Traveler'S Ironsworn: Diy Edition Changelog: The Augur
Traveler'S Ironsworn: Diy Edition Changelog: The Augur
Email: [email protected] Culture Building Oracles and Quick Vow Creation Oracles
by Eric Bright
Twitter: @ColinKloecker
Discord: ColinKloecker (he/him)#1192 Haarland
Reddit: u/terribly_beautiful by 1d10+5
ORACLE
When you suffer the outcome of a move, choose one: 1-3 Compel a surrender.
◆ Make the most obvious negative outcome happen.
4-6 Coordinate with allies.
◆ Envision two negative outcomes. Rate one as ‘likely’, and
Ask the Oracle using the yes/no table. On a ‘yes’, that 7-9 Gather reinforcements.
outcome happens. On a ‘no’, the other outcome happens. 10-13 Seize something or someone.
◆ Roll on the following table. If you have difficulty making
the result fit the current situation, roll again. 14-17 Provoke a reckless response.
d100 Result 18-21 Intimidate or frighten.
22-25 Reveal a surprising truth.
Roll again and apply that result but make it worse. If
you roll this result yet again, think of something 26-29 Shift focus to someone or something else.
1-2 dreadful that changes the course of your quest, or 30-33 Destroy something, or render it useless.
Ask the Oracle, and make it happen.
34-39 Take a decisive action.
A person or community you trusted loses faith in you,
3-5 40-45 Reinforce defenses.
or acts against you.
46-52 Ready an action.
A person or community you care about is exposed to
6-9 53-60 Use the terrain to gain advantage.
danger.
10-16 You are separated from something or someone. 61-68 Leverage the advantage of a weapon or ability.
17-23 Your action has an unintended effect. 69-78 Create an opportunity.
24-32 Something of value is lost or destroyed. 79-89 Attack with precision.
33-41 The current situation worsens. 90-99 Attack with power.
42-50 A new danger or foe is revealed. 00 Take a completely unexpected action.
51-59 It causes a delay or puts you at a disadvantage.
60-68 It is harmful.
MAJOR PLOT TWIST
69-76 It is stressful. 1-5 It was all a diversion.
77-85 A surprising development complicates your quest. 6-10 A dark secret is revealed.
86-90 It wastes resources. 11-15 A trap is sprung.
91-94 It forces you to act against your best intentions. 16-20 An assumption is revealed to be false.
21-25 A secret alliance is revealed
95-98 A friend, companion, or ally is put in harm’s way (or
you are, if alone). 26-30 Your actions benefit an enemy.
31-35 Someone returns unexpectedly.
99-00 Roll twice more on this table. Both results occur. If
they are the same result, make it worse. 36-40 A more dangerous foe is revealed.
41-45 You and an enemy share a common goal.
ASK THE ORACLE 46-50 A true identity is revealed.
When you seek to resolve questions, discover details in the
world, determine how other characters respond, or trigger 51-55 You are betrayed by someone who was trusted.
encounters or events, you may: 56-60 You are too late.
◆ Draw a conclusion: Decide the answer based on the most
interesting and obvious result. 61-65 The true enemy is revealed.
◆ Spark an idea: Brainstorm or use a random prompt. 66-70 The enemy gains new allies.
◆ Ask a yes/no question: Decide the odds of a ‘yes’, and roll 71-75 A new danger appears.
on the table below to check the answer.
76-80 Someone or something goes missing.
◆ Pick two: Envision two options. Rate one as ‘likely’, and roll
on the table below to see if it is true. If not, it is the other. 81-85 The truth of a relationship is revealed.
86-90 Two
Odds of a ‘yes’: The answer is ‘yes’ if you roll: seemingly unrelated situations are shown to be
Almost Certain 11 or greater connected.
96-00 Roll
50/50 51 or greater twice more on this table. Both results occur. If
they are the same result, it is more dramatic.
Unlikely 76 or greater
Small Chance 91 or greater CHALLENGE RANK
On a match: An extreme result or twist has occurred. 1-20 Troublesome: Mark 3 progress.
21-55 Dangerous: Mark 2 progress.
56-80 Formidable: Mark 1 progress.
81-93 Extreme: Mark 2 ticks.
94-00 Epic: Mark 1 tick.
1/1 3/3
FACE DANGER MAKE CAMP
ADVENTURE
ADVENTURE
When you attempt something risky or react to an When you rest and recover for several hours in the wild,
imminent threat, envision your action and roll. If you act: Roll +supply.
▶ With speed, agility, or precision: Roll +edge. Strong Hit: You and your allies may each choose two from
▶ With charm, loyalty, or courage: Roll +heart. the list below.
▶ With aggressive action, forceful defense, strength, or Weak Hit: Choose one:
endurance: Roll +iron. ◆ Recuperate: Take +1 health for you and any companions.
▶ With deception, stealth, or trickery: Roll +shadow. ◆ Partake: Suffer -1 supply and take +1 health for you and
▶ With expertise, insight, or observation: Roll +wits. any companions.
Strong Hit: Success. Take +1 momentum. ◆ Relax: Take +1 spirit.
Weak Hit: Success, but face a troublesome cost. Choose one: ◆ Focus: Take +1 momentum.
◆ You are delayed, lose advantage, or face a new danger: ◆ Prepare: When you break camp, add +1 if you Undertake a
Suffer -1 momentum. Journey.
◆ You are tired or hurt: Endure Harm (1 harm). Miss: You take no comfort. Pay the Price.
◆ You are dispirited or afraid: Endure Stress (1 stress).
◆ You sacrifice resources: Suffer -1 supply.
