9d6 Scarequest

Solo Horror Dice.management Game


The streets are no longer safe. Ghosts haunt every shadow, spectres drift through the night, and zombies, goblins, vampires, ghouls, and werewolves prowl in search of their next victim. Fear grips your hometown, but you are not like the others. You know the truth behind the terror. Armed with nothing but your wits, a trusty weapon, and nine dice, you must confront the darkness head-on.

9d6 ScareQuest is a solo procedural horror adventure game that plunges you into a world of chilling suspense. Each roll of the dice brings you closer to victory—or a terrifying end. Will you rise as the town’s savior, or will you be consumed by the the things that lurk in the shadows?

Are you brave enough to face the horrors? Your quest begins now.

This book is a standalone, complete solo pen-and-paper game. To play, you need about 10 six-sided dice, paper, and a pencil. Three adventures are included, with more coming in supplements.

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  • 82 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734380-5

9d6 Quest

A Solo Dice Management Game of Fantasy Adventures


9d6 Quest is a solo dice-management fantasy adventure game.
To play, you need 9 standard, six-sided dice, a pencil, and this book. Optional paper miniatures can be downloaded from our site.

Play as a Knight, Bard, Rogue, Dragonslayer, Thief, Scout, Veteran, Witch-Hunter, Chaos Slayer, Cleric, Barbarian, Mage, or Ranger. Move on 6 different hexmaps, trying to complete 9 different missions for treasure and glory.

The game's central mechanism is dice management. Your hero starts with 9 "Fresh" dice. To perform any action, you can roll any number of dice. The more dice you roll, the higher the likelihood of success... but every die that rolls a 1 is degraded to "Tired". Tired dice are degraded to "Wounded" and Wounded dice, if degraded, are put out of the game. When all your dice are out of the game, you lose.

This is a SOLO game (single player). It is a stand-alone product: no other book is required.

Game design and cover by Andrea Sfiligoi. Illustrations by Andrea Grassi.

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  • 33 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734381-2

Twisted Traits

Character Traits for Four Against Darkness


Unique Traits for Unique Heroes

Twisted Traits is a collection of random character traits for the eight core classes found in Four Against Darkness. Each class (warrior, wizard, cleric, halfling, dwarf, elf, rogue, barbarian) has a d20 list of traits, and a list of rare traits.

Most traits give a little edge in a specific situation or character development area, or give additional options for combat, magic, social interaction or skill use, or represent rare items the character possesses at the start of the game.

Even if some traits interact with the content of other books, the only required book is a copy of the Four Against Darkness core rules.

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  • 45 pages
  • Paperback
  • 6in × 9in
  • Colour
  • 979-889734408-6

Delvers and Wanderers

New Classes for Four Against Darkness


This book introduces new character classes for Four Against Darkness. In these pages, you will find:

The Spearfighter;
The Doomed;
The Light Gladiator;
The Chaos Warden;
The Kukla;
The Bulwark;
The Vagabond;
The Ranger;
The Gnelf;
The Murchik;
The Ogre Grub-Man.

Also included nine new Secrets, new animal companions and an adventure for all levels, Down in the Sewers of Jamash, with a full set of new dungeon tiles.

This supplement for all levels requires the Four Against Darkness core rulebook.

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  • 86 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734410-9

Tales from the Adventurers' Guild

A supplement for Four Against Darkness, for All Levels


Adventure Calls. This supplement for Four Against Darkness adds plenty of optional rules:
Guidelines for Troupe play;
Rules for stealth, streetwise, banking, magic lockers, gambling and hidden treasure troves;
New equipment and spells;
New monster tables (riff-raff, ambushers, weird monsters, chaos cultists);
Rumors, Scenes and Red Herrings;
Nine new thematic dungeons;
Rules for joining an Adventurers Guild;
Tables for Guild Jobs and unique minor quests;
Rules allowing you to play with 1 to 3 characters;
Trinkets – six new minor magic items;
A ready-to-Run hex-crawl campaign.

This book requires only Four Against Darkness but also provides many interactions with other titles.
D6, d10 and d12 are required to play.

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  • 77 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734413-0

Twisted Dungeons

Variant Dungeons for Four Against Darkness


Twisted Dungeons is a supplement for Four Against Darkness, suited for all levels of play, that will change your dungeons forever.

It’s easy to use: just roll d88 (two eight-sided dice) as the adventure starts, and read the corresponding numbered entry. The book will inject unpredictable events and themes into your dungeon exploration: 64 dungeon complications, ranging from mosquito infestation to teleporting mirrors, from slippery tunnels carved out of ice to chambers with magic-enhancing properties. Most complications will come with interesting rewards, in experience or loot.
Twisted Dungeons may be used alongside all the books in the "Twisted" line to create even more random variations. With a bit of common sense, it will work with any book in the Four Against Darkness line.

Requires only the Four Against Darkness core rulebook.

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  • 39 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734415-4

Four Against the Forsaken Depths

Rules for levels 10-19, for Four Against Darkness


Delve into the bowels of Norindaal and level up your heroes! This book has all the rules for the Heroic and Legendary adventuring Tiers, and describes the lethal dangers and limitless riches of the Forsaken Depths.

