Professional Documents
Culture Documents
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?
"They Sow the Wind, and Reap the Whirlwind" Hosea 8:18:1-14
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): Clint Blome
Editor(s): Crystal Elmore
Introduction
Adventure Summary
In scene 1, the Witch Hunters are invited to meet
with Michael Stanwick in order to discuss a
proposition from the Apostles of the New Dawn.
There they will be invited to take part in the
upcoming mission to the Azores.
In scene 2, the PCs board the ship to the Azores.
Along the way, they will encounter bad omens and
foul winds carrying a baleful disease.
In scene 3, the PCs reach the town of Angra on
Terceira to discover a town filled with sickness. By
asking the right questions, they can discover that the
source of the sickness was originally the island of
Corvo.
In scene 4, the PCs arrive at Corvo and discover an
abandoned Portuguese military vessel belonging to
the Crusaders Inviolate. They also find strange
zombie-like creatures infesting the island, one of the
side effects of the curse.
In scene 5, the PCs discover a cave near the center
of the island. They must delve into it in order to find
the final secrets of the second canopic jar.
In scene 6, the PCs have defeated the Islands
guardian and returned to the surface victorious.
The Plague
Throughout the module are several Plague Events
that will place the PCs at risk of acquiring a very
dangerous disease (See GM Reference 1). While the
intention in not to kill the PCs, there is a very real
chance that PCs focused on healing may become
very close to completing the Plague track. After the
defeat of the Undead Guardian at the end of the
mod, the Plague will fade away within a few hours.
Should a PC at the end of the track sleep at any of
this time, he will become a Plague Zombie. If he
does not, the disease will subside before things
Page 2 of 20
Scene 1:
New Amsterdam
Another Witch Hunter in New Amsterdam
approaches each of the PCs. He is dressed in dark
clothing and does not show his face. He simply
hands them the message and then is gone before they
can ask any questions. If the PCs wish to be
together, the unknown Hunter will hand each of
them a letter and then disappear.
Give the PCs Players Handout 1, which will always
be in a language the PCs can read.
Give the PCs a chance to role-play their actions
before progressing to the meeting that the letter
indicates. Should the PC choose not to join, they are
essentially out of the module.
Plague Winds DP?-0?
Scene 2:
Across the Ocean
The Crew
Very superstitious as are many sailors, the crew
leaves the PCs alone for the most part. They will,
however, listen to Guerra if he is talking poorly of
them. They will see each bad omen as somehow the
PCs fault, much at his insistence. After getting to
Corvo, they will not likely be willing to take the PCs
on board for the final leg to the Old World.
Watches-the-Wilds
Page 5 of 20
Plague Event
Regardless of whether the PCs interact with the fish
at all, they have come into contact with the first
signs of the plague. Have the PCs make a DC 1/2
True Faith check. The PCs that fail the check have
contracted the Plague and are in the first stage of the
disease (see GM Reference 1).
Scene 3:
Angra
I do not know.
What is this plague?
I do not know. The people fall ill, and after a time
fall into a sleep from which they cannot awake.
They become too weak to move.
Is there anyone who unaffected by the sickness?
A few of us are still fine, but more fall ill every day.
Father Salazar at the church has not fallen ill yet,
though he tends to the sick daily.
Where did the disease come from?
How long after the first person fell ill did the others
get sick?
There is really no way to know. Not everyone
comes to the church when they fall ill. We help who
we can, but many decide to treat themselves at
home. It did not seem to take long before many
were ill, however.
Is there any way to help them?
The local physicians have been unable to determine
the source of the illness. So, they come to me,
praying for salvation. What man cannot fix, the
Lord can, should He deem it worthy.
The sick and the devout fill the church with the
praying for salvation. When the PCs arrive, they
will find the place nearly packed with people.
Several nuns move among the ill that lie on every
open surface. Men and women deep in prayer take
up any free spaces on the pews.
Father Salazar moves between both sets of groups
touching a shoulder here and offering a few words of
comfort there.