CHECK YOUR GEAR
When you check to see if you have a specific helpful item,
Miss: You fail, or your progress is undermined by a dramatic and you have at least +1 supply, Roll +supply.
and costly turn of events. Pay the Price.
Strong Hit: You have it. Take +1 momentum.
SECURE AN ADVANTAGE Weak Hit: You have it, but your resources are diminished.
Take +1 momentum and suffer -1 supply.
When you assess a situation, make preparations, or attempt
to gain leverage, envision your action and roll. If you act: Miss: You don’t have it and the situation grows more perilous.
Pay the Price.
▶ With speed, agility, or precision: Roll +edge.
▶ With charm, loyalty, or courage: Roll +heart. UNDERTAKE A JOURNEY
▶ With aggressive action, forceful defense, strength, or When you travel across hazardous or unfamiliar lands, set
endurance: Roll +iron. the rank of your journey:
▶ With deception, stealth, or trickery: Roll +shadow. ◆ Troublesome journey: 3 progress per waypoint.
▶ With expertise, insight, or observation: Roll +wits. ◆ Dangerous journey: 2 progress per waypoint.
Strong Hit: You gain advantage. Choose one: ◆ Formidable journey: 1 progress per waypoint.
◆ Take control: Make another move now (not a progress ◆ Extreme journey: 2 ticks per waypoint.
move), and add +1.
◆ Epic journey: 1 tick per waypoint.
◆ Prepare to act: Take +2 momentum.
Then, for each segment of your journey, Roll +wits. If you are
Weak Hit: Your advantage is short-lived. Take +1 momentum. setting off from a community with which you share a bond,
Miss: You fail or your assumptions betray you. Pay the Price. add +1 to your initial roll.
Strong Hit: You reach a waypoint. If the waypoint is unknown
GATHER INFORMATION to you, envision it or Ask the Oracle. Then, choose one:
When you search an area, ask questions, conduct an ◆ You make good use of your resources: Mark progress.
investigation, or follow a track, Roll +wits. If you act within a ◆ You move at speed: Mark progress and take
community or ask questions of a person with whom you +1 momentum, but suffer -1 supply.
share a bond, add +1.
Weak Hit: You reach a waypoint and mark progress, but
Strong Hit: You discover something helpful and specific. The suffer -1 supply.
path you must follow or action you must take to make
progress is made clear. Envision what you learn or Ask the Miss: You are waylaid by a perilous event. Pay the Price.
Oracle, and take +2 momentum.
Weak Hit: The information complicates your quest or REACH YOUR DESTINATION (PROGRESS)
introduces a new danger. Envision what you discover or Ask When your journey comes to an end, roll the challenge dice
the Oracle, and take +1 momentum. and compare to your progress. Ignore momentum.
Miss: Your investigation unearths a dire threat or an Strong Hit: The situation at your destination favors you.
unwelcome truth that undermines your quest. Pay the Price. Choose one:
◆ Make another move now and add +1.
HEAL ◆ Take +1 momentum.
When you treat an injury or ailment, Roll +wits. If you are Weak Hit: You arrive but face an unforeseen hazard or
mending your own wounds, Roll +wits or Roll +iron, complication. Envision what you find or Ask the Oracle.
whichever is lower.
Miss: You have gone hopelessly astray, your objective is lost to
Strong Hit: Your care is helpful. If you (or the ally under your you, or you were misled about your destination. If your
care) have the wounded condition, you may clear it. Then, journey continues, clear all but one filled progress, and raise
take +2 health (or give it to the ally under your care). the journey’s rank by one (if not already epic).
Weak Hit: As above, but you must suffer -1 supply or
-1 momentum (your choice).
Miss: Your aid is ineffective. Pay the Price.
RESUPPLY
When you hunt, forage, or scavenge, Roll +wits.
Strong Hit: You bolster your resources. Take +2 supply.
Weak Hit: Take up to +2 supply, suffer -1 momentum for each.
1/2 Miss: You find nothing helpful. Pay the Price. 2/2
COMPEL FORGE A BOND
RELATIONSHIP
RELATIONSHIP
When you attempt to persuade someone to do something, When you spend significant time with a person or
envision your approach and roll. If you: community, stand together to face hardships, or make
▶ Charm, pacify, barter, or convince: Roll +heart (add +1 if sacrifices for their cause, you can attempt to create a bond.
you share a bond). When you do, Roll +heart. If you make this move after you
successfully Fulfill Your Vow to their benefit, you may reroll
▶ Threaten or incite: Roll +iron. any dice.
▶ Lie or swindle: Roll +shadow. Strong Hit: Make note of the bond, mark a tick on your bond
Strong Hit: They’ll do what you want or share what they progress track, and choose one:
know. Take +1 momentum. If you use this exchange to Gather ◆ Take +1 spirit.
Information, make that move now and add +1.
◆ Take +2 momentum.
Weak Hit: As above, but they ask something of you in return.
Envision what they want or Ask the Oracle. Weak Hit: They ask something more of you first. Envision
what it is or Ask the Oracle, do it or Swear an Iron Vow, and
Miss: They refuse or make a demand which costs you greatly. mark the bond. If you refuse or fail, Pay the Price.
Pay the Price.
Miss: They reject you. Pay the Price.
SOJOURN
When you spend time in a community seeking assistance,
TEST YOUR BOND
Roll +heart. If you share a bond, add +1. When your bond is tested through conflict, betrayal, or
circumstance, Roll +heart.
Strong Hit: You and your allies may each choose any two
bulleted actions from any of the three categories below. If Strong Hit: The test strengthens your bond. Choose one:
you share a bond with this community, choose a third action. ◆ Take +1 spirit.
