0% found this document useful (0 votes)
94 views

Ironsworn - Complete Reference - FanMade Book Printable

Uploaded by

Kira Yoshikage
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
94 views

Ironsworn - Complete Reference - FanMade Book Printable

Uploaded by

Kira Yoshikage
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

IRONSWORN

LODESTAR
A REFERENCE GUIDE
FOR THE IRONSWORN RPG
WHAT IS THIS?
CONTENTS
Ironsworn Lodestar is a reference accessory
for the Ironsworn tabletop roleplaying GETTING STARTED 4
game. To learn more about Ironsworn and Character Creation 4
download the free rulebook, please visit Campaign Setup 5
ironswornrpg.com. Option: Alternate Stat Arrays 5

Copyright ©2018 Shawn Tomkin. MECHANICS SUMMARY 6

The text of this work is licensed under the Moves 6


Creative Commons Attribution-NonCommercial- The Action Roll 6
ShareAlike 4.0 International license. For details Matches 6
on licenses and the Ironsworn System Reference Momentum 6
Document, visit ironswornrpg.com. Progress Tracks 7
Updated June 9, 2019. Suffering Harm and Stress 7
Inflicting Harm 7
WRITING AND DESIGN Supply 7
Companions 7
Shawn Tomkin

EDITING THE IRONLANDS 8


Matt Click Regions 8

ACKNOWLEDGMENTS FOES 9
Ironsworn leverages mechanics and creative Ranks 9
inspiration from several amazing games. Thank Fighting a Foe 9
you to their authors. Packs 9
Apocalypse World, by D. Vincent Baker and
Meguey Baker. MAKING MOVES 10
City of Judas, by Davide Pignedoli. Move Glossary 10
Dungeon World, by Sage LaTorra and Adam Index of Moves 11
Koebel.
Fate, by Rob Donohue, Fred Hicks, Leonard ADVENTURE MOVES 12
Balsera, et al. Face Danger 12
Mythic, by Tana Pigeon. Secure an Advantage 12
Gather Information 12
IMAGE CREDITS Heal 12
Resupply 12
Stock image elements from iStock, 123RF, and
ShutterStock. Make Camp 13
Undertake a Journey 13
Reach Your Destination  13

2
RELATIONSHIP MOVES 14 ACTION AND THEME ORACLES 22
Compel 14 Action 22
Sojourn 14 Theme 23
Draw the Circle 15
Forge a Bond 15 PLACE ORACLES 24
Test Your Bond 15
Region 24
Aid Your Ally 15
Location 24
Write Your Epilogue 15
Coastal Waters Location 25
Location Descriptor 25
COMBAT MOVES 16
Enter the Fray 16 SETTLEMENT ORACLES 26
Strike 16
Settlement Name 26
Clash 16
Quick Settlement Name Generator 27
Turn the Tide 16
Settlement Trouble 27
End the Fight 16
Battle 17
CHARACTER ORACLES 28
SUFFER MOVES 18 Character Role 28
Character Goal 28
Endure Harm 18
Character Descriptor 29
Face Death 18
Character Disposition 29
Companion Endure Harm 18
Endure Stress 19
Face Desolation 19 NAME ORACLES 30
Out of Supply 19 Ironlander Names 30
Face a Setback 19 Elf Names 32
Other Names 33
QUEST MOVES 20
Swear an Iron Vow 20 TURNING POINT ORACLES 34
Reach a Milestone 20 Combat Action 34
Fulfill Your Vow 20 Mystic Backlash 34
Forsake Your Vow 20 Major Plot Twist 35
Advance 20 Challenge Rank 35

FATE MOVES 21
Pay the Price 21
Ask the Oracle 21

3
GETTING STARTED
CHARACTER CREATION
You are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands. You will explore
untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this
harsh land. Most importantly, you will swear iron vows and see them fulfilled—no matter the cost.

Choose a CHARACTER EXPERIENCE Set your stats



name.  by arranging
+10
HEALTH these values
EDGE HEART IRON SHADOW WITS
+5 across edge,
+9
BONDS
+4 heart, iron,
+8
+3 shadow, and
+7
VOWS +2
wits in any
+6 order:
+1
+5
 TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC 3, 2, 2, 1, 1.
Set your 0
+4
momentum to  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
SPIRIT
Set your health,
+2, your max +3 +5
spirit, and
momentum to +2 +4
supply to +5.
+10, and your +1
 TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC +3

momentum 0 +2
reset to +2.  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC +1
-1

-2 0

-3  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC SUPPLY


When you
Assets give you +5
create your
additional options -4
DEBILITIES +4 character,
and bonuses when -5 CONDITIONS BANES
 WOUNDED  SHAKEN  MAIMED  CORRUPTED +3 all debilities
making a move,  UNPREPARED  ENCUMBERED
-6 BURDENS should be
and may include  CURSED  TORMENTED
+2
unmarked.
MAX

their own special +1


MOMENTUM

RESET
moves. When
STATUS

0
IRONSWORN
you create your
character, select
3 starting assets.
COMPANION PATH COMBAT TALENT

HAWK STORYWEAVER SHIELD-BEARER


Name:  When you Secure an Advantage, If you wield a shield...
Compel, or Forge a Bond by sharing an  When you Face Danger using your
Your hawk can aid you when it is aloft. inspiring or enlightening song, poem, shield as cover, add +1. When you
 Far-seeing: When you Undertake or tale, envision the story you tell. Clash in close quarters, take +1
a Journey, or when you Resupply by Then, add +1 and take +1 momentum momentum on a strong hit.
hunting for small game, add +1. on a hit.  When you bear a shield painted
 Fierce: When you Secure an Advantage  When you Make Camp and choose the with a meaningful symbol, and you
+edge using your hawk to harass and option to relax, you may share a story Endure Stress as you face off against
distract your foes, add +1 and take +1 with your allies or compose a new a fearsome foe, add +1 and take +1
momentum on a hit. story if alone. If you do, envision the momentum on a hit.
 Vigilant: When you Face Danger story you tell and take +1 spirit or +1  When forced to Endure Harm in a
+wits to detect an approaching threat, momentum. Any allies who choose to fight, you may instead sacrifice your
or when you Enter the Fray +wits relax in your company may also take shield and ignore all harm. If you do,
against an ambush, add +2. +1 spirit or +1 momentum. your shield is destroyed or will require
 When you Sojourn within a extensive repair; suffer -2 momentum.
community with which you share a
0 +1 +2 +3 bond, add +2 (instead of +1).

All assets include three abilities. When you Fulfill Your Vow, Some assets can only be obtained
A filled-in dot represents an you gain experience. You after you fulfill narrative or
ability you can make use of. can Advance and spend mechanical requirements. The
The first ability will probably experience to upgrade an text of the asset will outline the
be marked when you obtain the asset (mark another ability) requirement, typically using the
asset. If not, you can choose one. or obtain a new asset. phrase “Once you...”

4
GETTING STARTED
CAMPAIGN SETUP OPTION: ALTERNATE STAT
ARRAYS
Create your character. In whatever order
To fine-tune the tone of your game, you can adjust
1 you prefer, envision your character, choose
the standard stat values either up or down. Higher
your name, set your stats, and select your
stats will put your character more in control. Lower
assets.
stats will create a riskier and more chaotic story.
Create your world. Refer to chapter 4
Three suggested arrays are shown below.
2 of the Ironsworn rulebook and the ‘Your
Truths’ exercise. Envision where your story
will begin and mark it on your map.
Mark your background bonds. Create up to CHALLENGING 4,3,3,2,2
3 three bonds to represent your connections
to home, friends, family, or other loyalties.
Make note of them, and mark one tick for
each on your bonds progress track. PERILOUS
3,2,2,1,1
(DEFAULT)
Write your background vow. Create a
4 sworn quest as backstory for your character.
Write down this vow and give it a rank of
extreme or epic. You don’t need to make GRIM 3,2,1,1,0
the Swear an Iron Vow move for this quest.
Envision your inciting incident. Come up
5 with the problem that drives your character
into action.
Set the Scene. Decide whether you want to
6 start with a prologue (the normal world),
or in the midst of the problem (in media
res). Envision the scene and begin play.
Swear an Iron Vow. Make the move and
7 write down your vow. Give it a rank of
troublesome, dangerous, or formidable.
Take your next steps. Based on the outcome
8 of your Swear an Iron Vow move, envision
what occurs and what you do next. Then,
play to see what happens.

5
MECHANICS SUMMARY
MOVES MOMENTUM
When you do something or encounter a situation Your momentum value ranges from a -6 to +10
within the scope of a move, refer to the move and and represents how you are faring in your quests.
follow its instructions to see what happens. Move results may tell you to increase or decrease
momentum.
When a move’s name is referenced within the rules
or by another move, you’ll see it as italicized text. BURNING MOMENTUM
You may+10
cancel any challenge dice that are less than
THE ACTION ROLL your momentum value.
+9
Roll your action die (d6) and challenge dice (2d10). CHALLENGE DICE
BONDS
The total of your action die, your stat, and any adds is +8
your action score. Your action score is never greater +7
than 10—anything over that is ignored. VOWS
+6 5 8
STAT ADDS 4 7 +5
 TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC

2 + 2 + 1= 5
+4
ACTION DIE ACTION CHALLENGE DICE You may cancel
MOMENTUM TRACK  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
SCORE +3 this die.
To determine the outcome of your move, compare
+2
the action score to each of the challenge dice. You RESETTING
+10 MOMENTUM
want it to be greater than the individual value of After you+1burn momentum, you must adjust your
+9
those dice. momentum 0 track to your momentum reset value.
+8
Strong hit = Action score is greater than • The default reset is +2.
-1
+7
both of the challenge dice • If you have one debility marked, your momentum
Weak Hit = Action score is greater than reset -2
is
+6+1.
one of the challenge dice • If you-3have more than one debility marked, your
+5
momentum reset is 0.
Miss = Action score is not greater than -4
+4
either of the challenge dice. SUFFERING NEGATIVE MOMENTUM
-5
+3
When your momentum is less than 0, and it matches
Ties always go to the challenge dice. Your the value-6
of your action die, you must cancel your
+2

action score needs to exceed—not equal— action die.


+1
the challenge dice to count as a hit. When you suffer -momentum, and your momentum
0
is already at -6, you will instead make the Face a
Setback move.
-1  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC
MATCHES
When you roll a 5 = 5 -2 ACTION DIE

match on your -3  TROUBLESOME  DANGEROUS  FORMIDABLE  EXTREME  EPIC


challenge dice...
• Strong hit: The match represents a twist in
-4 4 DEBILITIES
the narrative, something interesting, or a new -5 CONDITIONS
 WOUNDED  SHAKEN
opportunity. -6  UNPREPARED You must
 ENCUMBERED
• Miss: The match represents a heightened
MOMENTUM TRACK cancel this die.
negative outcome, a complication, or a new
MAX MOMENTUM
danger.
Your max momentum starts at +10, and is reduced
If you’re unsure what happens, Ask the Oracle.
by 1 for every marked debility.

