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If you would like to feature Dark Providence events at your convention, store, or game day, please contact feedback@darkprovidence.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 feedback@darkprovidence.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 |
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 1-11 - 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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Dark Providence 1-14 - Graven Images, by Laura Bush and Wayne S. Melnick, Esq.
In the fall of 1689, your sleep is providing no rest and once again your dreams are fitful. Why does a woman with a crushed skull reach out to you, and why does she remind you of somewhere you have been before?
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Dark Providence 2-01 - Red Tide, by Brian Schoner
An ordinary voyage takes a grim and unexpected turn, leaving a small group of Witch Hunters to face a mysterious, unseen enemy with only their wits, faith, and courage. Lives hang in the balance…and perhaps more than mere lives.
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Dark Providence 2-02 - Search For Innocence, by Tim Chandler
A polite celebration goes terribly wrong, and suddenly party goers find themselves in a fight for their very lives. But what is the purpose of the attack, and who is behind this? And what grand plot has the Adversary planned?
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Dark Providence 2-03 - Death of Innocence, by Tim Chandler
Discovery of a villainess leads to yet a deeper, more dangerous plot. The children are missing, and something sinister is afoot on the coast of the Bay of Mexico. The guilty and the innocent intermingle, and you must determine who should be saved from the impending doom.
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Dark Providence 2-04 - Cargo, by Matthew Domville
Off the coast of La Florida, the waters have always seemed warm and inviting. Recently, however, you have learned not to trust the gentle waves, for comfort often comes immediately before betrayal. Someone thirsts for revenge, so there is little time for rest.
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Dark Providence 2-06 - Ambidextrous, by P. Dennis Waltman
"Idle hands are the Devil's workshop" has never been truer than it is in the sleepy little village of Boswyck. A return visit is necessary to handle things left undone. This event is a sequel to Swans and it is strongly recommended that Swans be played before this game.
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Dark Providence 2-IN2 - Ghost of a Chance, by Paige Leitman
The Lightbringers have requested your presence in Barcelona, where a plague of ghosts is affecting the city. With so many Witch Hunters present, a Conclave has been called to deal with other political matters at the same time. This adventure may not be played after playing WH2-07 Another Chance, WH2-08 Second Chance or WH2-09 Last Chance. A Witch Hunter: Dark Providence Campaign Social and Tactical Interactive Adventure for characters of Tiers 1 and 2.
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Dark Providence 2-07 - Another Chance, by Paige Leitman
A plague of ghosts has arisen in the ancient city of Barcelona, and it is up to the Witch Hunters to determine how - and whether - it can be ended. This adventure may not be played after playing WH2-08 Second Chance or WH2-09 Last Chance.
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Dark Providence 2-08 - Second Chance, by Paige Leitman
The Witch Hunters pursue an agent of the Adversary across the Mediterranean as he pursues a long-delayed plan of vengeance. This adventure may not be played after playing WH2-09 Last Chance.
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Dark Providence 2-09 - Last Chance, by Paige Leitman
One threat has been defeated, but another is close to achieving its goals. The Witch Hunters' last chance to stop this evil requires them to travel to Naples, stronghold of the Inquisition in Italy.
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Dark Providence 2-10 - Corruption, by P. Dennis Waltman
Along the Italian Alps a poison spreads; a pact once sworn has been broken. The pact must be avenged before the oaths can be restored. Proverbs 25:26 A righteous man falling down before the wicked is as a troubled fountain, and a corrupt spring. Matthew 7:17 Even so every good tree bringeth forth good fruit; but a corrupt tree bringeth forth evil fruit.
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Dark Providence 2-11 - Redemption, by P. Dennis Waltman
War comes to the Valley, yet the oaths avenged must be restored. That which was stolen must be returned; that which is free must willingly return to captivity. Proverbs 28:20 A faithful man shall abound with blessings: but he that maketh haste to be rich shall not be innocent. Revelation 11:9 And they of the people and kindreds and tongues and nations shall see their dead bodies three days and a half, and shall not suffer their dead bodies to be put in graves. It is recommended that Corruption be played before Redemption, though playing the first two games of this trilogy out of order is allowed. For best results, at least one character that has played Corruption should be present. This is a Tier 1 and 2 adventure.
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Dark Providence 2-12 - Salvation, by P. Dennis Waltman
Death walks the land. The hand that set the stone to roll may be forever severed if the memory of the hunt is keen. Yet without the last tokens of faith, rites and sacrifices might never be same. Proverbs 28:8 As he that bindeth a stone in a sling, so is he that giveth honor to a fool. Job 14:4 Who can bring a clean thing out of an unclean? Not one. Once a player has played Salvation they may not play Redemption. At least one person who played Corruption should be present in order to achieve complete success. This is a Tier 1 and 2 adventure.
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Dark Providence 2-16 - Trier, by Nancy Lee Clark
Trier calls to you, with the lives of children at stake. A new evil is walking the land and your skills are needed to put it to rest. The lion hath roared, who will not fear? The Lord GOD hath spoken, who can but prophecy? Amos 3:18
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Dark Providence 2-17 - Munich, by Nancy Lee Clark
The road has called you to Munich to stop the second half of a bet. The Lion's roar is growing louder. Will you be able to silence it? And surely the MOUNTAIN falling cometh to nought, and the rock is removed out of his place. Job 14:18
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Dark Providence 2-18 - Weisbaden, by Nancy Lee Clark
Stopping an army of unknown creatures is the task before you. Will you get there in time?And surely the MOUNTAIN falling cometh to nought, and the rock is removed out of his place. Job 14:18
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Dark Providence 3-01 - Whispers, by Clint Blome
The town of Huntington has never been quiet, but tensions have never been so high. Can the Hunters discover the source of a rash of nightmares before an innocent is lost?
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Dark Providence 3-02 - First Steps, by Kenneth and Heather Walz
Stepping into the life of a witch hunter, the first steps are full of unknown and the most deadly.This is an introduction module, with an emphasis on learning the game and some of the groups involved.
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Dark Providence 3-03 - Ebb_Tide_in_Toulon, by Kenneth and Heather Walz
An English naval officer seeks aid for his crew, lost in the grasp of the forces of the Adversary. Can the heroes save the souls of others without losing their own?.
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Dark Providence 3-04 - Green_Seas_and_Grey_Skies, by Kenneth and Heather Walz
A Roman shipwreck off the shores of Crete raises more questions than questions. The Seekers of Emet and the Lightbringers seek the Witch Hunters'assistance defending this mysterious discovery.
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Dark Providence 3-05 -Faith_Lost_is_a_Dangerous_Weapon, by Kenneth and Heather Walz
Omens of death draw the Witch Hunters to Egypt after the ancient book of Isis falls into the nefarious hands of a wicked Voodoo priest. Can the heroes prevent the birth of a new menace even more frightful than the Grey Pilgrim?
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Dark Providence 3-06 - Plague_Winds, by Clint R. Blome
A call from the Apostles of the New Dawn leads to a journey across an ocean. Will sickness and despair stop the Hunters before they can retrieve another canopic jar?
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Dark Providence 3-07 - Heart_of_Stone, by Clint R. Blome
A journey through darkness into Prague leads to the salvation of a soul and the damnation of another.
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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. Adventure journals for A Child's Game, and Gates of Flame are available. These adventures 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 feedback@darkprovidence.net with an outline of your proposed adventure.
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