Weak Hit: Choose any one bulleted action from the list ◆ Take +2 momentum.
below. If you share a bond with this community, choose a Weak Hit: Your bond is fragile and you must prove your
second action. loyalty. Envision what they ask of you or Ask the Oracle, and
Clear a Condition: do it or Swear an Iron Vow. If you refuse or fail, clear the
◆ Mend: Clear a wounded debility and take +1 health. bond and Pay the Price.
◆ Hearten: Clear a shaken debility and take +1 spirit. Miss: Clear the bond and Pay the Price.
◆ Equip: Clear an unprepared debility and take +1 supply. If you have no interest in maintaining this relationship, clear
the bond and Pay the Price.
Recover:
◆ Recuperate: Take +2 health for yourself and any AID YOUR ALLY
companions.
When you Secure an Advantage in direct support of an
◆ Consort: Take +2 spirit. ally, and score a hit, they (instead of you) can take the
◆ Provision: Take +2 supply. benefits of the move. If you are in combat and score a strong
◆ Plan: Take +2 momentum. hit, you and your ally have initiative.
Provide Aid:
◆ Take a quest: Envision what this community needs, or
TAKE A HIATUS
what trouble it is facing or Ask the Oracle. If you choose When you spend an extended time recovering in a safe
to help, Swear an Iron Vow and add +1. place while a threat is active, do any of the following:
On any hit, you and your allies may each focus on one of your ◆ Clear any marked conditions.
chosen actions and Roll +heart again. Shared bond: add +1. ◆ Set your health, spirit, supply, and companion health to
Strong Hit: Take +2 more for that action. their maximum values.
Weak Hit: Take +1 more for that action. ◆ Set your momentum to its reset value. Then, for each
active threat, Advance a Threat.
Miss: It goes badly. Lose all benefits for that action.
Miss: You find no help here. Pay the Price. WRITE YOUR EPILOGUE (PROGRESS)
When you retire from your life as Ironsworn, envision two
DRAW THE CIRCLE things: What you hope for, and what you fear. Then, roll the
When you challenge someone to a formal duel, or accept a challenge dice and compare to bonds. Ignore momentum.
challenge, Roll +heart. If you share a bond with this Strong Hit: Things come to pass as you hoped.
community, add +1.
Weak Hit: Your life takes an unexpected turn, but not
Strong Hit: Take +1 momentum. You may also choose up to necessarily for the worse. You find yourself spending your
two boasts from the list below. Take +1 momentum for each. days with someone or in a place you did not foresee. Envision
Weak Hit: You may choose one boast from the list below in it or Ask the Oracle.
exchange for +1 momentum. Miss: Your fears are realized.
◆ Grant first strike: Your foe has initiative.
◆ Bare yourself: No armor or shield; your foe’s harm is +1.
◆ Hold no iron: No benefit of weapons; your harm is 1.
◆ Bloody yourself: Endure Harm (1 harm).
◆ To the death: This fight must end with death.
Miss: You begin the duel at a disadvantage. Your foe has
initiative. Pay the Price.
After resolving the hit, make your moves to resolve the fight.
If you are the victor, you may make a lawful demand, and
your opponent must comply or forfeit their honor and
standing. If you refuse the challenge, surrender, or are
defeated, they make a demand of you.
1/2 2/2
ENTER THE FRAY BATTLE
COMBAT
COMBAT
When you enter into combat, set the rank of your foes: When you fight a battle, and it happens in a blur, envision
◆ Troublesome foe: 3 progress per harm; inflicts 1 harm. your objective and roll. If you primarily:
◆ Dangerous foe: 2 progress per harm; inflicts 2 harm. ▶ Fight at range, or using your speed and the terrain to your
advantage: Roll +edge.
◆ Formidable foe: 1 progress per harm; inflicts 3 harm.
▶ Depend on courage, allies, or companions: Roll +heart.
◆ Extreme foe: 2 ticks per harm; inflicts 4 harm.
▶ Fight in close to overpower: Roll +iron.
◆ Epic foe: 1 tick per harm; inflicts 5 harm.
▶ Use trickery to befuddle: Roll +shadow.
Then, roll to determine who is in control. If you are:
▶ Use careful tactics to outsmart: Roll +wits.
▶ Facing off against your foe: Roll +heart.
Strong Hit: You achieve your objective unconditionally. Take
▶ Moving into position against an unaware foe, or striking +2 momentum.
without warning: Roll +shadow.
Weak Hit: You achieve your objective, but not without cost.
▶ Ambushed: Roll +wits. Pay the Price.
Strong Hit: Take +2 momentum. You have initiative. Miss: You are defeated and the objective is lost to you. Pay
Weak Hit: Choose one: the Price.
◆ Bolster your position: Take +2 momentum.
◆ Prepare to act: Take initiative. MANAGING INITIATIVE & USING OTHER
Miss: Combat begins with you at a disadvantage. Pay the COMBAT MOVES
Price. Your foe has initiative. Follow these guidelines to track your initiative:
◆ When you score a strong hit, you take or retain initiative.
STRIKE (WITH INITIATIVE) ◆ When you score a weak hit, you lose initiative to your foe.
When you have initiative and strike, choose one: When you have initiative, you are in control and taking
▶ If you attack in close quarters: Roll +iron. proactive actions to achieve your objectives. Make moves
▶ If you attack at range: Roll +edge. such as:
Strong Hit: Inflict your harm +1. You retain initiative. Strike to attack.
Weak Hit: Inflict your harm and lose initiative. Secure an Advantage to outwit or outmaneuver your foe,
Miss: Your attack fails and you must Pay the Price. The or to set up another move.
enemy has initiative. Face Danger to overcome an obstacle or escape.
