Professional Documents
Culture Documents
DP 3-02
Spring, 1690
Version 1.2
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.
Yea, though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me; thy rod and
thy staff they comfort me. Psalm 23:4 (King James Version)
Witch Hunter and Dark Providence are trademarks of Paradigm Concepts, Inc.
Adventure content is 2009 by Paradigm Concepts, Inc. All rights reserved.
Credits
Author(s): Ken & Heather Walz
Editor(s): Clint Blome & Crystal Elmore
Introduction
So you have survived your first encounter with the
forces of the Invisible World and are forever
changed and marked by it, wither that mark be a
glow, a smell, or something else. You know that
there are others like you, but youre not sure
where. You took it as providence when you found a
free shipboard to London and headed off. As you
gather your items and leave the ship, you notice
others like yourself gathering on the dock also
looking confused as where to go next.
Adventure Summary
In scene 1, the players learn about the Court of
Whispers, the Twelve Penitents, the Crusaders
Inviolate, fear, and command. Then they meet a
Seeker of Emet and become involved in the politics
of the relics.
In scene 2, the players travel out of London to meet
and learn about the Ghost People, Dream Walkers,
The First Steps DP3-02
Scene 1:
Court of Whispers
Give the players a moment to introduce themselves
to each other.
Who is Alena?
She is one of the Twelve Penitents; shes a seer and
speaks all funny-like.
Sister or Job?
"Yes, I pray that she never has to see or fight as we
have to. She thinks I am just a little beggar boy, and
I do love her for her innocence."
As you head down the hall and back into the Court
of Whispers, a tall gentleman wearing a traditional
rabbis outfit meets you. He nods to Joden as he
scans your party, Greetings, young Hunters. My
name is Yosef; I am with the Seekers of Emet. We
are a group of Jewish hunters, whose mission is to
track down the items taken from the sacking of the
Second Temple by the Romans. Our Order is one
of the most knowledgeable about relics, and so I
have been asked to give you a quick briefing about
them.
Mr. Joden, could you please wait a moment, we
need to have a discussion about the items recovered
from the last group we sponsored together. Joden
nods his head and moves to wait at the side of the
Court.
"I have been asked to give you advice on the
occult, myths and lore, and relics. Learning the
histories of the cultures and items is most difficult.
I suggest you try to travel with a scholar or learn a
bit about these subjects as these can help you in the
fight against Adversary. Not all vampires have an
aversion to garlic, and silver does not weaken all
werewolves. They have learned to adapt their
weaknesses and learning the skills of occult or
myth and lore can help to spot them so you can use
that weakness against them. Do you have any
questions before we move on to relics?"
Scene 2:
The Woods
Leaving the sewers, a waiting carriage whisks you
outside of London to a wooded area. The driver
points down a small game trail, "They are waiting
for you over there. I will wait for you here to take
you back." Following the trail for a few moments
leads you through the darkened woods to a small
clearing that has a sheltered campfire, an archery
target, and a few strange tents. Stepping onto the
trail behind you are two American Indians shaking
their heads disapprovingly.
With them is a young lady about 5 foot 9 inches
and has a lean, nearly emaciated look to her. Her
hair is a shoulder-length curly brown and her eyes
are a piercing green. She wears a black leather
frock coat with gold trim and blue lining, a pleated
black skirt that comes to just below the tops of her
British naval officer boots, a black and teal corset,
and a high collar white blouse. Two rapiers hang
on either side of her wide black belt. Holstered on a
small black baldric just below her left shoulder is a
pistol. Her high-collared blouse does not quite
completely cover scars where some sort of beast
once nearly ripped out her throat. She wears a
ring with the emblem of the British East India
Trading Company, indicating a past affiliation. A
chain of trinkets from her many travels hangs from
her belt, swaying as she walks.
She translates for the two Indians "You make more
noise than a herd of buffalos stampeding. You
must learn to walk like a shadow on the trail or you
will alert your enemies, and they will not take
mercy on you. Greetings, I am Katherine Clarkson
formally of His Majesties Navy. This is Slow-Bear
with the Ghost People, he is of those who has been
cast out of his tribe and is forced to wander
tribeless in our fight." Slow-bear nods.