Heroic skills, including Heroic spells
Legendary Skills, including Legendary spells
Heroic and Legendary magic treasures

Full profiles for all the monsters that dwell in the bowels of Norindaal.
Map and content generators for the Six Rivers ofthe Forsaken Depths, the Citadels and the fearsome Cyclopean Idols.

New tiles for underground dungeons and for the six rivers.

This book requires a copy of Four Against Darkness and Four Against the Abyss.
A d10 and a d12 are required, in addition to the standard d6s.

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  • 74 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734416-1

Fortress of the Warlord

A Classic Fantasy Campaign for Four Against Darkness, for level 4+


There are whispers in the night of a dark force gathering deep within the rainforest. Growing numbers of raiding orcs, trolls, and goblinkind go unchecked. It is up to you and your four adventures to take matters into your own hands. Will you prevail and bring peace and prosperity back to the land? Fortress of the Warlord is a classic fantasy solo campaign for Four Against Darkness, featuring:
- Four different types of gameplay
- Eighteen new spells
- Forty-five new magic items
- Ninety-six new monsters and variations of the classic ones
- New Alchemy components with 6 new items to craft
- New Arcane Tanning components with 6 new items to craft
- New class: the swampling
- New mount: the swamp ostrich
- New weapon: the weighted net
- New reactions: Sound the Alarm and Shifting Warp

Requires Four Against Darkness, Four Against the Abyss and a d12 (twelve sided die)

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  • 148 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734418-5

Twisted Hoards

Magic and Unusual Treasure Troves for Four Against Darkness


This book is a long, random table of mundane, magic and special items for your Four Against Darkness adventures. All the items may be used for all levels of play. From food items to kitchen silverware, from explosive pumpkins to wearable werewolf fangs, this book has a little for everyone.

Find enclosed: leprechaun shoes of self propulsion, masterwork lockpicks, amulets against all types of dangers and foes, pocket-sized fireballs, elven and dwarven purses, eternal breadbaskets, quintessential honey, and a full subset of optional rules for mapping.

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  • 35 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734419-2

Twisted Final Fights

Unique Boss Fights for Four Against Darkness


Twisted Final Fights is a supplement for Four Against Darkness bringing variety to Final Boss encounters.

Using a d100 table, you will encounter frightening Final Bosses such as the Bewitched Armor, the Baalran Scourgemaster, the Ettin Adventurer, Akerbeltz’ Bellbringer, the Mutant Houndling, the Abyssal Eye-Maw, the Three-eyed Mutant, the Lich Sigilist, the Corrupted Swamp Elemental, and many more...

Features: 48 Final Bosses that scale up with the power of your party;
A d66 Table for Weird Treasure;
Rules for the Enchanted Homunculus, a weird creature that can join your party after you collect enough pieces to build it.

This is not a stand alone game.
This supplement for characters of all levels requires the Four Against Darkness core rulebook.
Two ten-sided dice are required to use this book.

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  • 74 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734420-8

Twisted Minions

Rules to spice up your encounters with minions in Four Against Darkness


Twisted Minions is a supplement for Four Against Darkness that adds a spin to minion encounters. Using a d100 table, you will create complications and unexpected twists every time you encounter a group of minions.

Examples include things such as: Zombies are slow, but this time they ambush your party and gain the initiative; orcs fear magic, but those orcs have just robbed a wizard’s library; those kobolds seem harmless, but they can call a medusa for help...

Features:

106 twists for minion encounters;
The Prisoners scenario, for when your party is captured;
Tables for chaos abilities and unusual treasure;
6 Minion Secrets.

This supplement for characters of all levels requires the Four Against Darkness core rulebook.

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  • 38 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734421-5

Treacheries of the Troublesome Towns, Vol. 1

A living town generator for Four Against Darkness, for characters of any level


Treacheries of the Troublesome Towns is a full town adventure generator for Four Against Darkness.
It is published in two books, totaling over 400 pages of information. Recommended for mature readers only.

Tome 1 covers the rules to generate towns.
Tome 2 has all the tables and the Book of Secrets. You need both Tomes to play!

Betrayal. Love. Crime. Lust. Create cities as you explore them, one building at a time, with uniquely detailed inhabitants given purpose and goals, rife with danger and adventure. You can become a ruler, partake in conspiracies or thievery, burn heretics, haggle, buy houses, lead revolutions, hunt villain masterminds, marry into nobility, raise children.

TOME I Tome 1 covers the rules to generate towns. Tome 2 regroups all the Tables and Secrets to be discovered. You need both Tomes to play!