6
MECHANICS SUMMARY
PROGRESS TRACKS ORACLES
A progress track is used to measure your pace and Ask the Oracle when you have questions in solo or
determine the outcome of a goal or challenge. It is co-op games, or to provide inspiration for the GM
drawn as a row of ten boxes which you mark as you in guided play.
make headway toward your objective.
When you are prompted by a move or an oracle table
to generate a result between 1 and 100, roll two ten-
sided dice. One die represents the tens digit, and one
represents the units.
When you mark progress, fill in the appropriate
number of ticks or progress boxes per the rank of
your challenge.
SUFFERING HARM AND STRESS
When you face physical injury or hardship, make the
Troublesome: Endure Harm move. When you face mental shock or
Mark 3 progress despair, make the Endure Stress move.
Dangerous:
Rank Harm / Stress
Mark 2 progress
Troublesome -1
Formidable:
Dangerous -2
Mark 1 progress
Formidable -3
Extreme:
Mark 2 ticks Extreme -4
Epic -5
Epic:
Mark 1 tick
INFLICTING HARM
MARKING PROGRESS FOR BONDS When you wield a deadly weapon (such as a sword,
If you are marking progress on your bonds progress axe, spear, or bow), you inflict 2 harm. When you are
track, you always mark 1 tick unless a move or asset unarmed, or wield an improvised or simple weapon
tells you otherwise. (such as a shield, stick, club, staff, or rock), you inflict
1 harm.
PROGRESS MOVES When you inflict harm on your foe in combat, each
Tally the number of fully filled progress boxes (those point of harm is marked as progress on your foe’s
with four ticks). This is your progress score. Then, progress track per their rank. For example, each
roll your challenge dice (2d10), compare to your point of harm equals 2 full progress boxes when
progress score, and resolve a strong hit, weak hit, or fighting a dangerous enemy, or 2 ticks when fighting
miss as normal. an extreme enemy.

PROGRESS SCORE 6 SUPPLY


Supply is an abstract representation of your
preparedness. You and your allies share the same
supply value. When your supply falls to 0, all
CHALLENGE DICE
4 6 characters make the Out of Supply move.

COMPANIONS
If you roll a 1 on your action die when using a
You may not burn momentum when making companion ability, any negative outcome of the
a progress move, and you are not affected by move should involve your companion.
negative momentum.
When a companion suffers physical damage, make
the Companion Endure Harm move.

7
THE IRONLANDS
The Ironlands is a REGIONS
rugged peninsula of 9
isolated settlements 1 The Barrier Islands: This long chain of
and untracked wilds bleak islands parallels the Ragged Coast.
8 The islands are sparsely populated by
on the frontier of the
known world. Two 7 Ironlanders, mostly fisher-folk who
generations ago, your brave the surrounding waters.
6
people settled here 2 The Ragged Coast: This is a rugged
when a cataclysm land of snow-capped cliffs overlooking
drove them from their 3 blue waters. Ironlander settlements are
former homes.
5
located at the head of the fjords in the
2 shelter of narrow valleys.
4 3 The Deep Wilds: This vast swath of
1 ancient forest is largely uninhabited and
unexplored by Ironlanders. Most avoid
this region.
4 The Flooded Lands: This is a low-lying
region of bogs, swamps, lakes, and slow-
moving rivers. A few hardy Ironlanders
live here in small settlements built atop
hillocks, or in homes standing on stilts
over the wetlands.
5 The Havens: This is an expansive area
of forests, rivers, shrubland, and low
hills. It is a relative oasis in the harsh
Ironlands, but even here there is little
comfort or safety.
6 The Hinterlands: This imposing terrain
consists of dense forests nestled against
rugged hills. The Ironlander settlements
in this region serve primarily as bases
for hunters and trappers.
7 The Tempest Hills: These highlands are
defined by rugged hills, low mountains,
thin woods, and grassy plateaus.
Ironlanders live here in nomadic camps
or mining settlements.
8 The Veiled Mountains: These great
peaks mark the northern bounds of the
settled lands. A few hardy Ironlanders
dwell here in small mining communities.
Most of them head south before the
long, brutal winter takes hold.
9 The Shattered Wastes: This plain of
jagged, broken ice is uninhabited by
Ironlanders. No one knows the bounds
of this land or what lies beyond.

8
FOES
RANKS
Rank Type Progress Harm
Troublesome Common enemies 3 progress per harm Inflicts 1 harm

Dangerous Capable fighters and deadly creatures 2 progress per harm Inflicts 2 harm

Formidable Exceptional fighters and mighty 1 progress per harm Inflicts 3 harm
creatures
Extreme Foes of overwhelming skill or power 2 ticks per harm Inflicts 4 harm

Epic Legendary foes of mythic power 1 tick per harm Inflicts 5 harm

FIGHTING A FOE PACKS


When you Enter the Fray, give your foe a standard When you fight a group of troublesome or
progress track (10 boxes). When you Strike or Clash dangerous foes, you may combine them into a single
and inflict harm, mark progress for each point of progress track. This is called a pack.
harm based on the foe’s rank.
When you group foes into a pack, increase their rank
When you fail to defend against a foe’s attack and to represent their combined ability to inflict and
face physical harm, make the Endure Harm move. resist harm.
As part of that move, you will reduce your health
• For a small pack (about 3 to 5), increase the
track by the amount of harm your foe inflicts, per
rank by one.
their rank.
• For a large pack (about 6 to 10) increase the
If appropriate to the NPC, they can also force you to rank by two.
Endure Stress when you fail to resist an action which
frightens, demoralizes, or rattles you. Or, they may
take an action which puts you at a disadvantage,
reveals a complication, or creates a new danger.
When you take decisive action to resolve the combat,
tally your progress against this foe and make the End
the Fight move.

9
MAKING MOVES
MOVE GLOSSARY If you are armed with a deadly weapon (such as a
sword, axe, spear, or bow), you inflict 2 harm. If
“ADD +X” you are unarmed or using an improvised or simple
weapon (such as a shield, stick, club, staff, or rock),
Add this number to your action die. This is in
you inflict 1 harm.
addition to any other bonuses you otherwise receive,
such as your stat. Your action die + your stat + adds
“INFLICT +X HARM”
is your final action score.
“Inflict +1 Harm” tells you to add 1 harm to your
“ALLIES / ALLY” current attack. Some assets increase your harm in
particular circumstances, or a move might give you
An ally is a character controlled by another player.
an option to increase your harm. You must inflict
harm as a result of your move to gain the bonus.
“ASK THE ORACLE” Always add your harm and any bonus harm together,
When you seek inspiration to decide the outcome then apply it to your foe’s progress track.
of a move, resolve what happens next, or get details
about your world, you can Ask the Oracle . This move “ON A HIT” / “IF YOU SCORE A HIT”
lets you ask questions to get a yes/no result or use
Act on these instructions if you score a weak or
random prompts for brainstorming.
strong hit on a move (your move score beats one or
When you are playing with a GM, they are the oracle. both of the challenge dice).
Ask them what happens, or talk it out.
“ON A WEAK HIT” / “IF YOU SCORE A
“COMPANION” WEAK HIT”
A companion is an NPC asset. Act on these instructions if your move score is
greater than one challenge die, but less than or equal
“CHOOSE” to the other.
The move will provide a list of options and the
number you may select. You may not select a single “ON A STRONG HIT” / “IF YOU SCORE
option more than once. A STRONG HIT”
Act on these instructions if your move score is
“ENDURE HARM (X HARM)” greater than both challenge dice.
Make the Endure Harm move, reducing your health
track by the indicated amount of harm. “ON A MISS” / “IF YOU SCORE A
MISS”
“ENDURE STRESS (X STRESS)”
Act on these instructions if your move score does
Make the Endure Stress move, reducing your spirit not beat either of the challenge dice.
track by the indicated amount of stress.
“PAY THE PRICE”
“IN EXCHANGE FOR”
When you roll a miss on a move, you’ll usually see a
Adjust the appropriate tracks by the amount prompt to Pay the Price. This move helps you resolve
indicated in the move. Typically, you will trade +1 in the outcome of failure. If you’re playing without a
one track for -1 in another. GM, you make the most obvious or interesting bad
outcome happen based on the current circumstances,
“INFLICT YOUR HARM” roll on the Pay the Price table to see what happens, or
When you inflict your harm, mark progress against Ask the Oracle.
your foe. Each point of harm you inflict is marked as If you’re playing with a GM, they can decide what
progress on your foe’s progress track, as appropriate happens, ask you to roll on the table, or talk it with
to their rank. the group.

10
MAKING MOVES
“PROGRESS MOVE” “WHEN YOU…”
This is a special type of move to resolve the outcome This is the move trigger. When you do this thing, or
of a goal or challenge. When you make a progress encounter this situation, make the move.
move, tally the number of filled boxes on your
Only you, the character, makes moves. You or the
progress track as your progress score. Only add fully
GM don’t use moves for non-player characters or
filled boxes (those with four ticks). Then, roll your
creatures. If you’re just checking to see if something
challenge dice, compare to your progress score, and
happens or how someone acts, you can Ask the
resolve a strong hit, weak hit, or miss as normal.
Oracle.
You may not burn momentum when you make a
progress move, and you are not affected by negative
momentum. INDEX OF MOVES
“REROLL ANY DICE” Advance 20
Aid Your Ally 15
After you roll your move, you may pick up and reroll
Ask the Oracle 21
your choice of any dice, including either or both of
the challenge dice and your action die. Set aside the Battle 17
dice you intend to keep. You may only reroll once, Clash 16
using a single throw for all dice you choose to reroll. Companion Endure Harm 18
Choose carefully, because the new result for all dice Compel 14
must stand. Draw the Circle 15
End the Fight 16
“ROLL +[STAT]” Endure Harm 18
Add the value of the indicated stat to your action die. Endure Stress 19
This is the basic action roll. Most moves indicate the Enter the Fray 16
stat you should use, such as “roll +iron”. If it doesn’t, Face a Setback 19
or gives you a choice, use the most appropriate stat. Face Danger 12
Face Death 18
“SUFFER -X” Face Desolation 19
Subtract this number from the indicated track. For Forge a Bond 15
example, “Suffer -1 supply” tells you to subtract 1 Forsake Your Vow 20
from your supply track. If a specific amount is open Fulfill Your Vow 20
to interpretation, reduce the track as appropriate to
Gather Information 12
the challenge faced.
Heal 12
Rank Amount Make Camp 13
Troublesome -1 Out of Supply 19
Dangerous -2 Pay the Price 21
Formidable -3 Reach a Milestone 20
Extreme -4 Reach Your Destination 13
Epic -5 Resupply 12
Secure an Advantage 12
“TAKE +X” Sojourn 14
Strike 16
Add this number to the indicated track. For example,
Swear an Iron Vow 20
“Take +2 momentum” tells you to add 2 to your
current momentum track. Test Your Bond 15
Turn the Tide 16
Some assets may offer additional bonuses. Unless Undertake a Journey 13
stated otherwise, this bonus is added to anything else
Write Your Epilogue 15
you gain as a result of your move.