Aid Your Ally to give your ally an advantage.
CLASH (WITHOUT INITIATIVE) Compel to force your foe to give up the fight.
When your foe has initiative and you clash, choose one: End the Fight to finish the fight against this foe.
▶ If you fight in close quarters: Roll +iron. When your foe has initiative, they are in control and taking
▶ If you exchange a volley at range, or shoot at an advancing actions which force you to react. Make moves such as:
foe: Roll +edge. Clash to fight back.
Strong Hit: Inflict your harm. You have initiative. Choose one: Face Danger to focus on defense, get into position, resist
◆ You bolster your position: Take +1 momentum. your foe’s maneuver, or flee.
◆ You find an opening: Inflict +1 harm. Compel to convince your foe to accept your surrender.
Weak Hit: Inflict your harm, but then Pay the Price. Your foe Turn the Tide (once per fight) to steal initiative.
has initiative. The following moves should also be made in combat, as
Miss: You are outmatched and must Pay the Price. Your foe appropriate:
has initiative. Suffer Moves, when facing damage, trauma, or no supply.
Pay the Price, when suffering the outcome of a move.
TURN THE TIDE Ask the Oracle, when asking questions about combat
Once per fight, when you risk it all, you may steal initiative events or your foe’s intent and actions.
from your foe to make a move (not progress). When you do,
add +1 and take +1 momentum on a hit. If you fail to score a
hit, you must suffer a dire outcome. Pay the Price.
SUFFER
When you face physical damage, suffer -health equal to your When you face mental shock or despair, suffer -spirit equal
foe’s rank or as appropriate to the situation. to your foe’s rank or as appropriate to the situation.
If your health is 0, suffer -momentum equal to any remaining If your spirit is 0, suffer -momentum equal to any remaining
-health. Then, Roll +health or Roll +iron, whichever is higher. -spirit. Then, Roll +heart or Roll +spirit, whichever is higher.
Strong Hit: Choose one: Strong Hit: Choose one:
◆ Shake it off: If your health is greater than 0, suffer ◆ Shake it off: If your spirit is greater than 0, suffer
-1 momentum in exchange for +1 health. -1 momentum in exchange for +1 spirit.
◆ Embrace the pain: Take +1 momentum. ◆ Embrace the darkness: Take +1 momentum.
Weak Hit: You press on. Weak Hit: You press on.
Miss: Also suffer -1 momentum. If you are at 0 health, you Miss: Also suffer -1 momentum. If you are at 0 spirit, you must
must mark wounded or maimed (if currently unmarked) or mark shaken or corrupted (if currently unmarked) or roll on
roll on the following table. the following table.
d100 Result d100 Result
1-10 The harm is mortal. Face Death. 1-10 You are overwhelmed. Face Desolation.
11-20 You are dying. You need to Heal within an hour or 11-25 You give up. Forsake Your Vow (if possible, one
two, or Face Death. relevant to your current crisis).
26-50 You
You are unconscious and out of action. If left alone, give in to a fear or compulsion, and act against
your better instincts.
21-35 you come back to your senses in an hour or two. If
you are vulnerable to a foe not inclined to show 51-100 You persevere.
mercy, Face Death.
You are reeling and fighting to stay conscious. If you FACE DESOLATION
engage in any vigorous activity (such as running or
36-50 fighting) before taking a breather for a few minutes, When you are brought to the brink of desolation, Roll
roll on this table again (before resolving the other +heart.
move). Strong Hit: You resist and press on.
51-00 You are battered but still standing. Weak Hit: Choose one:
◆ Your spirit or sanity breaks, but not before you make a
noble sacrifice. Envision your final moments.
FACE DEATH ◆ You see a vision of a dreaded event coming to pass.
When you are brought to the brink of death, and glimpse Envision that dark future or Ask the Oracle, and Swear
the world beyond, Roll +heart. an Iron Vow (Formidable or Extreme) to prevent it. If you
Strong Hit: Death rejects you. You are cast back into the fail to score a hit when you Swear an Iron Vow, or refuse
mortal world. the quest, you are lost. Otherwise, you return to your
senses and are now tormented. You may only clear the
Weak Hit: Choose one: tormented debility by completing the quest.
◆ You die, but not before making a noble sacrifice. Envision Miss: You succumb to despair or horror and are lost.
your final moments.
◆ Death desires something of you in exchange for your life. OUT OF SUPPLY
Envision what it wants or Ask the Oracle, and Swear an
Iron Vow (Formidable or Extreme) to complete that quest. When your supply is exhausted (reduced to 0), mark
If you fail to score a hit when you Swear an Iron Vow, or unprepared. If you suffer additional -supply while
refuse the quest, you are dead. Otherwise, you return to unprepared, you must exchange each additional -supply for
the mortal world and are now cursed. You may only clear any combination of -health, -spirit or -momentum as
the cursed debility by completing the quest. appropriate to the circumstances.
Miss: You are dead.
FACE A SETBACK
COMPANION ENDURE HARM When your momentum is at its minimum (-6), and you
suffer additional -momentum. Choose one:
When your companion faces physical damage, they suffer
-health equal to the amount of harm inflicted. If your ◆ Exchange each additional -momentum for any
companion’s health is 0, exchange any leftover -health for combination of -health, -spirit, or -supply as appropriate to
-momentum. the circumstances.
Then, Roll +heart or +companion’s health, whichever is ◆ Envision an event or discovery, or Ask the Oracle, which
higher. undermines your progress in a current quest, journey, or
fight. Then, for each additional -momentum, clear 1 unit of
Strong Hit: Your companion rallies. Give them +1 health. progress on that track per its rank:
Weak Hit: Your companion is battered. If their health is 0, ◆ Troublesome: Clear 3 progress.
they cannot assist you until they gain at least +1 health.
