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If you would like to feature Dark Providence events at your convention, store, or game day, please contact whdp_campaign@bellsouth.net with your name, where and when you would like to run events, and which events you would like to run. If you are requesting events for:
- A convention, please include a link to the convention website in your email.
- Store play, please send the store
information including website (if available) and store owner's contact information.
- A game day, please include your contact information, where the
game day will be held, and anticipated amount of tables (minumum of 3 tables, please).
- Home play, no email is necessary; download the events below and enjoy!
Each adventure package contains the adventure itself, the Adventure Journal your players will need to record their deeds, and an Adventure Roster. The Adventure Roster records certain basic information about the players and characters involved in one specific adventure session, and we'd like you to fill one out for each Dark Providence table you run. Once completed, these can be scanned and mailed to whdp_campaign@bellsouth.net or snail-mailed to the address on the form. We promise we won't spam you, sell your email address, or otherwise abuse your privacy - we just want to know who's playing and how the characters are developing as the campaign progresses.
Note that Dark Providence adventures never expire, so you'll always be able to catch up with the full storyline.
The first four Witch Hunter: Dark Providence adventures are introductions to the game and to the world, designed to be played in about three hours each. Other events are designed to be played in a four-hour time frame.
| Adventure | Conventions | Store Play | Game Days | Home Play
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Dark Providence 1-01 - Storm Tide, by Brian Schoner
Hunting pirates is a job for the navy, not for Witch Hunters. But ghost ships are another matter entirely, and when Sir Henry Morgan asks for your assistance in putting such superstitious tales to rest – one way or another – it’s hard to say no. It is spring, 1689, in Port Royal, the capital of the English territory of Jamaica. A Witch Hunter: Dark Providence Introductory event. |
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Dark Providence 1-02 - Swans, by P. Dennis Waltman
Wrath is said to be the "love of justice perverted to revenge and spite." It goes hand-in-hand with Pride as two common Deadly Sins. These sins are deadly indeed for the village of Boswyck, not far from New Amsterdam, on a fine summer day in 1689. A Witch Hunter: Dark Providence Introductory event. |
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Dark Providence 1-03 - Loss of Innocence, by Tim Chandler
Claims of witchcraft abound in Boston, Puritan capital of the New World. The Witch Hunters heed the call to mete out justice to the servants of the Adversary. But who is innocent, and who is guilty? A Witch Hunter: Dark Providence Introductory event.
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Dark Providence 1-04 - It Came from the Woods, by Robert Farnsworth, Greg Ferguson, and Gail Reese
New London, Connecticut. A house burned to the ground. The parents found dead in the ruins. The children are missing. Have the Indians gone on a rampage? Is something more sinister at work? Maybe the stories children are told to get them to bed at night are coming true. You have been drawn to this coastal town for a reason. It is up to the Witch Hunters to find out what is happening in this sleepy New England town before more innocents die and the peace between the colonists and the Indians is broken forever. A Witch Hunter: Dark Providence Introductory event.
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Dark Providence 1-05 - Age of Innocence, by Tim Chandler
In the city of Philadelphia, you can cut the tension with a sword. The colonists and the local Indian tribes are on the brink of war. With one wrong word from either side, the powder keg will explode. Is this the inevitable result of a clash of cultures, or is the Adversary pulling the strings and manipulating events to a more sinister end?
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Dark Providence 1-06 - Beasts of the Forest, by Greg Ferguson and Robert Farnsworth
"You bring darkness; it becomes night, and all the beasts of the forest prowl." Rumors filtering out of the Carolina Colony tell of colonists and savages being attacked and torn asunder by vicious beasts in the dark of night. The Governor of Carolina has posted £100 for the head of the beast, which is sure to bring all sorts of armed good-for-naught and scalawags.
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Dark Providence 1-07 - Spurning Death's Touch, by Jason I. Gonding
It is the dead of summer, 1689, in the Colony of Virginia, and trouble is
brewing. People are disappearing. Ancient rituals of the African slaves are
being conducted in secret. The recent arrival of the Gypsies may just be
coincidence. Maybe the savages to the west and their native practices are
behind the disappearances? Whatever the cause, the Colony of Virginia is being
touched by evil.
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Dark Providence 1-08 - Dedication, by J. Wayne Parrish
The rededication of Notre Dame de Québec promises to be the biggest
social event of the decade. The exiled Governor has returned to confront
his rival, a centuries-old curse of the Adversary will come to pass, the first
Bishop of the New World will take his final step toward sainthood, and the
most respected ecumenical college on the continent will adopt a secret
mandate. And that is all before the ceremony even begins! Set in the capitol
of New France in the summer of 1689. May not be played after playing WH1-09 Consecration or WH-10 Revelation.
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Dark Providence 1-09 - Consecration, by J. Wayne Parrish
New alliances are being formed to face the threats that lurk in the vast
unknown regions of the territory claimed by Louis XIV in this New
World. The Iroquois and the Huron suffer the consequences of choosing
sides in King William's War. And factions within the Catholic Church
seek to consecrate the institutions of New France to their service. There is
no rest for the righteous during the summer of 1689 in New France. May not be played after playing WH-10 Revelation.
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Dark Providence 1-10 - Revelation, by J. Wayne Parrish
The Roman Empire, the Catholic Church, and the King of France continue
their ancient rivalries in the New World. The Crusaders Inviolate take steps
to solidify their power base in Québec. And the culprit behind the intrigue
and conflict in New France is revealed, but without the protection of the
shadows, there is no more reason for caution. The stunning conclusion of the
Witch Hunters' summer vacation in Canada in the year 1689.
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Dark Providence 1-11 - The Forgotten, by Matthew Domville
In the village of Beaujois, everyone is having a wonderful time at the fair. Everyone, that is, besides the Witch Hunters who have newly arrived. What sinister force lurks behind the joyful music and the colorful streamers?
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Dark Providence 1-12 - Cold Snap, by Brian Schoner
New Amsterdam, October, 1689. The autumn weather is pleasantly warm...so why are families freezing to death in their homes? The Rattle Watch wants to know, and so do the Witch Hunters. Is a minion of the Adversary stalking the streets of New Amsterdam, or is there a more complex tale to unravel?
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Dark Providence 1-13 - The Smell of Fear, by Sean Williamson and Paige Leitman
A plague of madness is spreading through the streets of New Amsterdam. The Witch Hunters arrive to learn that they are expected, and must find a way to stop the insanity before it consumes the entire town.
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In addition to the adventures listed above, the Dark Providence campaign also permits the play of certain Witch Hunter products published by Paradigm Concepts. The first of these, A Child's Game, is included with the Witch Hunter Grand Master's Screen and Adventure Kit. This adventure can be run with no modifications necessary for Dark Providence players. Once you have completed this adventure, send a completed Adventure Roster to campaign staff along with your address, and you will receive the Adventure Journals for your players.
More adventures are coming, so watch this space! If you would like to write a Dark Providence adventure, please email whdp_campaign@bellsouth.net with an outline of your proposed adventure.
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