled in red ink. Handwritten annotation: "Still inside. Aware. Choosing to stay." Four DM interpretations. Cross-references Ruth's second-cell archive fragment.

🩸 Late-game / Endgame Props

📋 The Subject Register — Lore Prop — A crystalline data slate the resistance recovered. 50 entries across 8 classes. Includes: Subject Seven (Ofcom — Aramynta Deble — full file with Type C "sealed"), Subject Zero (Mercy / Margaret Vale, listed deceased with her own marginalia "she walked out"), Subject Beta (Aunt Miriam, voluntarily conditioned), the Warden + Eye Commander + Sentinel from the 28 May fights, one embedded sleeper at Camp Northgate, Brother Aldous (Aldric, deliberately botched conditioning), Subject-Interim-3 (Ofcolin, two missing fingers, escaped), Sister Gwendoline (Ofrhys, pre-implant escapee), Eleanor in custody, Hannah Perry in custody, and Commander Com's C.C. marginalia trail. Toggle DM Annotations for hidden commentary on every entry.
📝 Seraphina's Reversal Notes — Handwritten on graph paper. Personal letter from Seraphina (Dr. Elaine Marsh) to Ofcom: what the Cerberus conditioning is, how the reversal works, what she'll feel after, and the P.S. about the engineering manual. Show to Ofcom's player at the right moment.

✓ Already Played — Sessions 1–4

📖 Testimony Cipher — Two pages: official Gilead Chapter VII + decoded message (anchor = crystal beneath Cathedral, Setting I = correct frequency).
📡 Transmitter Compass — SVG compass prop. DM version (Setting I highlighted, gold needle) and player version (ambiguous needle). AI gen prompt included.
📡 Transmitter — Player Prop Card — Player-facing version of Cardinal's device. Five frequency settings, annotation space for player notes, cipher blank for Setting I. Hand to the party after Cardinal's death.
📡 Cardinal's Transmitter — Recovered Card — The end-of-session moment prop. Player card describing the object (pocket watch, brushed metal, heavier than expected) plus what it does, one-use rules, and the quote. Hand face-down to whoever picks it up — let them turn it over. DM reference card on the reverse covers when to hand it, relay requirements, and contingency links.
💾 Cardinal's Partial Notes — Burned data chip — four sectors, corruption effects, Setting I visible, final sentence incomplete. Arcana DC 14 to recover additional data. The party gets most of it but not all of it.
🍸 The Adam — Bar Menu — In-world prop: The Adam's menu card with Gilead-approved drinks and coded resistance signals. Hidden DM panel reveals what each drink order actually means. Toggle between player and DM view.
📻 Gilead Broadcast Intercept — Radio transcript prop with hover-to-reveal redactions and Finch's margin annotations. Northgate seed embedded. Shows the party what Gilead is saying publicly vs. what the resistance knows.
📋 Cerberus Dossier — Three Fragments — What the PCs actually recovered from Sub-Level B. Three printable aged documents: Fragment A (programme overview, Subject Seven listed, partially legible), Fragment B (episode type classifications — Type A/B/C described, Type C phrase redacted but its existence is there), Fragment C (Dr. E. Marsh's personal memo, Year 6 — she's leaving, she knows how to fix what she built, the inscription line is there). DM note on which to hand over and when. Fragment C is the one that lands. Print individually as aged paper if you want the physical effect.
📋 Sub-Level B — Reclassification Order — In-world prop document found in the Commander's Office. Official Gilead administrative form reclassifying Sub-Level B from archive storage to operational intelligence three weeks ago. Signed by V. Harwick. Nature of transferred materials: classified. Handwritten annotation: "What was moved? Nobody will say." Red processing stamp. Coffee ring.
🗃 Aldric — Working Intelligence File — Gilead Office of Internal Security prop document. AMBER-3 classification. Four subject entries (Anchor, Quiet One, Engineer, Voice) — he doesn't have names yet, only patterns. He noticed the wristband on Subject C. Handwritten annotations in his own hand throughout: "Pattern is cleaner than it looks. Someone is managing it." Works as DM reference (what he knows) or player-facing prop (what they intercept). Print-ready on white.

📚 Always / Reference

🗝 Invented History Artefacts — Six in-world props that establish shared history for players returning after a long break. Each is a physical object the characters have been carrying: Marta's note tucked in a book, Reed's contact protocol slip (via Sparrow), a Cathedral access extract with Sparrow's handwritten margin annotation, Cardinal's last note (found in his coat after), Chloe's safe-passage word, and Ara's hospital wristband (CERBERUS/07 — PHASE III INCOMPLETE — attending: E.M., redacted). Hand them at session start or mid-session. Players construct their own memories around the prop. Print-friendly.
🚨 Wanted Poster — Eight charges. 500 scrip per subject. Silhouette placeholders + AI gen prompt for photos.
📢 Gilead In-World Documents — Propaganda poster, official district notice, black market flyer (Ezra's), Mayday resistance communiqué.

🏁 Ending Materials

✉️ Epilogue Letters — Five letters: Sparrow→Goldie (Ofcolin), Marta→Gwendoline (Ofrhys), Seraphina→Ara (Ofcom) (includes Clara reveal if Seraphina spared), Chloe→all three, Cardinal posthumous note.
🕯️ Campaign Memorial — Keepsake handout: campaign title, 28 May 2026, three characters with real names, six deeds, Liberation quote. "Under His Eye. Not any more."

📸 Teaser Images (26 days)

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.

💡 No teaser for 28 May — that's the night itself.

📌 Folder Structure

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/