11
ADVENTURE MOVES
FACE DANGER GATHER INFORMATION
When you attempt something risky or react to an When you search an area, ask questions, conduct
imminent threat, envision your action and roll. If an investigation, or follow a track, roll +wits. If you
you act... act within a community or ask questions of a person
• With speed, agility, or precision: Roll +edge. with whom you share a bond, add +1.
• With charm, loyalty, or courage: Roll +heart. On a strong hit, you discover something helpful
• With aggressive action, forceful defense, and specific. The path you must follow or action you
strength, or endurance: Roll +iron. must take to make progress is made clear. Envision
• With deception, stealth, or trickery: Roll what you learn (Ask the Oracle if unsure), and take
+shadow. +2 momentum.
• With expertise, insight, or observation: Roll On a weak hit, the information complicates your
+wits. quest or introduces a new danger. Envision what
On a strong hit, you are successful. Take +1 you discover (Ask the Oracle if unsure), and take +1
momentum. momentum.
On a weak hit, you succeed, but face a troublesome On a miss, your investigation unearths a dire threat
cost. Choose one. or reveals an unwelcome truth that undermines your
quest. Pay the Price.
• You are delayed, lose advantage, or face a new
danger: Suffer -1 momentum.
HEAL
• You are tired or hurt: Endure Harm (1 harm).
When you treat an injury or ailment, roll +wits.
• You are dispirited or afraid: Endure Stress (1
If you are mending your own wounds, roll +wits or
stress).
+iron, whichever is lower.
• You sacrifice resources: Suffer -1 supply.
On a strong hit, your care is helpful. If you (or the
On a miss, you fail, or your progress is undermined ally under your care) have the wounded condition,
by a dramatic and costly turn of events. Pay the Price. you may clear it. Then, take or give up to +2 health.
SECURE AN ADVANTAGE On a weak hit, as above, but you must suffer -1
supply or -1 momentum (your choice).
When you assess a situation, make preparations,
or attempt to gain leverage, envision your action On a miss, your aid is ineffective. Pay the Price.
and roll. If you act...
• With speed, agility, or precision: Roll +edge. RESUPPLY
• With charm, loyalty, or courage: Roll +heart. When you hunt, forage, or scavenge, roll +wits.
• With aggressive action, forceful defense, On a strong hit, you bolster your resources. Take +2
strength, or endurance: Roll +iron. supply.
• With deception, stealth, or trickery: Roll On a weak hit, take up to +2 supply, but suffer -1
+shadow. momentum for each.
• With expertise, insight, or observation: Roll On a miss, you find nothing helpful. Pay the Price.
+wits.
On a strong hit, you gain advantage. Choose one.
• Take control: Make another move now (not a
progress move), and add +1.
• Prepare to act: Take +2 momentum.
On a weak hit, your advantage is short-lived. Take
+1 momentum.
On a miss, you fail or your assumptions betray you.
Pay the Price.

12
ADVENTURE MOVES
MAKE CAMP REACH YOUR DESTINATION
When you rest and recover for several hours in the Progress Move
wild, roll +supply. When your journey comes to an end, roll the
On a strong hit, you and your allies may each choose challenge dice and compare to your progress.
two. On a weak hit, choose one. Momentum is ignored on this roll.

• Recuperate: Take +1 health for you and any On a strong hit, the situation at your destination
companions. favors you. Choose one.
• Partake: Suffer -1 supply and take +1 health for • Make another move now (not a progress move),
you and any companions. and add +1.
• Relax: Take +1 spirit. • Take +1 momentum.
• Focus: Take +1 momentum. On a weak hit, you arrive but face an unforeseen
• Prepare: When you break camp, add +1 if you hazard or complication. Envision what you find (Ask
Undertake a Journey. the Oracle if unsure).
On a miss, you take no comfort. Pay the Price. On a miss, you have gone hopelessly astray, your
objective is lost to you, or you were misled about
UNDERTAKE A JOURNEY your destination. If your journey continues, clear all
When you travel across hazardous or unfamiliar but one filled progress, and raise the journey’s rank
lands, set the rank of your journey. by one (if not already epic).
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits.
If you are setting off from a community with which
you share a bond, add +1 to your initial roll.
On a strong hit, you reach a waypoint. If the
waypoint is unknown to you, envision it (Ask the
Oracle if unsure). Then, choose one.
• You make good use of your resources: Mark
progress.
• You move at speed: Mark progress and take +1
momentum, but suffer -1 supply.
On a weak hit, you reach a waypoint and mark
progress, but suffer -1 supply.
On a miss, you are waylaid by a perilous event.
Pay the Price.

13
RELATIONSHIP MOVES
COMPEL SOJOURN
When you attempt to persuade someone to do When you spend time in a community seeking
something, envision your approach and roll. If you... assistance, roll +heart. If you share a bond, add +1.
• Charm, pacify, barter, or convince: Roll +heart On strong hit, you and your allies may each choose
(add +1 if you share a bond). two from within the categories below. On a weak hit,
• Threaten or incite: Roll +iron. choose one. If you share a bond, choose one more.
• Lie or swindle: Roll +shadow. On a hit, you and your allies may each focus on one
On a strong hit, they’ll do what you want or share of your chosen recover actions and roll +heart again.
what they know. Take +1 momentum. If you use this If you share a bond, add +1. On a strong hit, take +2
exchange to Gather Information, make that move more for that action. On a weak hit, take +1 more.
now and add +1. On a miss, it goes badly and you lose all benefits for
that action.
On a weak hit, as above, but they ask something
of you in return. Envision what they want (Ask the Clear a Condition
Oracle if unsure). • Mend: Clear a wounded debility and take +1
On a miss, they refuse or make a demand which health.
costs you greatly. Pay the Price. • Hearten: Clear a shaken debility and take +1
spirit.
• Equip: Clear an unprepared debility and take
+1 supply.
Recover
• Recuperate: Take +2 health for yourself and any
companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
Provide Aid
• Take a quest: Envision what this community
needs, or what trouble it is facing (Ask the
Oracle if unsure). If you chose to help, Swear an
Iron Vow and add +1.
On a miss, you find no help here. Pay the Price.

14
RELATIONSHIP MOVES
DRAW THE CIRCLE TEST YOUR BOND
When you challenge someone to a formal duel, or When your bond is tested through conflict,
accept a challenge, roll +heart. If you share a bond betrayal, or circumstance, roll +heart.
with this community, add +1. On a strong hit, this test has strengthened your
On a strong hit, take +1 momentum. You may also bond. Choose one.
choose up to two boasts and take +1 momentum for • Take +1 spirit.
each. • Take +2 momentum.
On a weak hit, you may choose one boast in exchange On a weak hit, your bond is fragile and you must
for +1 momentum. prove your loyalty. Envision what they ask of you
• Grant first strike: Your foe has initiative. (Ask the Oracle if unsure), and do it (or Swear an
• Bare yourself: Take no benefit of armor or Iron Vow). If you refuse or fail, clear the bond and
shield; your foe’s harm is +1. Pay the Price.
• Hold no iron: Take no benefit of weapons; your On a miss, or if you have no interest in maintaining
harm is 1. this relationship, clear the bond and Pay the Price.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight AID YOUR ALLY
must end with death. When you Secure an Advantage in direct support of
On a miss, you begin the duel at a disadvantage. an ally, and score a hit, they (instead of you) can take
Your foe has initiative. Pay the Price. the benefits of the move. If you are in combat and
Then, make moves to resolve the fight. If you are the score a strong hit, you and your ally have initiative.
victor, you may make a lawful demand, and your
opponent must comply or forfeit their honor and WRITE YOUR EPILOGUE
standing. If you refuse the challenge, surrender, or Progress Move
are defeated, they make a demand of you. When you retire from your life as Ironsworn,
envision two things: What you hope for, and what
FORGE A BOND you fear. Then, roll the challenge dice and compare to
When you spend significant time with a person or your bonds. Momentum is ignored on this roll.
community, stand together to face hardships, or On a strong hit, things come to pass as you hoped.
make sacrifices for their cause, you can attempt to
On a weak hit, your life takes an unexpected turn,
create a bond. When you do, roll +heart. If you make
but not necessarily for the worse. You find yourself
this move after you successfully Fulfill Your Vow to
spending your days with someone or in a place you
their benefit, you may reroll any dice.
did not foresee. Envision it (Ask the Oracle if unsure).
On a strong hit, make note of the bond, mark a tick
On a miss, your fears are realized.
on your bond progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum.
On a weak hit, they ask something more of you first.
Envision what it is (Ask the Oracle if unsure), do it
(or Swear an Iron Vow), and mark the bond. If you
refuse or fail, Pay the Price.
On a miss, they reject you. Pay the Price.

15
COMBAT MOVES
ENTER THE FRAY CLASH
When you enter into combat, set the rank of each When your foe has initiative and you fight with
of your foes. them in close quarters, roll +iron. When you
• Troublesome foe: 3 progress per harm; inflicts exchange a volley at range, or shoot at an advancing
1 harm. foe, roll +edge.
• Dangerous foe: 2 progress per harm; inflicts 2 On a strong hit, inflict your harm and choose one.
harm. You have the initiative.
• Formidable foe: 1 progress per harm; inflicts 3 • You bolster your position: Take +1 momentum.
harm. • You find an opening: Inflict +1 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
On a weak hit, inflict your harm, but then Pay the
• Epic foe: 1 tick per harm; inflicts 5 harm. Price. Your foe has initiative.
Then, roll to determine who is in control. If you are... On a miss, you are outmatched and must Pay the
• Facing off against your foe: Roll +heart. Price. Your foe has initiative.
• Moving into position against an unaware foe, or
striking without warning: Roll +shadow. TURN THE TIDE
• Ambushed: Roll +wits. Once per fight, when you risk it all, you may steal
On a strong hit, take +2 momentum. You have initiative from your foe to make a move (not a
initiative. progress move). When you do, add +1 and take +1
momentum on a hit.
On a weak hit, choose one.
• Bolster your position: Take +2 momentum. If you fail to score a hit on that move, you must suffer
a dire outcome. Pay the Price.
• Prepare to act: Take initiative.
On a miss, combat begins with you at a disadvantage. END THE FIGHT
Pay the Price. Your foe has initiative. Progress Move
When you make a move to take decisive action,
STRIKE
and score a strong hit, you may resolve the outcome
When you have initiative and attack in close of this fight. If you do, roll the challenge dice and
quarters, roll +iron. When you have initiative and compare to your progress. Momentum is ignored on
attack at range, roll +edge. this roll.
On a strong hit, inflict +1 harm. You retain initiative. On a strong hit, this foe is no longer in the fight.
On a weak hit, inflict your harm and lose initiative. They are killed, out of action, flee, or surrender as
On a miss, your attack fails and you must Pay the appropriate to the situation and your intent (Ask the
Price. Your foe has initiative. Oracle if unsure).
On a weak hit, as above, but you must also choose
one.
• It’s worse than you thought: Endure Harm.
• You are overcome: Endure Stress.
• Your victory is short-lived: A new danger or foe
appears, or an existing danger worsens.
• You suffer collateral damage: Something of
value is lost or broken, or someone important
must pay the cost.
• You’ll pay for it: An objective falls out of reach.
• Others won’t forget: You are marked for
vengeance.
On a miss, you have lost this fight. Pay the Price.