◆ Dangerous: Clear 2 progress.
Miss: Also suffer -1 momentum. If your companion’s health is
0, they are gravely wounded and out of action. Without aid, ◆ Formidable: Clear 1 progress.
they die in an hour or two. ◆ Extreme: Clear 2 ticks.
If you roll a miss with a 1 on your action die, and your ◆ Epic: Clear 1 tick.
companion’s health is 0, they are now dead. Take 1 experience
for each marked ability on your companion asset, and
remove it.
1/2 2/2
SWEAR AN IRON VOW ADVANCE
QUEST
QUEST
When you swear upon iron to complete a quest, write your When you focus on your skills, receive training, find
vow and give the quest a rank. Then, Roll +heart. If you make inspiration, earn a reward, or gain a companion, you may
this vow to a person or community with whom you share a spend 3 experience to add a new asset, or 2 experience to
bond, add +1. upgrade an asset.
Strong Hit: You are emboldened and it is clear what you
must do next or Ask the Oracle. Take +2 momentum. MARK YOUR FAILURE
Weak Hit: You are determined but begin your quest with When you make a move and score a miss, mark a tick on
more questions than answers. Take +1 momentum, and your failure track. If you score a miss when making a progress
envision what you do to find a path forward. move, mark two ticks.
Miss: You face a significant obstacle before you can begin
your quest. Envision what stands in your way or Ask the LEARN FROM YOUR FAILURES
Oracle, and choose one: (PROGRESS)
◆ You press on: Suffer -2 momentum, and do what you must When you spend time reflecting on your hardships and
to overcome this obstacle. missteps, and your failure track is +6 or greater, roll your
◆ You give up: Forsake Your Vow. challenge dice and compare to your progress. Ignore
momentum.
REACH A MILESTONE Strong Hit: You commit to making a dramatic change. Take
When you make significant progress in your quest by 3 experience and clear all progress. Choose one:
overcoming a critical obstacle, completing a perilous journey, ◆ Adjust your approach: Discard a single asset, and take
solving a complex mystery, defeating a powerful threat, 2 experience for each marked ability.
gaining vital support, or acquiring a crucial item, you may ◆ Make an oath: Swear an Iron Vow, and reroll any dice.
mark progress:
◆ Ready your next steps: Take +3 momentum.
◆ Troublesome quest: Mark 3 progress.
Weak Hit: You learn from your mistakes. Take 2 experience
◆ Dangerous quest: Mark 2 progress. and clear all progress.
◆ Formidable quest: Mark 1 progress. Miss: You’ve learned the wrong lessons. Take 1 experience and
◆ Extreme quest: Mark 2 ticks. clear all progress. Then, envision how you set off on an ill-
◆ Epic quest: Mark 1 tick. fated path.
DELVE
When you resolve to enter a perilous site in pursuit of an When you encounter a risky situation within a site, envision
objective, choose the theme and domain which best the danger or roll on the following table.
represent its nature or Ask the Oracle, and give it a rank. d100 Result
◆ Troublesome site: 3 progress per area.
1-30 Check the theme card.
◆ Dangerous site: 2 progress per area.
31-45 Check the domain card.
◆ Formidable site: 1 progress per area.
◆ Extreme site: 2 ticks per area. 46-57 You encounter a hostile denizen.
◆ Epic site: 1 tick per area. 58-68 You face an environmental or architectural hazard.
If you return to a previously explored site, roll both challenge 69-76 A discovery undermines/complicates your quest.
dice, take the lowest value, and clear that number of progress
boxes. 77-79 You confront a harrowing situation or sensation.
Then, Delve the Depths to explore this place. 80-82 You face the consequences of an earlier choice.
83-85 Your way is blocked or trapped.
DELVE THE DEPTHS
When you traverse an area within a perilous site, envision 86-88 A resource is diminished, broken, or lost.
your surroundings or Ask the Oracle. Then, consider your 89-91 You face a perplexing mystery or tough choice.
approach. If you navigate this area:
92-94 You lose your way or are delayed.
▶ With haste: Roll +edge.
95-00 Roll
▶ With stealth or trickery: Roll +shadow. twice more on this table. Both results occur. If
▶ With observation, intuition, or expertise: Roll +wits. they are the same result, make it worse.
Strong Hit: You delve deeper. Mark progress and Find an
Opportunity. LOCATE YOUR OBJECTIVE (PROGRESS)
Weak Hit: Roll on the table below according to your stat. When your exploration of a site comes to an end, roll the
challenge dice and compare to your progress. Ignore
Edge Shadow Wits Result momentum.
Mark progress and Reveal a Strong Hit: You locate your objective and the situation favors
1-45 1-30 1-40 you. Choose one:
Danger.
◆ Make another move now (not progress), and add +1.
46-65 31-65 41-55 Mark progress.
◆ Take +1 momentum.
Choose one: Mark progress or Weak Hit: You locate your objective but face an unforeseen
66-75 66-90 56-80 Find an Opportunity. hazard or complication. Envision what you find or Ask the
Oracle.
Take both: Mark progress and
76-80 91-99 81-99 Miss: Your objective falls out of reach, you have been misled
Find an Opportunity.
about the nature of your objective, or you discover that this
Mark progress twice and site holds unexpected depths. If you continue your
81-00 00 00 exploration, clear all but one filled progress and raise the
Reveal a Danger.
site’s rank by one (if not already epic).
Miss: Reveal a Danger.