When the PCs approach, the Father will greet them
in Portuguese with a friendly smile, How can I help
you, my children? Should the PCs not be able to
understand the language, he will repeat in Spanish,
then English and finally Latin in an attempt to find a
common language.
How many sick are there?
Page 7 of 20
Plague Event
PCs that spend any amount of time here among the
sick will get their second chance to gain the Plague.
Have the PCs roll a DC 2/3 True Faith check to see
if they gain the disease. Those that already have the
Plague move one stage further along the Plague
track. (See GM Reference 1)
Scene 4:
Corvo
The ship moves silently through the ocean as you
approach the island of Corvo. As you sail towards
the main bay of the island, you notice there is
another ship moored in the bay to which you are
heading that flies the flag of Portugal.
Getting closer to the ship, you do not notice any of
the crew. The ship seems to be completely
unmanned, and if the anchor did not hold it in
place, it would surely have drifted out to sea.
The crew becomes even more nervous than they
have been throughout the entire journey. They
prep the dinghy for launch as you study the shore.
Page 8 of 20
Plague Event
Coming upon the dinghy, the PCs can tell that it was
deserted, and they seem to have been in a hurry.
Making a DC 3/4 Tracking or DC 4/5 Notice
check will allow the PCs to pick up signs of a
scuffle. Several people seem to have come from the
west and fought with those from the ship. The men
from the ship then fled towards the center of the
island, and those they fought with chased after them
at a slower pace.
Tracing where the attackers came from leads the PCs
to several small farm cottages that appear to be
deserted. Also of note is that there are no animals in
the pens. Following the tracks toward the center of
the island will lead to Scene 4c.
Scene 4c
First Contact
Page 9 of 20
Scene 5:
The Cave
The interior of the cave is a nightmare scene.
Lying strewn about the cave are almost a dozen
corpses of sailors and warriors, which bear the
markings of the Crusaders Inviolate. As you look
around, several of the corpses begin to rise. One of
the corpses wears a tabard, brazenly showing a
Templar cross in pristine shape.
Plague Event
From milling about all of these corpses, the PCs will
have another opportunity to gain the Plague. Have
them make a DC 5 True Faith test in order to either
gain the plague or advance them on the Plague track.
(See GM Reference 1)
When the PCs follow the path deeper into the cave,
proceed to scene 6.
Scene 6:
Confrontation
The passage is short and it does not take long until
it opens into a larger cavern. On a pedestal made
of natural rock, you can see another canopic jar,
identical to the one shown to you in New
Amsterdam. Between you and it is the bloated
corpse of what once used to be a man you think.
It lurches towards you and moans in pain and
hunger.
Page 10 of 20
6
4
6
EDU
REA
WILL
2
2
3
COU
INT
PER
4
3
3
STR
AGI
TOU
6
5
6
EDU
REA
WILL
2
2
3
COU
INT
PER
4
3
3
Plague Event
On the first round of combat, the Guardian will
inhale deeply and let loose with a blast of fetid air
requiring a DC 6 True Faith test in order to resist
the Plague. Should the PCs fail, advance the Plague
track by 1. (See GM Reference 1) Afterwards, the
guardian will wade into melee and attack with
abandon.
When the PCs have defeated the guardian read the
following:
The creature roars in pain as you deliver the blows
that end its life. It falls upon its knees and looks
you in the eyes. For a moment, you would swear it
was trying to say Thank you as it breathes its last
breath.
Conclusion
Page 11 of 20
Adventure Journals:
Mark the following numbers on the characters
Adventure Journals.
The ship will set sail for the Old World shortly
thereafter. Read the following:
Other Rewards:
The End
Page 12 of 20
Player Handout 1
If this letter has reached you, it means that you are a Witch Hunter within the reach
of my power. A grave matter needs discussing which is beyond my current
resources. I have, thus, been forced to reach out to any available Hunters within the
call of my voice.