16
COMBAT MOVES
BATTLE
When you fight a battle, and it happens in a blur, MANAGING INITIATIVE
envision your objective and roll. If you primarily… Follow these guidelines to track your initiative:
• Fight at range, or using your speed and the • When you score a strong hit, you take or
terrain to your advantage: Roll +edge. retain initiative.
• Fight depending on your courage, allies, or • When you score a weak hit or miss, you
companions: Roll +heart. lose initiative to your foe.
• Fight in close to overpower your opponents: When you have initiative, you are in control
Roll +iron. and taking proactive actions to achieve your
• Fight using trickery to befuddle your objectives. You may make moves such as:
opponents: Roll +shadow. • Strike to attack.
• Fight using careful tactics to outsmart your • Secure an Advantage to outwit or
opponents: Roll +wits. outmaneuver your foe, or to setup
On a strong hit, you achieve your objective another move.
unconditionally. Take +2 momentum. • Face Danger to overcome an obstacle or
On a weak hit, you achieve your objective, but not escape.
without cost. Pay the Price. • Aid Your Ally to give your ally an
advantage.
On a miss, you are defeated and the objective is lost
to you. Pay the Price. • Compel to force your foe to give up the
fight.
• End the Fight to finish the fight against
this foe.
When your foe has initiative, they are in
control and taking actions which force you to
react. You may make moves such as:
• Clash to fight back.
• Face Danger to focus on defense, get into
position, resist your foe’s maneuver, or flee.
• Compel to convince your foe to accept
your surrender.
• Turn the Tide (once per fight) to steal
initiative.

17
SUFFER MOVES
ENDURE HARM FACE DEATH
When you face physical damage, suffer -health When you are brought to the brink of death, and
equal to your foe’s rank or as appropriate to the glimpse the world beyond, roll +heart.
situation. If your health is 0, suffer -momentum On a strong hit, death rejects you. You are cast back
equal to any remaining -health. into the mortal world.
Then, roll +health or +iron, whichever is higher. On a weak hit, choose one.
On a strong hit, choose one. • You die, but not before making a noble
• Shake it off: If your health is greater than 0, sacrifice. Envision your final moments.
suffer -1 momentum in exchange for +1 health. • Death desires something of you in exchange for
• Embrace the pain: Take +1 momentum. your life. Envision what it wants (Ask the Oracle
On a weak hit, you press on. if unsure), and Swear an Iron Vow (formidable
or extreme) to complete that quest. If you fail
On a miss, also suffer -1 momentum. If you are at to score a hit when you Swear an Iron Vow, or
0 health, you must mark wounded or maimed (if refuse the quest, you are dead. Otherwise, you
currently unmarked) or roll on the following table. return to the mortal world and are now cursed.
You may only clear the cursed debility by
Roll Result
completing the quest.
1-10 The harm is mortal. Face Death.
On a miss, you are dead.
11-20 You are dying. You need to Heal within
an hour or two, or Face Death.
COMPANION ENDURE HARM
21-35 You are unconscious and out of action. If
left alone, you come back to your senses When your companion faces physical damage,
in an hour or two. If you are vulnerable they suffer -health equal to the amount of harm
to a foe not inclined to show mercy, Face inflicted. If your companion’s health is 0, exchange
Death. any leftover -health for -momentum.
36-50 You are reeling and fighting to stay Then, roll +heart or +your companion’s health,
conscious. If you engage in any vigorous whichever is higher.
activity (such as running or fighting) On a strong hit, your companion rallies. Give them
before taking a breather for a few +1 health.
minutes, roll on this table again (before
On a weak hit, your companion is battered. If their
resolving the other move).
health is 0, they cannot assist you until they gain at
51-00 You are battered but still standing. least +1 health.
On a miss, also suffer -1 momentum. If your
companion’s health is 0, they are gravely wounded
and out of action. Without aid, they die in an hour
or two.
If you roll a miss with a 1 on your action die, and
your companion’s health is 0, they are now dead.
Take 1 experience for each marked ability on your
companion asset, and remove it.

18
SUFFER MOVES
ENDURE STRESS OUT OF SUPPLY
When you face mental shock or despair, suffer When your supply is exhausted (reduced to 0), mark
-spirit equal to your foe’s rank or as appropriate to unprepared. If you suffer additional -supply while
the situation. If your spirit is 0, suffer -momentum unprepared, you must exchange each additional
equal to any remaining -spirit. -supply for any combination of -health, -spirit or
Then, roll +spirit or +heart, whichever is higher. -momentum as appropriate to the circumstances.
On a strong hit, choose one. FACE A SETBACK
• Shake it off: If your spirit is greater than 0, When your momentum is at its minimum (-6), and
suffer -1 momentum in exchange for +1 spirit you suffer additional -momentum, choose one.
• Embrace the darkness: Take +1 momentum
• Exchange each additional -momentum for any
On a weak hit, you press on. combination of -health, -spirit, or -supply as
On a miss, also suffer -1 momentum. If you are appropriate to the circumstances.
at 0 spirit, you must mark shaken or corrupted (if • Envision an event or discovery (Ask the Oracle
currently unmarked) or roll on the following table. if unsure) which undermines your progress in
a current quest, journey or fight. Then, for each
Roll Result additional -momentum, clear 1 unit of progress
1-10 You are overwhelmed. Face Desolation. on that track per its rank (troublesome=clear
11-25 You give up. Forsake Your Vow (if 3 progress; dangerous=clear 2 progress;
possible, one relevant to your current formidable=clear 1 progress; extreme=clear 2
crisis). ticks; epic=clear 1 tick).
26-50 You give in to a fear or compulsion,
and act against your better instincts.
51-00 You persevere.

FACE DESOLATION
When you are brought to the brink of desolation,
roll +heart.
On a strong hit, you resist and press on.
On a weak hit, choose one.
• Your spirit or sanity breaks, but not before
you make a noble sacrifice. Envision
your final moments.
• You see a vision of a dreaded event coming
to pass. Envision that dark future (Ask the
Oracle if unsure), and Swear an Iron Vow
(formidable or extreme) to prevent it. If you
fail to score a hit when you Swear an Iron Vow,
or refuse the quest, you are lost. Otherwise,
you return to your senses and are now
tormented. You may only clear the tormented
debility by completing the quest.
On a miss, you succumb to despair or horror
and are lost.

19
QUEST MOVES
SWEAR AN IRON VOW FULFILL YOUR VOW
When you swear upon iron to complete a quest, Progress Move
write your vow and give the quest a rank. Then, When you achieve what you believe to be the
roll +heart. If you make this vow to a person or fulfillment of your vow, roll the challenge dice and
community with whom you share a bond, add +1. compare to your progress. Momentum is ignored on
On a strong hit, you are emboldened and it is clear this roll.
what you must do next (Ask the Oracle if unsure). On a strong hit, your quest is complete. Mark
Take +2 momentum. experience (troublesome=1; dangerous=2;
On a weak hit, you are determined but begin your formidable=3; extreme=4; epic=5).
quest with more questions than answers. Take +1 On a weak hit, there is more to be done or you realize
momentum, and envision what you do to find a path the truth of your quest. Envision what you discover
forward. (Ask the Oracle if unsure). Then, mark experience
On a miss, you face a significant obstacle before you (troublesome=0; dangerous=1; formidable=2;
can begin your quest. Envision what stands in your extreme=3; epic=4). You may Swear an Iron Vow to
way (Ask the Oracle if unsure), and choose one. set things right. If you do, add +1.
• You press on: Suffer -2 momentum, and do On a miss, your quest is undone. Envision what
what you must to overcome this obstacle. happens (Ask the Oracle if unsure), and choose one.
• You give up: Forsake Your Vow. • You recommit: Clear all but one filled progress,
and raise the quest’s rank by one (if not already
REACH A MILESTONE epic).
When you make significant progress in your quest • You give up: Forsake Your Vow.
by overcoming a critical obstacle, completing a
perilous journey, solving a complex mystery, defeating FORSAKE YOUR VOW
a powerful threat, gaining vital support, or acquiring a When you renounce your quest, betray your
crucial item, you may mark progress. promise, or the goal is lost to you, clear the vow
• Troublesome quest: Mark 3 progress. and Endure Stress. You suffer -spirit equal to the
• Dangerous quest: Mark 2 progress. rank of your quest (troublesome=1; dangerous=2;
• Formidable quest: Mark 1 progress. formidable=3; extreme=4; epic=5).
• Extreme quest: Mark 2 ticks. If the vow was made to a person or community with
• Epic quest: Mark 1 tick. whom you share a bond, Test Your Bond when you
next meet.

ADVANCE
When you focus on your skills, receive training,
find inspiration, earn a reward, or gain a
companion, you may spend 3 experience to add a
new asset, or 2 experience to upgrade an asset.

20
FATE MOVES
PAY THE PRICE ASK THE ORACLE
When you suffer the outcome of a move, choose When you seek to resolve questions, discover
one. details in the world, determine how other
• Make the most obvious negative outcome characters respond, or trigger encounters or
happen. events, you may…
• Envision two negative outcomes. Rate one as • Draw a conclusion: Decide the answer based on
‘likely’, and Ask the Oracle using the yes/no the most interesting and obvious result.
table. On a ‘yes’, make that outcome happen. • Ask a yes/no question: Decide the odds of a
Otherwise, make it the other. ‘yes’, and roll on the table below to check the
• Roll on the following table. If you have answer.
difficulty interpreting the result to fit the • Pick two: Envision two options. Rate one as
current situation, roll again. ‘likely’, and roll on the table below to see if it is
true. If not, it is the other.
Roll Result
• Spark an idea: Brainstorm or use a random
1-2 Roll again and apply that result but make prompt.
it worse. If you roll this result yet again,
think of something dreadful that changes The answer is ‘yes’ if
the course of your quest (Ask the Oracle Odds you roll...
if unsure) and make it happen. Almost Certain 11 or greater
3-5 A person or community you trusted Likely 26 or greater
loses faith in you, or acts against you. 50/50 51 or greater
6-9 A person or community you care about Unlikely 76 or greater
is exposed to danger. Small Chance 91 or greater
10-16 You are separated from something or
someone. On a match, an extreme result or twist has occurred.
17-23 Your action has an unintended effect.
24-32 Something of value is lost or destroyed.
33-41 The current situation worsens.
42-50 A new danger or foe is revealed.
51-59 It causes a delay or puts you at a
disadvantage.
60-68 It is harmful.
69-76 It is stressful.
77-85 A surprising development complicates
your quest.
86-90 It wastes resources.
91-94 It forces you to act against your best
intentions.
95-98 A friend, companion, or ally is put in
harm’s way (or you are, if alone).
99-00 Roll twice more on this table. Both
results occur. If they are the same result,
make it worse.

21
ACTION AND THEME ORACLES
ACTION
Use this table to inspire a discovery, event, character goal, or situation. A roll on this table can be combined with
a Theme (next page) to provide an action and a subject. Then, interpret the result based on the context of the
question and your current situation.