ESCAPE THE DEPTHS
FIND AN OPPORTUNITY When you flee or withdraw from a site, consider the
When you encounter a helpful situation or feature within a situation and your approach. If you:
site, roll on the following table. If you are making this move as ▶ Find the fastest way out: Roll +edge.
a result of a strong hit on Delve the Depths, you may pick or ▶ Steel yourself against the horrors of this place: Roll +heart.
envision an opportunity instead of rolling.
▶ Fight your way out: Roll +iron.
d100 Result ▶ Retrace your steps or locate alternate path: Roll +wits.
1-25 The terrain favors you, or you find a hidden path. ▶ Keep out of sight: Roll +shadow.
26-45 An aspect of this place’s history/nature is revealed. Strong Hit: You make your way safely out of the site. Take
+1 momentum.
46-57 You locate a secure area. Weak Hit: You find your way out, but this place exacts its
58-68 A clue offers insight or direction. price. Choose one:
69-78 You gain favorable position against a foe. ◆ You are weary or wounded: Endure Harm.
◆ The experience leaves you shaken: Endure Stress.
79-86 This area provides an opportunity to scavenge, forage,
or hunt. ◆ You are delayed, and it costs you.
◆ You leave behind something important.
87-90 You locate an interesting or helpful object. ◆ You face a new complication as you emerge.
91-94 You are alerted to a potential threat. ◆ A denizen plots their revenge.
95-98 You encounter a denizen who might support you. Miss: A dire threat or imposing obstacle stands in your way.
Reveal a Danger. If you survive, make your escape.
99-00 You encounter a denizen in need of help.
Then, choose one:
◆ Gain insight or prepare: Take +1 momentum.
◆ Take action now: You and any ally may make a move (not
progress) which directly leverages the opportunity. When
you do, add +1 and take +1 momentum on a hit.
1/2 2/2
DETAIL A SETTLEMENT DETAIL A CHARACTER
DETAILED SETTLEMENTS
DETAILED CHARACTERS
A [Descriptor] settlement dedicated mainly to [Activity], A [Descriptor] [Role], motivated by [Motivation] who seeks to
ruled by a [Ruler Descriptor][Ruler]. They are troubled by [Goal]. They want you to [Task]. This person is [Appearance]
[Trouble]. They want you to [Action] [Theme]. and his/her most priced possession is [Possession].
31-35 Preparing for the future Gold/silversmithing 31-35 Mystic power and corrupting influence.
36-40 Living in the moment Harmony with nature 36-40 Need to impress a potential ally or opponent.
41-45 Rigid gender roles Healing practices 41-45 Need to prove worth through feats of heroism.
46-50 Gender egalitarianism Horticulture/agriculture 46-50 Need to support the banner/clan in questionable acts.
51-55 Assertive/competitive Hunting/trapping 51-55 Open warfare makes every place a battle zone.
56-60 Modest/cooperative Leather working 56-60 Political intrigue threatens regional stability.
61-65 Fast paced, "doing" Masonry 61-65 Poverty and oppression fueling rebellion.
66-70 Relaxing, "being" Music/art 66-70 Race or chase with time running out.
71-75 Caring first for others Mystic abilities 71-75 Romantic interests interfering with the mission.
76-80 Caring first for self Nautical knowledge 76-80 Significant ceremony that cannot be interrupted.
81-85 Seeking pleasure Pottery/ceramics 81-85 Survival against nature herself.
86-90 Restraining impulses Weapons/armor 86-90 Survival against supernatural forces or horrors.
91-95 Emphasizing faith Weaving 91-95 Survival due to the scarcity of resources.
96-00 Studying reason Wood working 96-00 Tense relations with the firstborn.
HAARLAND
It used to be customary for the young folk to laugh when It is rare to physically enter Haarland. Most people travel there
their elders told them about Haarland: a fog-bound world, flat through dreams or hallucinations. As you navigate Haarland,
as a chessboard, gray-lit by an unseen sun. The resting place instead of creating a track for your travel, add +5 to the roll
of the ambivalent dead, ruled over by the Grim Queen. each time you visit a new locale. This is cumulative: the third
In the isolation of the Ironlands, these old tales now seem less locale would have +15 added to the roll. All roads in Haarland
of a joke. Rumors abound: a recently deceased farmer was lead to the Grim Queen's Palace eventually. You can leave at
said to have returned from Haarland to aid his family before any time - for a price: see the Leaving Haarland.
vanishing into a rocky fissure. Elsewhere it is said that a child d100 Locales d100 Descriptors
was snatched from its crib by its deceased father and carried
into the cold netherworld. In the Tempest Hills, one man 1-20 Moorland 1-8 Misty
heard the clash of the shadowy armies of Haarland warring 21-30 Homestead 9-15 Obscure
with the Firstborn deep beneath the ground.
31-40 Ruin 16-24 Gloomy
THE GRIM QUEEN 41-45 Pond 25-33 Dewy
The Grim Queen has always ruled Haarland. In the Old World, 46-55 Wood 34-42 Freezing
tales were told and songs were sung about her incursions
into the world of mortals. They say that she emerges on 56-66 Field 43-49 Damp
occasion to enchant any person who intrigues her, binding
them to her will as a lover or servant. Of the souls of the dead 67-70 Tree 50-58 Isolated
entering Haarland she presses the more promising into her 71-78 Farm 59-65 Glittering
service as cooks, pages, and courtiers. They say her passion is
hunting: twice yearly she emerges with red hounds and pale 79-85 Courtier's Tent 66-74 Crystalline
horses, her entourage chasing invisible prey across the sky 86-96 Inn 75-83 Icy
before vanishing through a hidden portal in a mountainside.