Katherine bows to the other Indian, "This is
Speaks-for-Wolves, he is a Dream walker. He has
the ability to send messages as dreams to others.
Their order is one of the few ways we can talk over
long distances.
Initiative Pool
5d
7d
Defense Pool
3d+1
5d+1
Target
1
2
3
4
5
6
Difficulty
1
1
2
2
3
3
Scene 3:
Putting it together
Suni Yuri leads you back to the carriage. Awaiting
you in the carriage is an older man. He has a
carefully maintained mustache in the current
French style and a closely cropped beard, both of
which are grayer than his black hair. His
weatherworn face is timeless, yet somehow
disapproving of you and your companions. The
rich brocades and gold ornamentation of his
clothing could probably feed a small village for at
least a month, and either of the rapiers hes
wearing on his hips would be more than enough to
feed New Amsterdam for several days. The large
leather-clad case he has with him appears quite
worn, but he never let it stray far from his hands,
constantly touching and fondling it as he speaks.
The older gentleman motions for the group to enter
the carriage and after a brief time you find
yourselves back upon the road to London.
"Greetings, my friends, I am Alexi Dmitry
Mikhailovzch from mother Russia. I am with the
Sunwise Circle, a group from Poland and Russia.
Our strongest asset in the order is the rightness of
our duty. That strength gives us the ability to have
faith that we will succeed in our orders and our
duty to our lord. Our Order finds that we are able
to focus our rightness on the task at hand to grant
us extra energy. However, we have found that you
must focus on all the types of abilities before you
can focus on any one again. After fighting skills,
one could focus on professional, movement, or
interactive skills.
Your True Faith is your belief and unswerving
conviction that the Lord or greater power you
follow will ultimately triumph over its wicked
counterpart. The stronger your faith, the easier it is
to resist the call and temptations of the Adversary.
2
Hand-to-Hand 1
Staff +2
Final questions:
What happened to Joden?
Conclusion
Your first steps as a witch hunter are complete.
Now it is up to you to find your way. Which of the
Orders is right for you? How best to fight the
Adversary in your own way?
Moreover, you will see where the dreams and
portents take you in the Grave New World and the
old. Welcome to the Invisible World, where battle
leads not to heroes, but to salvation.
The End
SP Rewards
Characters who survive the adventure receive 1 SP
for playing the module, 1 SP for choosing whom the
cylinders should go to, and 2 SP if they role-played
well, for a possible maximum of 4 SP per character.
HP Rewards
Making a decision about whom the cylinders should
go to is worth a Hero Point. Otherwise, try to award
HPs not just for flashy combat actions, but for good
role-playing, clever ideas, or having (and using) the
right skill at the right time. No Witch Hunter may be
awarded more than a total of 4 HPs for this
adventure. HPs spent during the adventure are
subtracted on the Adventure Journal and HPs gained
are added on the Adventure Journal.
Decision Time
Possible Contacts
Appendix 1
New Spells and Talents
Face of Loa (Basic Voodoo Rite)
Tradition: Animism
Difficulty: 3
Time: special/1 round
Duration: 1 minute
Strain: 3
In order to cast this rite the caster must have first successfully cast command snake, and holds the snake by the
head to trace a Vever in the air of the Loa. In doing so, the head of the snake transforms into the head of the Loa
in all its horror. This produces a fear effect 2, with extra success on the casting can either raise the fear effect by
one per success up to the Damnation rating of the caster or increasing the duration of the rite by one minute per
success.
Appendix 2
What each group knows about the seals
NPC Name
Group
Knowledge
Katherine
Identify them as
Sumerian cylinder seals
No Opinion
Slow-Bear
Ghost People
No Opinion
Speaks-for-Wolves
Dream Walkers
None
No Opinion
Johann
Stalwarts if St.
Christopher
None
No Opinion
Genevieve
None
Crusaders Inviolate
Ysabella
Lightbringers
Seekers of Emet
Frederick
Seekers of Emet
Suni
Sainted Mothers
None
No Opinion
Alexi
Sunwise Circle
Crusaders Inviolate
Franklin
None
No Opinion
Bernardo
Seekers of Emet
Players Handout 1