Please meet me at Stanwick Imports within the city of New Amsterdam so we can
discuss a threat to all Witch Hunters that walk this earth.
Michael Stanwick
Apostle of the New Dawn
Player Handout 2
The Jar
GM Reference 1
Plague Chart
Each time the module indicate it, the PCs will advance one step along the following path:
Stage 1: The PC begins to feel a little off. There is nothing else of note at this level of the disease than this
feeling of wrongness within them.
Stage 2: The PC begins to feel mentally weak. The PC now takes a 1 die penalty on all rolls involving their
Mental Abilities (Education, Reason, and Will).
Stage 3: The PC begins to feel physically weak, taking a 1 die penalty to all rolls involving their Physical
Abilities (Strength, Agility, and Toughness), and a 2 die penalty on rolls involving their Mental Abilities
(Education, Reason, and Will).
Stage 4: The PC begins to feel spiritually weak, taking a 1 die penalty to all rolls involving their Spiritual
Attributes (Courage, Intuition, and Personality), a 2 die penalty on all rolls involving his Physical Abilities
(Strength, Agility, and Toughness), and a 3 die penalty on rolls involving their Mental Abilities (Education,
Reason, and Will).
Stage 5: The Plague has run its course. The next time the PC falls asleep, they will pass away. After 24 hours of
death, the PC will rise again as a plague zombie. See the stats below.
Plague Zombie
Fear Rating: 2
Initiative Pool: 5d
Melee Pool: Claws: 7d (DM +4)
Extras Pool: 6d / 7d movement skills
Defense Pool: 3d+3
Basic Talents:
Attack Focus (Claws)
Tough
Slam
Villainous Talents:
Brutal Charge
Grace and Speed
Powers (Prices):
Regeneration 3 (Vulnerability Fire)
Armor 3 (Damage Holy Water)
Special
Ability:
Plague
Touch to the Touch)
Gestalt
Body
2 (Obvious
Should
an
attack
make
contact
with
True Faith: 0 Damnation: 6 HP:
0 anyone,
they
will
move
one
level
up
the
plague
Health Track: (Toughness 4) 9/7/7/5/3 track.
Equipment:
None
Special Ability: Plague Touch
Should an attack make contact with anyone, they
will move one level up the plague track.
GM Reference 2
Ishmael
The only part of Ishmael that you can see is his eyes. He wears a long sleeved white tunic with a
hood over white pants. A white shemagh covers the lower half of his face, letting only a pair of
dark eyes pierce its covering. He does not carry any weapons, at least in the open.
Ishmael will only speak through gestures and hand signals (Pantomime) with the PCs and will not
speak directly to any other Arabic character.
Background: Scout
Order: Mujahadeen
Nationality: Arab
Religion: Muslim
Initiative Pool: 12
Melee Pool: Unarmed 11 DM +2, Dagger 10 DM +1
Defense Pool: 5+1
Basic Talents: Attack Focus (Unarmed), Basic Fighting Tradition (Assassin Fighting), Basic Fighting Style
(Khanjar Yad, Dira Fulad), Expertise (Hand-to-Hand), Pugilist, Skilled (Hand-to-Hand, Subterfuge)
Greater Talent: Attack Specialization (Unarmed), Danger Sense, Greater Fighting Tradition (Assassin
Fighting), Greater Fighting Style (Dahama Whachi, Nisf Qamar), Sneaky
Heroic Talents: Heroic Fighting Tradition (Assassin Fighting), Heroic Fighting Style (Darbuko)
Abilities
STR
AGI
TOU