In tome 1 you will find: Complete rules for generating towns and sewers, rules to generate non-player characters, persuasion, quests and more; advanced rules, optional and modular, for arsons, banks, benedictions, coups, curses, ethnicity, food, forbidden books, friendship, hometowns, house amenities, impersonators, Inquisition, insurrections, investigations, jail, jealousy, love, marriage, mercenaries, money making, monstrous retainers, murder, noble privileges, pregnancy, recruitment, seduction, ships, strumpetry, taxes, temples, thieving actions, time management, trading, turmoil, travel between towns, water travel, winter and more! Optional rules to generate quarreling factions and their audiences, quests, twists and treacheries, including villain masterminds and their machinations; Optional rules to create weird towns: aquatic, monoethnic (dwarf, elf, orc, etc.), invaded, Nether and even using pre-drawn maps; Conversion guidelines to and from d20 and OSR games! TOME II In tome 2 you will find: The Book of Secrets, unique characters and new skills; Tables for shops, shop events, twists, tavern events and rumors, monsters, pests, thieves, men-at-arms, rabble, troublemakers, Inquisition, impersonators, and a bestiary; Tables for audiences, factions, treacheries, revelations, treasure, turmoil, ethnicity, town events and plot twists. Tables for forbidden books, gambling, strumpets, lovers, amputations, 40+ quests, narrative details, unique NPCs; Tiles to draw your towns, including ports and second stories; Minidungeons, keywords, town generation flowchart and scorecards; Sinister revelations about the world of Norindaal!

Using Treacheries of the Troublesome Towns requires Four Against Darkness and Four Against the Abyss.

IMPORTANT: Because of their subject matter, dealing with crime, lust and betrayal, these books are recommended for mature players only.

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  • 204 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734463-5

Treacheries of the Troublesome Towns, Vol. 2

A living town generator for Four Against Darkness, for characters of any level


Treacheries of the Troublesome Towns is two books. Tome 1 covers the rules to generate towns. Tome 2 regroups all the tables and the Book of Secrets. You need both Tomes to play! Recommended for mature audiences.

In this book you will find: The Book of Secrets, unique characters and new skills; Tables for shops, shop events, twists, tavern events and rumors, monsters, pests, thieves, men-at-arms, rabble, troublemakers, Inquisition, impersonators, and a bestiary; Tables for audiences, factions, treacheries, revelations, treasure, turmoil, ethnicity, town events and plot twists.

Tables for forbidden books, gambling, strumpets, lovers, amputations, 40+ quests, narrative details, unique NPCs; Tiles to draw your towns, including ports and second stories; Minidungeons, keywords, town generation flowchart and scorecards; Sinister revelations about the world of Norindaal!

This is not a standalone game. To play, you need Four Against Darkness, Four Against the Abyss and Treacheries of the Troublesome Towns, Tome I.

Due to thematic elements like crime and lust, this book is recommended only for a mature audience.

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  • 191 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-889734466-6

Four Against Beasts

Tribalpunk Solo Adventure Game Based on the Four Against Darkness Engine


Massive wars have shaken the Earth of the Four Places. Ykah, the occult science of altering reality with one’s thoughts, is being rediscovered. Beasts are countless, and hungry for flesh…
Vicious uuzans experimented on the Beasts, creating aberrations called Kraazas. Half uuzan and half Beast, these creatures are unleashed on settlements. Beastlords command them, imprisoning and enslaving people.

Adventurers called “itinerants” explore this world, employed by settlements as a last resort to do the dirty work no-one else would do.

In Four Against Beasts, a single player runs a party of four savage Itinerants, fighting their way through a settlement infested by monsters and rife with danger. Walking in darkness but helped by heightened senses of smell and hearing, you will search for Clues to find the lair of the Kraaza Master and defeat it, and collect tools and weapons to aid you in your quest.

Based on the popular Four Against Darkness rules, this book is a stand-alone, complete adventure game for solo play in a dark fantasy world that’s unlike anything you have played before.

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  • 103 pages
  • Paperback
  • 6in × 9in
  • Black & White

The Last Guardian

An Adventure 52 Game


The King has summoned you to save the kingdom from the coming darkness. You are the lone bulwark against Chaos. And you will fight with paper, pencil and a standard deck of playing cards.

The Last Guardian is a solo adventure game built on the Adventure 52 system, featuring:
Deckbuilding, hand management, player choice and narrative card play;
8 different character classes for different play styles;
A dozen different quests;
Solo or cooperative play;
Playing time: 30 to 60 minutes.

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  • 43 pages
  • Paperback
  • 6in × 9in
  • Colour

Four Against Darkness

Expanded Edition - A Solo Fantasy Adventure Game


Welcome to the dungeon!
Four Against Darkness is a best-selling solo dungeon-delving game. It is primarily designed for solo players but it may also be played cooperatively or with a GM. All you need is this book, a pencil, two dice, and grid paper.

Choose four characters from a list of 20 classes, equip them, and venture into dungeons created by dice rolls and your choices. Fight monsters, manage resources, grab treasure, dodge traps, find clues, reveal secrets, and even accept quests from the monsters themselves. Your heroes will become more powerful with each game... IF THEY SURVIVE.

This expanded edition brings in the game new classes, spells, foes, equipment, and environments. Explore dungeons, fungal grottoes and the deadly caverns. It includes two short adventures and all the tables required.

Compatible with all the published supplements.

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  • 212 pages
  • Paperback
  • 6in × 9in
  • Black & White
  • 979-890262373-1