1 Scheme 26 Withdraw 51 Persevere 76 Betray


2 Clash 27 Abandon 52 Serve 77 Secure
3 Weaken 28 Investigate 53 Begin 78 Arrive
4 Initiate 29 Hold 54 Move 79 Affect
5 Create 30 Focus 55 Coordinate 80 Change
6 Swear 31 Uncover 56 Resist 81 Defend
7 Avenge 32 Breach 57 Await 82 Debate
8 Guard 33 Aid 58 Impress 83 Support
9 Defeat 34 Uphold 59 Take 84 Follow
10 Control 35 Falter 60 Oppose 85 Construct
11 Break 36 Suppress 61 Capture 86 Locate
12 Risk 37 Hunt 62 Overwhelm 87 Endure
13 Surrender 38 Share 63 Challenge 88 Release
14 Inspect 39 Destroy 64 Acquire 89 Lose
15 Raid 40 Avoid 65 Protect 90 Reduce
16 Evade 41 Reject 66 Finish 91 Escalate
17 Assault 42 Demand 67 Strengthen 92 Distract
18 Deflect 43 Explore 68 Restore 93 Journey
19 Threaten 44 Bolster 69 Advance 94 Escort
20 Attack 45 Seize 70 Command 95 Learn
21 Leave 46 Mourn 71 Refuse 96 Communicate
22 Preserve 47 Reveal 72 Find 97 Depart
23 Manipulate 48 Gather 73 Deliver 98 Search
24 Remove 49 Defy 74 Hide 99 Charge
25 Eliminate 50 Transform 75 Fortify 00 Summon

When you roll on an oracle table, consider the answer in the context of your question and the
current situation. If the result is a bad fit or difficult to interpret, you can check up or down one
row from your original answer, or reverse the digits (37=73).

Once you have your answer, you’re all set! Play to see what happens. If you want further detail or
clarifications, you can talk it out with other players or roll on another oracle table.

22
ACTION AND THEME ORACLES
THEME
As with the Action oracle, this is an interpretative table which you can use to answer questions or generate new
situations. Combined, the Action and Theme tables provide creative prompts suitable for most situations and
questions. In fact, with some creative interpretations, it’s entirely possible to play with only these two tables.

1 Risk 26 Barrier 51 Stranger 76 Rival


2 Ability 27 Creation 52 Passage 77 Problem
3 Price 28 Decay 53 Land 78 Idea
4 Ally 29 Trade 54 Creature 79 Revenge
5 Battle 30 Bond 55 Disease 80 Health
6 Safety 31 Hope 56 Advantage 81 Fellowship
7 Survival 32 Superstition 57 Blood 82 Enemy
8 Weapon 33 Peace 58 Language 83 Religion
9 Wound 34 Deception 59 Rumor 84 Spirit
10 Shelter 35 History 60 Weakness 85 Fame
11 Leader 36 World 61 Greed 86 Desolation
12 Fear 37 Vow 62 Family 87 Strength
13 Time 38 Protection 63 Resource 88 Knowledge
14 Duty 39 Nature 64 Structure 89 Truth
15 Secret 40 Opinion 65 Dream 90 Quest
16 Innocence 41 Burden 66 Community 91 Pride
17 Renown 42 Vengeance 67 War 92 Loss
18 Direction 43 Opportunity 68 Portent 93 Law
19 Death 44 Faction 69 Prize 94 Path
20 Honor 45 Danger 70 Destiny 95 Warning
21 Labor 46 Corruption 71 Momentum 96 Relationship
22 Solution 47 Freedom 72 Power 97 Wealth
23 Tool 48 Debt 73 Memory 98 Home
24 Balance 49 Hate 74 Ruin 99 Strategy
25 Love 50 Possession 75 Mysticism 00 Supply

23
PLACE ORACLES
REGION
Use this oracle when you want to randomly select a region with the Ironlands.

1-12 Barrier Islands 47-60 Havens 85-94 Veiled Mountains


13-24 Ragged Coast 61-72 Hinterlands 95-99 Shattered Wastes
25-34 Deep Wilds 73-84 Tempest Hills 00 Elsewhere
35-46 Flooded Lands

LOCATION
Use this oracle when traveling to generate a point-of-interest or to answer a question about a place where
someone or something can be found.

1 Hideout 14 Bridge 37-38 Marsh 63-64 River Ford


2 Ruin 15 Camp 39-40 Steading 65-66 Valley
3 Mine 16 Cairn/Grave 41-42 Rapids 67-68 Bay/Fjord
4 Waste 17-18 Caravan 43-44 Pass 69-70 Foothills
5 Mystical Site 19-20 Waterfall 45-46 Trail 71-72 Lake
6 Path 21-22 Cave 47-48 Glade 73-75 River
7 Outpost 23-24 Swamp 49-50 Plain 76-79 Forest
8 Wall 25-26 Fen 51-52 Ridge 80-83 Coast
9 Battlefield 27-28 Ravine 53-54 Cliff 84-88 Hill
10 Hovel 29-30 Road 55-56 Grove 89-93 Mountain
11 Spring 31-32 Tree 57-58 Village 94-99 Woods
12 Lair 33-34 Pond 59-60 Moor 00 Anomaly
13 Fort 35-36 Fields 61-62 Thicket

24
PLACE ORACLES
COASTAL WATERS LOCATION
Use this oracle to identify a point-of-interest or destination when you are traveling by ship or boat.

1 Fleet 6-10 Wreck 31-38 Fjord 63-70 Ice


2 Sargassum 11-15 Harbor 39-46 Estuary 71-85 Island
3 Flotsam 16-23 Ship/Boat 47-54 Cove 86-99 Open Water
4 Mystical Site 24-30 Rocks 55-62 Bay 00 Anomaly
5 Lair

LOCATION DESCRIPTOR
Use this oracle to add detail to the Location or Coastal Waters Location oracles, or by itself to generate a
description of a location. Roll more than once for extra detail.

1-2 High 27-28 Blocked 53-54 Abandoned 77-78 Flooded


3-4 Remote 29-30 Ancient 55-56 Wide 79-80 Empty
5-6 Exposed 31-32 Perilous 57-58 Foul 81-82 Strange
7-8 Small 33-34 Hidden 59-60 Dead 83-84 Corrupted
9-10 Broken 35-36 Occupied 61-62 Ruined 85-86 Peaceful
11-12 Diverse 37-38 Rich 63-64 Barren 87-88 Forgotten
13-14 Rough 39-40 Big 65-66 Cold 89-90 Expansive
15-16 Dark 41-42 Savage 67-68 Blighted 91-92 Settled
17-18 Shadowy 43-44 Defended 69-70 Low 93-94 Dense
19-20 Contested 45-46 Withered 71-72 Beautiful 95-96 Civilized
21-22 Grim 47-48 Mystical 73-74 Abundant 97-98 Desolate
23-24 Wild 49-50 Inaccessible 75-76 Lush 99-00 Isolated
25-26 Fertile 51-52 Protected

25
SETTLEMENT ORACLES
SETTLEMENT NAME
Ask this oracle for a thematic name for an Ironlander settlement. Roll once for the category, and again to pick
from the examples. Alternatively, just roll for the category and come up with a name that fits the theme

01-15 61-75
A feature of the landscape. Envision what it is. A word in an Old World language. What culture is
What makes it unusual or distinctive? represented by this word? What does it translate to?
1-10 Highmount 51-60 Stoneford 1-10 Abon 51-60 Kazeera
11-20 Brackwater 61-70 Deepwater 11-20 Daveza 61-70 Khazu
21-30 Frostwood 71-80 Whitefall 21-30 Damula 71-80 Sova
31-40 Redcrest 81-90 Graycliff 31-40 Essus 81-90 Nabuma
41-50 Grimtree 91-00 Three Rivers 41-50 Sina 91-00 Tiza

16-30 76-90
A manmade edifice. What is it? Why is it important A season or environmental aspect. What influence
to this settlement’s history? does the weather have on this settlement?

1-10 Whitebridge 51-60 Timberwall 1-10 Winterhome 51-60 Duskmoor


11-20 Lonefort 61-70 Stonetower 11-20 Windhaven 61-70 Frostcrag
21-30 Highcairn 71-80 Thornhall 21-30 Stormrest 71-80 Springbrook
31-40 Redhall 81-90 Cinderhome 31-40 Bleakfrost 81-90 Icebreak
41-50 Darkwell 91-00 Fallowfield 41-50 Springtide 91-00 Summersong

31-45 91-100
A creature. Why have the people of this settlement Something Else...
chosen this creature as their totem? How is it
1-10 A trade good (Ironhome)
represented in art or rituals?
11-20 An Old World city (New Arkesh)
1-10 Ravencliff 51-60 Boarwood
21-30 A founder or famous settler (Kei's Hall)
11-20 Bearmark 61-70 Foxhollow
31-40 A god (Elisora)
21-30 Wolfcrag 71-80 Elderwatch
41-50 A historical item (Blackhelm)
31-40 Eaglespire 81-90 Elkfield
51-60 A firstborn race (Elfbrook)
41-50 Wyvern's Rest 91-00 Dragonshadow
61-70 An elvish word or name (Nessana)
71-80 A mythic belief or event (Ghostwalk)
46-60
A historical event. What happened here? What 81-90 A positive term (Hope)
place or practice commemorates this event? 91-00 A negative term (Forsaken)
1-10 Swordbreak 51-60 Olgar's Stand
11-20 Fool's Fall 61-70 Lostwater To give the settlement additional detail, roll
21-30 Firstmeet 71-80 Rojirra's on the Location Descriptor oracle. To spark
Lament an idea for an event or feature related to the
31-40 Brokenhelm 81-90 Lastmarch settlement, roll on the Action and Theme
oracles.
41-50 Mournhaunt 91-00 Rockfall

26
SETTLEMENT ORACLES
QUICK SETTLEMENT NAME GENERATOR
Use this oracle as a simpler alternative for settlement names. Roll once for the prefix, and once for the suffix. If
the combination doesn’t quite work, look at adjacent rows or reverse the digits.

Prefix Suffix Prefix Suffix


1-4 Bleak- -moor 53-56 Mourn- -bridge
5-8 Green- -ford 57-60 New- -mark
9-12 Wolf- -crag 61-64 Stone- -cairn
13-16 Raven- -watch 65-68 Grim- -land
17-20 Gray- -hope 69-72 Lost- -hall
21-24 Red- -wood 73-76 High- -mount
25-28 Axe- -ridge 77-80 Rock- -rock
29-32 Great- -stone 81-84 Shield- -brook
33-36 Wood- -haven 85-88 Sword- -barrow
37-40 Low- -fall(s) 89-92 Frost- -stead
41-44 White- -river 93-96 Thorn- -home
45-48 Storm- -field 97-00 Long- -wick
49-52 Black- -hill

SETTLEMENT TROUBLE
Use this table to generate a narrative hook for a problem faced by a community. This oracle can help inspire a
vow for your character or serve as a prompt for a trouble you encounter when you interact with a settlement.

