PCI Witch Hunter: Dark Providence Adventures

 Last updated 02/15/2009.

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Adventures
 
 
   
DP 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.

DP 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.

DP 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.

DP 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.

DP 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?

DP 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.

DP 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.

DP 1-08 Dedication

No longer sanctioned as of 02/03/09.

 
 

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.

DP 1-09 Consecration

No longer sanctioned as of 02/03/09.

 
 

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.

DP 1-10 Revelation

No longer sanctioned as of 02/03/09.

 
 

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.

DP 1-11 The Forgotten
 
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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?

DP 1-12 Cold Snap
 
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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?

DP 1-13 The Smell of Fear
 
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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.

DP 1-14 Graven Images
 
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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?

DP 1-15 Fair Trade

No longer sanctioned as of 02/03/09.

 
 

by Chris Russell

San Agustín, a coastal town in the middle of pirate waters, has gone unscathed for years. It was the target of a massive pirate attack 20 years ago, but has been untouched since then, and has become the center of pirate-hunting for the Spanish in the New World. It is up to the Witch Hunters to write the next chapter in the history of this bustling port.

DP 1-16 Boarding Party

No longer sanctioned as of 02/03/09.

 
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by Alex Suarez, Brett Lucey, and Joe Streeky

Portuguese merchant ships are disappearing. England has sent word to the Lieutenant Governor of Jamaica that he needs to put a stop to the pirates targeting the Portuguese or a Man-o-war will be on his door step within a month. This has lead Henry Morgan to wonder where those that helped him in the spring are today. The Invisible World has heard his plea. A group of Witch Hunters have been brought to the island of Jamaica this December of 1689.

DP 2-01 Red Tide
 
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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.

DP 2-02 Search for Innocence
 
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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?

DP 2-03 Death of Innocence
 
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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.

DP 2-04 Cargo
 
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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.

DP 2-05
 
 
DP 2-06 Ambidextrous
 
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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.

 
 
 
   
 
 
 
   
 
 
 
   
 
 
 
   
 
 
 
   
 
 
 
   
 
 
 
   
 
 
 
   
 
 
 
   
 
 
 
   
 
 
 
   

 

 


© Maryrita Steinhour 2007, 2009.
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