4
5
4
EDU
REA
WILL
2
3
2
COU
INT
PER
3
4
3
Background Skills: Archery 1(6), Hand to Hand 4(9), Climb 1(5), Stealth 5(10), Swim 1(5), Notice 4(9),
Subterfuge 5(10), Survival 1 (5)
Elective Skills: Pantomime 3(6), Jump 1(5), Parry 4(9), Reflexes 5(12), Track 1(5)
True Faith: 7
Damnation: 0
Hero Points: 5
Health Track: 8/6/4/4/2
Equipment: 4 Daggers, Fencing Jacket
Appendix 1
Combat Sheet for Scene 4c (Tier 1 and 2)
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Ghuls (Minions)
Appendix 2
Combat Sheet for Scene 5 (Tier 1 and 2)
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Zombie (Lieutenant) (415 Points)
(Page 233 of Main Book)
Fear Rating: 2
Initiative Pool: 5d
Melee Pool: Claws: 7d (DM +4)
Extras Pool: 6d / 7d movement skills
Defense Pool: 3d+3
Basic Talents:
Attack Focus (Claws)
Tough
Slam
Villainous Talents:
Brutal Charge
Grace and Speed
Powers (Prices):
Regeneration 3 (Vulnerability Fire)
Armor 3 (Damage Holy Water)
Gestalt Body 2 (Obvious to the Touch)
True Faith: 0 Damnation: 6 HP: 0
Health Track: (Toughness 4) 9/7/7/5/3
Equipment:
None
Healthy
000000000
Light
0000000
Mod
0000000
Hvy
00000
Dying
000
Healthy
000000000
Light
0000000
Mod
0000000
Hvy
00000
Dying
000
Healthy
000000000
Light
0000000
Mod
0000000
Hvy
00000
Dying
000
Healthy
000000000
Light
0000000
Mod
0000000
Hvy
00000
Dying
000
Appendix 3
Combat Sheet for Scene 6 (Tier 1)
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Undead Guardian (Villain) (690 points)
Standard Character
Fear Rating: 3
Initiative Pool: 7d
Melee Pool: 12d DM +0
Defense Pool: N+8d+3
Basic Talents:
Greater Talent: Slam (Attack 2 targets with one roll)
Villainous Talents: Hulking Body (1 free success on attacks)
Powers (Prices): Armor 3 (Damage Holy Water), Jumping 2 (Restriction Holy Ground), Regeneration 3
(Vulnerability - Fire)
Abilities
STR
AGI
TOU
6
4
6
EDU
REA
WILL
2
2
3
COU
INT
PER
4
3
3
Background Skills: Hand to Hand 6(12), Grapple 5(11), Throw 5(11) Intimidate 3(6), Jump 5(11), Endurance
4(10)
Elective Skills: Climb 5(11), Notice 2(5), Reflexes 4(8)
True Faith: 0
Damnation: 8
Hero Points: 0
Health Track: 12/9/6/6/3
Equipment: None
Healthy
000000000000
Light
000000000
Mod
000000
Hvy
000000
Dying
000
Appendix 4
Combat Sheet for Scene 6 (Tier 2)
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Init:
Undead Guardian (Villain) (800 points)
Standard Character
Fear Rating: 3
Initiative Pool: 9d
Melee Pool: 13d DM +5
Defense Pool: N+8d+3
Basic Talents: Pugilist, Attack Focus (Unarmed)
Greater Talent: Slam (Attack 2 targets with one roll), Attack Specialization (Unarmed), Attack Acuity
(Unarmed)
Villainous Talents: Hulking Body (1 free success on attacks), Attack Mastery (Unarmed)
Powers (Prices): Armor 3 (Damage Holy Water), Jumping 3 (Restriction Holy Ground), Regeneration 4
(Vulnerability - Fire)
Abilities
STR
AGI
TOU
6
5
6
EDU
REA
WILL
2
2
3
COU
INT
PER
4
3
3
Background Skills: Hand to Hand 6(12), Grapple 5(11), Throw 5(11) Intimidate 3(6), Jump 5(11), Endurance
4(10)
Elective Skills: Climb 5(11), Notice 2(5), Reflexes 5(10)
True Faith: 0
Damnation: 10
Hero Points: 0
Health Track: 12/9/6/6/3
Healthy
000000000000
Light
000000000
Mod
000000
Hvy
000000
Dying
000