1-2 Outsiders rejected 33-34 Unjust leadership 65-66 Families in conflict


3-4 Dangerous discovery 35-36 Disastrous accident 67-68 Incompetent leadership
5-6 Dreadful omens 37-38 In league with the enemy 69-70 Reckless warmongering
7-8 Natural disaster 39-40 Raiders prey on the weak 71-72 Beast on the hunt
9-10 Old wounds reopened 41-42 Cursed past 73-74 Betrayed from within
11-12 Important object is lost 43-44 An innocent is accused 75-76 Broken truce
13-14 Someone is captured 45-46 Corrupted by dark magic 77-78 Wrathful haunt
15-16 Mysterious phenomenon 47-48 Isolated by brutal weather 79-80 Conflict with firstborn
17-18 Revolt against a leader 49-50 Provisions are scarce 81-82 Trade route blocked
19-20 Vengeful outcast 51-52 Sickness run amok 83-84 In the crossfire
21-22 Rival settlement 53-54 Allies become enemies 85-86 Stranger causes discord
23-24 Nature strikes back 55-56 Attack is imminent 87-88 Important event
25-26 Someone is missing 57-58 Lost caravan threatened
27-28 Production halts 59-60 Dark secret revealed 89-90 Dangerous tradition
29-30 Mysterious murders 61-62 Urgent expedition 91-00 Roll twice
31-32 Debt comes due 63-64 A leader falls

27
CHARACTER ORACLES
CHARACTER ROLE
Use this oracle to define the background for a character, or to generate a random encounter.

1-2 Criminal 28-30 Traveler 59-62 Artisan


3-4 Healer 31-33 Mystic 63-66 Scout
5-6 Bandit 34-36 Priest 67-70 Herder
7-9 Guide 37-39 Sailor 71-74 Fisher
10-12 Performer 40-42 Pilgrim 75-79 Warrior
13-15 Miner 43-45 Thief 80-84 Hunter
16-18 Mercenary 46-48 Adventurer 85-89 Raider
19-21 Outcast 49-51 Forager 90-94 Trader
22-24 Vagrant 52-54 Leader 95-99 Farmer
25-27 Forester 55-58 Guard 00 Unusual role

CHARACTER GOAL
Use this oracle to define the primary motivation of an NPC or a faction. It can also be used to kick-off a
personal quest for your own character.

1-3 Obtain an object 52-54 Collect a debt


4-6 Make an agreement 55-57 Protect a secret
7-9 Build a relationship 58-60 Spread faith
10-12 Undermine a relationship 61-63 Enrich themselves
13-15 Seek a truth 64-66 Protect a person
16-18 Pay a debt 67-69 Protect the status quo
19-21 Refute a falsehood 70-72 Advance status
22-24 Harm a rival 73-75 Defend a place
25-27 Cure an ill 76-78 Avenge a wrong
28-30 Find a person 79-81 Fulfill a duty
31-33 Find a home 82-84 Gain knowledge
34-36 Seize power 85-87 Prove worthiness
37-39 Restore a relationship 88-90 Find redemption
40-42 Create an item 91-92 Escape from something
43-45 Travel to a place 93-95 Resolve a dispute
46-48 Secure provisions 96-00 Roll twice
49-51 Rebel against power

28
CHARACTER ORACLES
CHARACTER DESCRIPTOR
Use this oracle to help flesh out a character’s personality or physical characteristics. Roll more than once to add
additional detail.

1 Stoic 26 Ambitious 51 Critical 76 Influential


2 Attractive 27 Aggressive 52 Cautious 77 Young
3 Passive 28 Conceited 53 Resourceful 78 Adventurous
4 Aloof 29 Proud 54 Weary 79 Oppressed
5 Affectionate 30 Stern 55 Wounded 80 Vengeful
6 Generous 31 Dependent 56 Anxious 81 Cooperative
7 Smug 32 Wary 57 Powerful 82 Armored
8 Armed 33 Strong 58 Athletic 83 Apathetic
9 Clever 34 Insightful 59 Driven 84 Determined
10 Brave 35 Dangerous 60 Cruel 85 Loyal
11 Ugly 36 Quirky 61 Quiet 86 Sick
12 Sociable 37 Cheery 62 Honest 87 Religious
13 Doomed 38 Disfigured 63 Infamous 88 Selfish
14 Connected 39 Intolerant 64 Dying 89 Old
15 Bold 40 Skilled 65 Reclusive 90 Fervent
16 Jealous 41 Stingy 66 Artistic 91 Violent
17 Angry 42 Timid 67 Disabled 92 Agreeable
18 Active 43 Insensitive 68 Confused 93 Hot-tempered
19 Suspicious 44 Wild 69 Manipulative 94 Stubborn
20 Hostile 45 Bitter 70 Relaxed 95 Incompetent
21 Hardhearted 46 Cunning 71 Stealthy 96 Greedy
22 Successful 47 Remorseful 72 Confident 97 Cowardly
23 Talented 48 Kind 73 Weak 98 Obsessed
24 Experienced 49 Charming 74 Friendly 99 Careless
25 Deceitful 50 Oblivious 75 Wise 00 Ironsworn

CHARACTER DISPOSITION
Use this oracle when you want to define the initial tone of an encounter with an NPC or faction.

1-6 Helpful 29-36 Indifferent 68-76 Demanding


7-13 Friendly 37-47 Suspicious 77-85 Unfriendly
14-20 Cooperative 48-57 Wanting 86-93 Threatening
21-28 Curious 58-67 Desperate 94-00 Hostile

29
NAME ORACLES
IRONLANDER NAMES
Use this oracle to quickly generate a name for an Ironlander character. Roll on either table. Surnames are not
used in the Ironlands, and names are often gender-neutral.

1 Solana 26 Nakata 51 Lestara 76 Kormak


2 Keelan 27 Kynan 52 Lago 77 Zura
3 Cadigan 28 Kiah 53 Elstan 78 Zanita
4 Sola 29 Jaggar 54 Saskia 79 Brynn
5 Kodroth 30 Beca 55 Kabeera 80 Tegan
6 Kione 31 Ikram 56 Caldas 81 Pendry
7 Katja 32 Melia 57 Nisus 82 Quinn
8 Tio 33 Sidan 58 Serene 83 Fanir
9 Artiga 34 Deshi 59 Chenda 84 Glain
10 Eos 35 Tessa 60 Themon 85 Emelyn
11 Bastien 36 Sibila 61 Erin 86 Kendi
12 Elli 37 Morien 62 Alban 87 Althus
13 Maura 38 Mona 63 Parcell 88 Leela
14 Haleema 39 Padma 64 Jelma 89 Ishana
15 Abella 40 Avella 65 Willa 90 Flint
16 Morter 41 Naila 66 Nadira 91 Delkash
17 Wulan 42 Lio 67 Gwen 92 Nia
18 Mai 43 Cera 68 Amara 93 Nan
19 Farina 44 Ithela 69 Masias 94 Keeara
20 Pearce 45 Zhan 70 Kanno 95 Katania
21 Wynne 46 Kaivan 71 Razeena 96 Morell
22 Haf 47 Valeri 72 Mira 97 Temir
23 Aeddon 48 Hirsham 73 Perella 98 Bas
24 Khinara 49 Pemba 74 Myrick 99 Sabine
25 Milla 50 Edda 75 Qamar 00 Tallus

30
NAME ORACLES

1 Segura 26 Tristan 51 Sarria 76 Lucia


2 Gethin 27 Siorra 52 Nakura 77 Maya
3 Bataar 28 Sayer 53 Akiya 78 Reema
4 Basira 29 Cortina 54 Talan 79 Yorath
5 Joa 30 Vesna 55 Mattick 80 Rhoddri
6 Glynn 31 Kataka 56 Okoth 81 Shekhar
7 Toran 32 Keyshia 57 Khulan 82 Servan
8 Arasen 33 Mila 58 Verena 83 Reese
9 Kuron 34 Lili 59 Beltran 84 Kenrick
10 Griff 35 Vigo 60 Del 85 Indirra
11 Owena 36 Sadia 61 Ranna 86 Giliana
12 Adda 37 Malik 62 Alina 87 Jebran
13 Euros 38 Dag 63 Muna 88 Kotama
14 Kova 39 Kuno 64 Mura 89 Fara
15 Kara 40 Reva 65 Torrens 90 Katrin
16 Morgan 41 Kai 66 Yuda 91 Namba
17 Nanda 42 Kalina 67 Nazmi 92 Lona
18 Tamara 43 Jihan 68 Ghalen 93 Taylah
19 Asha 44 Hennion 69 Sarda 94 Kato
20 Delos 45 Abram 70 Shona 95 Esra
21 Torgan 46 Aida 71 Kalidas 96 Eleri
22 Makari 47 Myrtle 72 Wena 97 Irsia
23 Selva 48 Nekun 73 Sendra 98 Kayu
24 Kimura 49 Menna 74 Kori 99 Bevan
25 Rhian 50 Tahir 75 Setara 00 Chandra

31
NAME ORACLES
ELF NAMES
Use this oracle to generate a name for an elf character.

1-2 Arsula 35-36 Ukames 69-70 Anatu


3-4 Naidita 37-38 Ahmeshki 71-72 Aralu
5-6 Belesunna 39-40 Ilsit 73-74 Arakhi
7-8 Vidarna 41-42 Mayatanay 75-76 Ibrahem
9-10 Ninsunu 43-44 Etana 77-78 Sinosu
11-12 Balathu 45-46 Gamanna 79-80 Jemshida
13-14 Dorosi 47-48 Nessana 81-82 Visapni
15-16 Gezera 49-50 Uralar 83-84 Hullata
17-18 Zursan 51-52 Tishetu 85-86 Sidura
19-20 Seleeku 53-54 Leucia 87-88 Kerihu
21-22 Utamara 55-56 Sutahe 89-90 Ereshki
23-24 Nebakay 57-58 Dotani 91-92 Cybela
25-26 Dismashk 59-60 Uktannu 93-94 Anunna
27-28 Mitunu 61-62 Retenay 95-96 Otani
29-30 Atani 63-64 Kendalanu 97-98 Ditani
31-32 Kinzura 65-66 Tahuta 99-00 Faraza
33-34 Sumula 67-68 Mattissa

32
NAME ORACLES
OTHER NAMES
Use this oracle to generate names for other firstborn characters.

Giants Varou Trolls


1-4 Chony Vata Rattle
5-8 Banda Zora Scratch
9-12 Jochu Jasna Wallow
13-16 Kira Charna Groak
17-20 Khatir Tana Gimble
21-24 Chaidu Soveen Scar
25-28 Atan Radka Cratch
29-32 Buandu Zlata Creech
33-36 Javyn Leesla Shush
37-40 Khashin Byna Glush
41-44 Bayara Meeka Slar
45-48 Temura Iskra Gnash
49-52 Kidha Jarek Stoad
53-56 Kathos Darva Grig
57-60 Tanua Neda Bleat
61-64 Bashtu Keha Chortle
65-68 Jaran Zhivka Cluck
69-72 Othos Kvata Slith
73-76 Khutan Staysa Mongo
77-80 Otaan Evka Creak
81-84 Martu Vuksha Burble
85-88 Baku Muko Vrusk
89-92 Tuban Dreko Snuffle
93-96 Qudan Aleko Leech
97-00 Denua Vojan Herk

33
TURNING POINT ORACLES
COMBAT ACTION
Use this oracle to help inspire an action for an NPC in combat. When you’re not sure what your foe does next,
particularly when they have initiative, roll on this table and interpret the result as appropriate to the situation.

1-3 Compel a surrender. 34-39 Take a decisive action.


4-6 Coordinate with allies. 40-45 Reinforce defenses.
7-9 Gather reinforcements. 46-52 Ready an action.
10-13 Seize something or someone. 53-60 Use the terrain to gain advantage.
14-17 Provoke a reckless response. 61-68 Leverage the advantage of a weapon or
18-21 Intimidate or frighten. ability.
22-25 Reveal a surprising truth. 69-78 Create an opportunity.
26-29 Shift focus to someone or something 79-89 Attack with precision.
else. 90-99 Attack with power.
30-33 Destroy something, or render it useless. 00 Take a completely unexpected action.