97-99 Castle 84-92 Uncanny
ADVENTURE SPARKS 100+ Grim Queen's Palace 93-100 Illusory
An Ironlander has vanished - rumored to have been taken to
serve the Grim Queen. The Grim Queen has amassed a HAARLANDERS
legendary store of wealth and treasure: something you seek
is rumored to be in her treasury. Silver apples from the woods Haarlanders are the fading shades of whatever they were in a
of Haarland will make a person fall enchanted - a plan for former life. Some are unaware that they are dead: either
revenge forms in your mind. Someone you seek has died, but blindly doing the Grim Queen's bidding, or hopelessly
is rumored to be found in Haarland. seeking their old homes. Others may have more self
awareness, imparting their knowledge of the Ironlands and
Old World to those lucky enough to hear it. Use the Character
ENTERING HAARLAND Role and Character Descriptor Oracles in Ironsworn to
d100 Rituals to Enter Haarland discover more about their former lives.
1-10 Stare into a mirror until you forget yourself. d100 Formerly d100 Awareness
11-20 Enter a cleft in the earth leading to the underworld. 1-72 An Old Worlder. 1-40 Knows they are dead
21-30 Find a seer to call the Grim Queen's emissary. 73-100 An Ironlander 41-100 Unaware they are dead
31-40 Dip your finger in the soporific nectar of a rare flower. d100 Allegiance
41-50 Sleep in a particular uncanny hill, ruin or stone circle. 1-60 The Grim Queen 73-85 Their former family
51-60 Set out an offering in a circle of fungi. 61-72 Themselves 86-100 Something else
61-70 Bring yourself to the brink of death with poison.
71-80 Follow the Queen's hunt into their mountain passage. THE GRIM QUEEN’S PALACE
Terminally cloaked in mist, the Grim Queen's Palace is a
CUSTOM CARD BY 1d10+5
81-90 Petition a bereaved family to call up the deceased. mysterious structure of damp, maze-like corridors and
91-100 Walk 13 times round a certain tree at midsummer. decaying chambers, filled with mouldering and rusting
treasures from the world above.
When attempting to enter Haarland, complete a ritual (see Only the Grim Queen's courtiers can dependably navigate
above) and then Roll +shadow: the palace. Roll +shadow each time you move through the
Strong Hit: You can wander Haarland as long as you wish palace:
(see Navigating Haarland), and return when you wish, unless Strong hit: Arrive at the Grim Queen's court.
dismissed by the Grim Queen herself.
Weak hit: Enter a new chamber or courtyard and encounter
Weak Hit: You must Roll +shadow each time you navigate to 1-2 Haarlanders.
a new location. On a miss, you leave Haarland (see below).
Miss: See Leaving Haarland.
Miss: The ritual fails: you black out (see Leaving Haarland).
When the Grim Queen is present at her court, she will be
found seated on a throne, attended by courtiers and soldiers,
LEAVING HAARLAND a red dog on her lap. She does not take kindly to living
d100 When You Leave Haarland Ironlanders encroaching on her domain, but does appreciate
1-33 You open your eyes. Little time has passed. extraordinary displays of courage, compassion, craft, artistry,
and cunning. Perhaps you might win her favor and leave
34-46 You wake to find that days/months/years have passed. Haarland without harm...
47-59 You snap out of your trance and find yourself alone. If you choose to leave the palace and continue wandering
Haarland, halve any modifiers you have been using with the
60-72 You wake - haunted by something. Pay the Price. Navigating Haarland procedure and roll d100 to find your
73-85 You sense you are blessed or cursed. Gain an Asset. next locale.
DELVE THEMES
This place reflects a delver's psyche back at them. A place that soars high above the world below.
6-10 Terrain transforms into denizen. 6-10 Denizen desperate to escape threat.
11-12 Denizen transforms constantly. 11-12 Denizens band together.
13-14 Abrupt shift in gravity or climate. 13-14 Denizen seeks to profit from situation.
15-16 Denizen is chimera of denizens. 15-16 Denizen hoards resources.
17-18 Draw a theme; 1st danger occurs. 17-18 Denizen skeptical/ignorant of threat.
19-20 Draw a theme; 2nd danger occurs. 19-20 Denizen openly welcomes threat.
21-22 Draw a domain; 1st danger occurs. 21-22 Denizen believes you're ally of threat.
23-24 Draw a domain; 2nd danger occurs. 23-24 Someone's sacrificed or scapegoated.
25-26 Draw a domain; 3rd danger occurs. 25-26 True nature revealed under pressure.
27-28 Draw a domain; 4th danger occurs. 27-28 Unexpected ally of threat is revealed.
29-30 Draw a domain; 5th danger occurs. 29-30 Foretaste of impending threat.
1/2 2/2
DELVE DOMAIN - DREAMSCAPE DELVE DOMAIN - PLAINS
DELVE DOMAINS
DELVE DOMAINS
A place where dream-logic supplants natural law. A grassland, steppe, or other open country.