MYSTIC BACKLASH
Those who deal in magic may find themselves at the mercy of chaos. This oracle can supplement, or replace,
the Pay the Price table when resolving the outcome of a failed ritual or other negative interaction with mystical
forces. Use this oracle in dramatic moments, or to introduce an unexpected outcome triggered by a match.

1-4 Your ritual has the opposite affect. 53-56 You suffer the loss of a sense for several
5-8 You are sapped of strength. hours.
9-12 Your friend, ally, or companion is 57-60 You lose your connection to magic for a
adversely affected. day or so, and cannot perform rituals.
13-16 You destroy an important object. 61-64 Your ritual affects the target in an
unexpected and problematic way.
17-20 You inadvertently summon a horror.
65-68 Your ritual reveals a surprising and
21-24 You collapse, and drift into a troubled
troubling truth.
sleep.
69-72 You are tempted by dark powers.
25-28 You undergo a physical torment which
leaves its mark upon you. 73-76 You see a troubling vision of your future.
29-32 You hear ghostly voices whispering of 77-80 You can't perform this ritual again until
dark portents. you acquire an important component.
33-36 You are lost in shadow, and find yourself 81-84 You develop a strange fear or
in another place without memory of how compulsion.
you got there. 85-88 Your ritual causes creatures to exhibit
37-40 You alert someone or something to your strange or aggressive behavior.
presence. 89-92 You are tormented by an apparition from
41-44 You are not yourself, and act against a your past.
friend, ally, or companion. 93-96 You are wracked with sudden sickness.
45-48 You affect or damage your surroundings, 97-00 Roll twice more on this table. Both
causing a disturbance or potential harm. results occur. If they are the same result,
49-52 You waste resources. make it worse.

34
TURNING POINT ORACLES
MAJOR PLOT TWIST
Use this oracle to introduce a narrative surprise or revelation. Most of these results have a negative implication,
and can be used to resolve a match at a crucial moment in your story. In particular, this is an effective tool to
leverage when you make a move with matched 10’s on the challenge dice.

1-5 It was all a diversion. 56-60 You are too late.


6-10 A dark secret is revealed. 61-65 The true enemy is revealed.
11-15 A trap is sprung. 66-70 The enemy gains new allies.
16-20 An assumption is revealed to be false. 71-75 A new danger appears.
21-25 A secret alliance is revealed. 76-80 Someone or something goes missing.
26-30 Your actions benefit an enemy. 81-85 The truth of a relationship is revealed.
31-35 Someone returns unexpectedly. 86-90 Two seemingly unrelated situations are
36-40 A more dangerous foe is revealed. shown to be connected.
41-45 You and an enemy share a common goal. 91-95 Unexpected powers or abilities are
revealed.
46-50 A true identity is revealed.
96-00 Roll twice more on this table. Both
51-55 You are betrayed by someone who was
results occur. If they are the same result,
trusted.
make it more dramatic.

CHALLENGE RANK
Use this oracle when you want to randomly determine the challenge rank of a quest, journey, or foe.

Quest Journey Foes


1-20 Troublesome A challenging quest Traveling a moderate Common enemies
with a small number distance within a single
of obstacles region
21-55 Dangerous An involved quest Traveling a long distance Capable fighters and
with several tough within a single region, or deadly creatures
obstacles across rough terrain
56-80 Formidable A complex Traveling from one region Exceptional fighters
quest with many to another, or across and mighty creatures
intimidating especially challenging
obstacles terrain
81-93 Extreme An overwhelming Traveling through Foes of overwhelming
quest of staggering multiple regions skill or power
proportions
94-00 Epic A life-defining quest Traveling from one end of Legendary foes of
of unknowable scope the Ironlands to another, mythic power
or to a separate land

35
MOVES
IRONSWORN

MOVES
QUICK REFERENCE

Copyright ©2018 Shawn Tomkin.


The text of this work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International license. For details on licenses and the
Ironsworn System Reference Document, visit ironswornrpg.com.
ADVENTURE MOVES
FACE DANGER RESUPPLY
When you attempt something risky or react to an imminent threat, When you hunt, forage, or scavenge, roll +wits.
envision your action and roll. If you act... On a strong hit, you bolster your resources. Take +2 supply.
• With speed, agility, or precision: Roll +edge. On a weak hit, take up to +2 supply, but suffer -1 momentum for each.
• With charm, loyalty, or courage: Roll +heart.
On a miss, you find nothing helpful. Pay the Price.
• With aggressive action, forceful defense, strength, or endurance: Roll
+iron. MAKE CAMP
• With deception, stealth, or trickery: Roll +shadow.
When you rest and recover for several hours in the wild, roll +supply.
• With expertise, insight, or observation: Roll +wits.
On a strong hit, you and your allies may each choose two. On a weak hit,
On a strong hit, you are successful. Take +1 momentum.
choose one.
On a weak hit, you succeed, but face a troublesome cost. Choose one. • Recuperate: Take +1 health for you and any companions.
• You are delayed, lose advantage, or face a new danger: Suffer -1 • Partake: Suffer -1 supply and take +1 health for you and any
momentum. companions.
• You are tired or hurt: Endure Harm (1 harm). • Relax: Take +1 spirit.
• You are dispirited or afraid: Endure Stress (1 stress). • Focus: Take +1 momentum.
• You sacrifice resources: Suffer -1 supply. • Prepare: When you break camp, add +1 if you Undertake a Journey.
On a miss, you fail, or your progress is undermined by a dramatic and On a miss, you take no comfort. Pay the Price.
costly turn of events. Pay the Price.
UNDERTAKE A JOURNEY
SECURE AN ADVANTAGE
When you travel across hazardous or unfamiliar lands, set the rank of
When you assess a situation, make preparations, or attempt to gain your journey.
leverage, envision your action and roll. If you act...
• Troublesome journey: 3 progress per waypoint.
• With speed, agility, or precision: Roll +edge.
• Dangerous journey: 2 progress per waypoint.
• With charm, loyalty, or courage: Roll +heart.
• Formidable journey: 1 progress per waypoint.
• With aggressive action, forceful defense, strength, or endurance: Roll
• Extreme journey: 2 ticks per waypoint.
+iron.
• Epic journey: 1 tick per waypoint.
• With deception, stealth, or trickery: Roll +shadow.
Then, for each segment of your journey, roll +wits. If you are setting off
• With expertise, insight, or observation: Roll +wits.
from a community with which you share a bond, add +1 to your initial
On a strong hit, you gain advantage. Choose one. roll.
• Take control: Make another move now (not a progress move), and On a strong hit, you reach a waypoint. If the waypoint is unknown to
add +1. you, envision it (Ask the Oracle if unsure). Then, choose one.
• Prepare to act: Take +2 momentum.
• You make good use of your resources: Mark progress.
On a weak hit, your advantage is short-lived. Take +1 momentum. • You move at speed: Mark progress and take +1 momentum, but
On a miss, you fail or your assumptions betray you. Pay the Price. suffer -1 supply.
On a weak hit, you reach a waypoint and mark progress, but suffer -1
GATHER INFORMATION supply.
When you search an area, ask questions, conduct an investigation, or On a miss, you are waylaid by a perilous event. Pay the Price.
follow a track, roll +wits. If you act within a community or ask questions
of a person with whom you share a bond, add +1. REACH YOUR DESTINATION
On a strong hit, you discover something helpful and specific. The path Progress Move
you must follow or action you must take to make progress is made
clear. Envision what you learn (Ask the Oracle if unsure), and take +2 When your journey comes to an end, roll the challenge dice and
momentum. compare to your progress. Momentum is ignored on this roll.

On a weak hit, the information complicates your quest or introduces a On a strong hit, the situation at your destination favors you. Choose one.
new danger. Envision what you discover (Ask the Oracle if unsure), and • Make another move now (not a progress move), and add +1.
take +1 momentum. • Take +1 momentum.
On a miss, your investigation unearths a dire threat or reveals an On a weak hit, you arrive but face an unforeseen hazard or complication.
unwelcome truth that undermines your quest. Pay the Price. Envision what you find (Ask the Oracle if unsure).
On a miss, you have gone hopelessly astray, your objective is lost to you,
HEAL or you were misled about your destination. If your journey continues,
When you treat an injury or ailment, roll +wits. If you are mending your clear all but one filled progress, and raise the journey’s rank by one (if not
own wounds, roll +wits or +iron, whichever is lower. already epic).
On a strong hit, your care is helpful. If you (or the ally under your care)
have the wounded condition, you may clear it. Then, take or give up to +2
health.
On a weak hit, as above, but you must suffer -1 supply or -1 momentum
(your choice).
On a miss, your aid is ineffective. Pay the Price.
RELATIONSHIP MOVES
COMPEL FORGE A BOND
When you attempt to persuade someone to do something, envision When you spend significant time with a person or community, stand
your approach and roll. If you... together to face hardships, or make sacrifices for their cause, you can
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you share attempt to create a bond. When you do, roll +heart. If you make this move
a bond). after you successfully Fulfill Your Vow to their benefit, you may reroll any
• Threaten or incite: Roll +iron. dice.
• Lie or swindle: Roll +shadow. On a strong hit, make note of the bond, mark a tick on your bond
On a strong hit, they’ll do what you want or share what they know. Take progress track, and choose one.
+1 momentum. If you use this exchange to Gather Information, make that • Take +1 spirit.
move now and add +1. • Take +2 momentum.
On a weak hit, as above, but they ask something of you in return. On a weak hit, they ask something more of you first. Envision what it
Envision what they want (Ask the Oracle if unsure). is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the
On a miss, they refuse or make a demand which costs you greatly. Pay the bond. If you refuse or fail, Pay the Price.
Price. On a miss, they reject you. Pay the Price.