1/2 2/2
ACTION THEME
ORACLE
ORACLE
1 Scheme 35 Falter 69 Advance 1 Risk 35 History 69 Prize
2 Clash 36 Suppress 70 Command 2 Ability 36 World 70 Destiny
3 Weaken 37 Hunt 71 Refuse 3 Price 37 Vow 71 Momentum
4 Initiate 38 Share 72 Find 4 Ally 38 Protection 72 Power
5 Create 39 Destroy 73 Deliver 5 Battle 39 Nature 73 Memory
6 Swear 40 Avoid 74 Hide 6 Safety 40 Opinion 74 Ruin
7 Avenge 41 Reject 75 Fortify 7 Survival 41 Burden 75 Mysticism
8 Guard 42 Demand 76 Betray 8 Weapon 42 Vengeance 76 Rival
9 Defeat 43 Explore 77 Secure 9 Wound 43 Opportunity 77 Problem
10 Control 44 Bolster 78 Arrive 10 Shelter 44 Faction 78 Idea
11 Break 45 Seize 79 Affect 11 Leader 45 Danger 79 Revenge
12 Risk 46 Mourn 80 Change 12 Fear 46 Corruption 80 Health
13 Surrender 47 Reveal 81 Defend 13 Time 47 Freedom 81 Fellowship
14 Inspect 48 Gather 82 Debate 14 Duty 48 Debt 82 Enemy
15 Raid 49 Defy 83 Support 15 Secret 49 Hate 83 Religion
16 Evade 50 Transform 84 Follow 16 Innocence 50 Possession 84 Spirit
17 Assault 51 Persevere 85 Construct 17 Renown 51 Stranger 85 Fame
18 Deflect 52 Serve 86 Locate 18 Direction 52 Passage 86 Desolation
19 Threaten 53 Begin 87 Endure 19 Death 53 Land 87 Strength
20 Attack 54 Move 88 Release 20 Honor 54 Creature 88 Knowledge
21 Leave 55 Coordinate 89 Lose 21 Labor 55 Disease 89 Truth
22 Preserve 56 Resist 90 Reduce 22 Solution 56 Advantage 90 Quest
23 Manipulate 57 Await 91 Escalate 23 Tool 57 Blood 91 Pride
24 Remove 58 Impress 92 Distract 24 Balance 58 Language 92 Loss
25 Eliminate 59 Take 93 Journey 25 Love 59 Rumor 93 Law
26 Withdraw 60 Oppose 94 Escort 26 Barrier 60 Weakness 94 Path
27 Abandon 61 Capture 95 Learn 27 Creation 61 Greed 95 Warning
28 Investigate 62 Overwhelm 96 Communicate 28 Decay 62 Family 96 Relationship
29 Hold 63 Challenge 97 Depart 29 Trade 63 Resource 97 Wealth
30 Focus 64 Acquire 98 Search 30 Bond 64 Structure 98 Home
31 Uncover 65 Protect 99 Charge 31 Hope 65 Dream 99 Strategy
32 Breach 66 Finish 00 Summon 32 Superstition 66 Community 00 Supply
33 Aid 67 Strengthen 33 Peace 67 War
34 Uphold 68 Restore 34 Deception 68 Portent
1/3 2/3
MOMENTUM HEALTH MOMENTUM HEALTH
IRON SH IRON SH
RT AD RT AD
+10 EA O +5 +10 EA O +5
H
W
W
+9 E +4 +9 +4
E
WIT
WIT
EDG
EDG
S
S
+8 CHARACTER +3 +8 CHARACTER +3
BACKGROUND BACKGROUND
10
10
1
1
+7 +2 +7 +2
9
2
2
+6 +1 +6 +1
8
3
3
4 7 4 7
5 6 5 6
+5 BONDS 0 +5 BONDS 0
EXPERIENCE EXPERIENCE
FAILURE
+5 FAILURE
+5
+3 +3
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
BONDS / ASSETS / GEAR +4 BONDS / ASSETS / GEAR +4
+2 +2
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
+1
· · · · · · · · · · · · · · · · · · · +3
+1
· · · · · · · · · · · · · · · · · · · +3
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · +2 · · · · · · · · · · · · · · · · · · · +2
0 · · · · · · · · · · · · · · · · · · · 0 · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · +1 · · · · · · · · · · · · · · · · · · · +1
-1 · · · · · · · · · · · · · · · · · · · -1 · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · 0 · · · · · · · · · · · · · · · · · · · 0
-2 · · · · · · · · · · · · · · · · · · · -2 · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · SUPPLY
· · · · · · · · · · · · · · · · · · · SUPPLY
-3 · · · · · · · · · · · · · · · · · · · -3 · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · +5 · · · · · · · · · · · · · · · · · · · +5
-4 · · · · · · · · · · · · · · · · · · · -4 · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · +4 · · · · · · · · · · · · · · · · · · · +4
-5
· · · · · · · · · · · · · · · · · · · -5
· · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · +3 · · · · · · · · · · · · · · · · · · · +3
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
-6 · · · · · · · · · · · · · · · · · · · -6 · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · +2
· · · · · · · · · · · · · · · · · · · +2
MAX · · · · · · · · · · · · · · · · · · · MAX · · · · · · · · · · · · · · · · · · ·
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
CONDITIONS BANES / BURDENS CONDITIONS BANES / BURDENS
O MAIMED +1 O MAIMED +1
O WOUNDED O WOUNDED
RESET O SHAKEN O CORRUPTED RESET O SHAKEN O CORRUPTED
O UNPREPARED O CURSED O UNPREPARED O CURSED
O ENCUMBERED O TORMENTED 0 O ENCUMBERED O TORMENTED 0
PROGRESS TRACK WORKSHEET PROGRESS TRACK WORKSHEET
O VOW O JOURNEY O FRAY O VOW O JOURNEY O FRAY
O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
DELVE SITE WORKSHEET DELVE SITE WORKSHEET
SITE NAME SITE NAME
OBJECTIVE OBJECTIVE
PROGRESS PROGRESS
O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC O TROUBLESOME O DANGEROUS O FORMIDABLE O EXTREME O EPIC
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
DENIZENS DENIZENS
VERY COMMON 1-27 COMMON 28-41 VERY COMMON 1-27 COMMON 28-41