SOJOURN TEST YOUR BOND


When you spend time in a community seeking assistance, roll +heart. If When your bond is tested through conflict, betrayal, or circumstance,
you share a bond, add +1. roll +heart.
On strong hit, you and your allies may each choose two from within the On a strong hit, this test has strengthened your bond. Choose one.
categories below. On a weak hit, choose one. If you share a bond, choose • Take +1 spirit.
one more.
• Take +2 momentum.
On a hit, you and your allies may each focus on one of your chosen
On a weak hit, your bond is fragile and you must prove your loyalty.
recover actions and roll +heart again. If you share a bond, add +1. On a
Envision what they ask of you (Ask the Oracle if unsure), and do it (or
strong hit, take +2 more for that action. On a weak hit, take +1 more. On
Swear an Iron Vow). If you refuse or fail, clear the bond and Pay the Price.
a miss, it goes badly and you lose all benefits for that action.
On a miss, or if you have no interest in maintaining this relationship,
Clear a Condition clear the bond and Pay the Price.
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit. AID YOUR ALLY
• Equip: Clear an unprepared debility and take +1 supply. When you Secure an Advantage in direct support of an ally, and score
Recover a hit, they (instead of you) can take the benefits of the move. If you are in
• Recuperate: Take +2 health for yourself and any companions. combat and score a strong hit, you and your ally have initiative.
• Consort: Take +2 spirit.
• Provision: Take +2 supply. WRITE YOUR EPILOGUE
• Plan: Take +2 momentum. Progress Move

Provide Aid When you retire from your life as Ironsworn, envision two things: What
you hope for, and what you fear. Then, roll the challenge dice and compare
• Take a quest: Envision what this community needs, or what trouble
to your bonds. Momentum is ignored on this roll.
it is facing (Ask the Oracle if unsure). If you chose to help, Swear an
Iron Vow and add +1. On a strong hit, things come to pass as you hoped.
On a weak hit, your life takes an unexpected turn, but not necessarily for
On a miss, you find no help here. Pay the Price.
the worse. You find yourself spending your days with someone or in a
place you did not foresee. Envision it (Ask the Oracle if unsure).
DRAW THE CIRCLE
On a miss, your fears are realized.
When you challenge someone to a formal duel, or accept a challenge,
roll +heart. If you share a bond with this community, add +1.
On a strong hit, take +1 momentum. You may also choose up to two
boasts and take +1 momentum for each.
On a weak hit, you may choose one boast in exchange for +1 momentum.
• Grant first strike: Your foe has initiative.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm is
+1.
• Hold no iron: Take no benefit of weapons; your harm is 1.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight must end with death.
On a miss, you begin the duel at a disadvantage. Your foe has initiative.
Pay the Price.
Then, make 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.
COMBAT MOVES
ENTER THE FRAY TURN THE TIDE
When you enter into combat, set the rank of each of your foes. Once per fight, when you risk it all, you may steal initiative from your foe
• Troublesome foe: 3 progress per harm; inflicts 1 harm. to make a move (not a progress move). When you do, add +1 and take +1
• Dangerous foe: 2 progress per harm; inflicts 2 harm. momentum on a hit.
• Formidable foe: 1 progress per harm; inflicts 3 harm. If you fail to score a hit on that move, you must suffer a dire outcome. Pay
• Extreme foe: 2 ticks per harm; inflicts 4 harm. the Price.
• Epic foe: 1 tick per harm; inflicts 5 harm.
END THE FIGHT
Then, roll to determine who is in control. If you are...
Progress Move
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without When you make a move to take decisive action, and score a strong hit,
warning: Roll +shadow. you may resolve the outcome of this fight. If you do, roll the challenge
dice and compare to your progress. Momentum is ignored on this roll.
• Ambushed: Roll +wits.
On a strong hit, this foe is no longer in the fight. They are killed, out of
On a strong hit, take +2 momentum. You have initiative.
action, flee, or surrender as appropriate to the situation and your intent
On a weak hit, choose one. (Ask the Oracle if unsure).
• Bolster your position: Take +2 momentum. On a weak hit, as above, but you must also choose one.
• Prepare to act: Take initiative. • It’s worse than you thought: Endure Harm.
On a miss, combat begins with you at a disadvantage. Pay the Price. Your • You are overcome: Endure Stress.
foe has initiative.
• Your victory is short-lived: A new danger or foe appears, or an
existing danger worsens.
STRIKE • You suffer collateral damage: Something of value is lost or broken, or
When you have initiative and attack in close quarters, roll +iron. When someone important must pay the cost.
you have initiative and attack at range, roll +edge. • You’ll pay for it: An objective falls out of reach.
On a strong hit, inflict +1 harm. You retain initiative. • Others won’t forget: You are marked for vengeance.
On a weak hit, inflict your harm and lose initiative. On a miss, you have lost this fight. Pay the Price.
On a miss, your attack fails and you must Pay the Price. Your foe has
initiative. BATTLE
When you fight a battle, and it happens in a blur, envision your objective
CLASH and roll. If you primarily…
When your foe has initiative and you fight with them in close quarters, • Fight at range, or using your speed and the terrain to your
roll +iron. When you exchange a volley at range, or shoot at an advantage: Roll +edge.
advancing foe, roll +edge. • Fight depending on your courage, allies, or companions: Roll +heart.
On a strong hit, inflict your harm and choose one. You have the initiative. • Fight in close to overpower your opponents: Roll +iron.
• You bolster your position: Take +1 momentum. • Fight using trickery to befuddle your opponents: Roll +shadow.
• You find an opening: Inflict +1 harm. • Fight using careful tactics to outsmart your opponents: Roll +wits.
On a weak hit, inflict your harm, but then Pay the Price. Your foe has On a strong hit, you achieve your objective unconditionally. Take +2
initiative. momentum.
On a miss, you are outmatched and must Pay the Price. Your foe has On a weak hit, you achieve your objective, but not without cost. Pay the
initiative. Price.
On a miss, you are defeated and the objective is lost to you. Pay the Price.

OTHER MOVES TO MAKE IN COMBAT

Secure an Advantage: When acting to outwit or outmaneuver your foe, Suffer Moves (all): When facing physical damage, mental trauma, or lack of
or setting up another move. supply.

Face Danger: When overcoming an obstacle, avoiding a hazard, fleeing, Pay the Price: When suffering the outcome of a move.
or evading an attack (without fighting back).
Ask the Oracle: When asking questions about combat events or your foe’s
Aid Your Ally: When making a move to give your ally an advantage. intent and actions.

Compel: When surrendering, coercing your foe to stand down, or


negotiating a truce.
SUFFER MOVES
ENDURE HARM ENDURE STRESS
When you face physical damage, suffer -health equal to your foe’s rank When you face mental shock or despair, suffer -spirit equal to your
or as appropriate to the situation. If your health is 0, suffer -momentum foe’s rank or as appropriate to the situation. If your spirit is 0, suffer
equal to any remaining -health. -momentum equal to any remaining -spirit.
Then, roll +health or +iron, whichever is higher. Then, roll +spirit or +heart, whichever is higher.
On a strong hit, choose one. On a strong hit, choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum in • Shake it off: If your spirit is greater than 0, suffer -1 momentum in
exchange for +1 health. exchange for +1 spirit
• Embrace the pain: Take +1 momentum. • Embrace the darkness: Take +1 momentum
On a weak hit, you press on. On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 health, you must On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark
mark wounded or maimed (if currently unmarked) or roll on the shaken or corrupted (if currently unmarked) or roll on the following
following table. table.

Roll Result Roll 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 two, or 11-25 You give up. Forsake Your Vow (if possible, one relevant to
Face Death. your current crisis).
21-35 You are unconscious and out of action. If left alone, you 26-50 You give in to a fear or compulsion, and act against your
come back to your senses in an hour or two. If you are better instincts.
vulnerable to a foe not inclined to show mercy, Face Death. 51-00 You persevere.
36-50 You are reeling and fighting to stay conscious. If you engage
in any vigorous activity (such as running or fighting) before
FACE DESOLATION
taking a breather for a few minutes, roll on this table again
(before resolving the other move). When you are brought to the brink of desolation, roll +heart.
51-00 You are battered but still standing. On a strong hit, you resist and press on.
On a weak hit, choose one.
FACE DEATH • Your spirit or sanity breaks, but not before you make a noble
sacrifice. Envision your final moments.
When you are brought to the brink of death, and glimpse the world
• You see a vision of a dreaded event coming to pass. Envision that
beyond, roll +heart.
dark future (Ask the Oracle if unsure), and Swear an Iron Vow
On a strong hit, death rejects you. You are cast back into the mortal (formidable or extreme) to prevent it. If you fail to score a hit when
world. you Swear an Iron Vow, or refuse the quest, you are lost. Otherwise,
On a weak hit, choose one. you return to your senses and are now tormented. You may only
• You die, but not before making a noble sacrifice. Envision your final clear the tormented debility by completing the quest.
moments. On a miss, you succumb to despair or horror and are lost.
• Death desires something of you in exchange for your life. Envision
what it wants (Ask the Oracle if unsure), and Swear an Iron Vow OUT OF SUPPLY
(formidable or extreme) to complete that quest. If you fail to score a When your supply is exhausted (reduced to 0), mark unprepared. If
hit when you Swear an Iron Vow, or refuse the quest, you are dead. you suffer additional -supply while unprepared, you must exchange each
Otherwise, you return to the mortal world and are now cursed. You additional -supply for any combination of -health, -spirit or -momentum
may only clear the cursed debility by completing the quest. as appropriate to the circumstances.
On a miss, you are dead.
FACE A SETBACK
COMPANION ENDURE HARM When your momentum is at its minimum (-6), and you suffer additional
When your companion faces physical damage, they suffer -health equal -momentum, choose one.
to the amount of harm inflicted. If your companion’s health is 0, exchange • Exchange each additional -momentum for any combination of
any leftover -health for -momentum. -health, -spirit, or -supply as appropriate to the circumstances.
Then, roll +heart or +your companion’s health, whichever is higher. • Envision an event or discovery (Ask the Oracle if unsure) which
On a strong hit, your companion rallies. Give them +1 health. undermines your progress in a current quest, journey or fight. Then,
for each additional -momentum, clear 1 unit of progress on that
On a weak hit, your companion is battered. If their health is 0, they
track per its rank (troublesome=clear 3 progress; dangerous=clear
cannot assist you until they gain at least +1 health.
2 progress; formidable=clear 1 progress; extreme=clear 2 ticks;
On a miss, also suffer -1 momentum. If your companion’s health is 0, they epic=clear 1 tick).
are gravely wounded and out of action. Without aid, they die in an hour
or two.
If you roll a miss with a 1 on your action die, and your companion’s health
is 0, they are now dead. Take 1 experience for each marked ability on your
companion asset, and remove it.
QUEST MOVES FATE MOVES
SWEAR AN IRON VOW PAY THE PRICE
When you swear upon iron to complete a quest, write your vow and give When you suffer the outcome of a move, choose one.
the quest a rank. Then, roll +heart. If you make this vow to a person or • Make the most obvious negative outcome happen.
community with whom you share a bond, add +1. • Envision two negative outcomes. Rate one as ‘likely’, and Ask the
On a strong hit, you are emboldened and it is clear what you must do Oracle using the yes/no table. On a ‘yes’, make that outcome happen.
next (Ask the Oracle if unsure). Take +2 momentum. Otherwise, make it the other.
On a weak hit, you are determined but begin your quest with more • Roll on the following table. If you have difficulty interpreting the
questions than answers. Take +1 momentum, and envision what you do result to fit the current situation, roll again.
to find a path forward.
Roll Result
On a miss, you face a significant obstacle before you can begin your
quest. Envision what stands in your way (Ask the Oracle if unsure), and 1-2 Roll again and apply that result but make it worse. If you
choose one. roll this result yet again, think of something dreadful that
• You press on: Suffer -2 momentum, and do what you must to changes the course of your quest (Ask the Oracle if unsure)
overcome this obstacle. and make it happen.
• You give up: Forsake Your Vow. 3-5 A person or community you trusted loses faith in you, or
acts against you.
REACH A MILESTONE 6-9 A person or community you care about is exposed to danger.
When you make significant progress in your quest by overcoming a 10-16 You are separated from something or someone.
critical obstacle, completing a perilous journey, solving a complex mystery,
17-23 Your action has an unintended effect.
defeating a powerful threat, gaining vital support, or acquiring a crucial
item, you may mark progress. 24-32 Something of value is lost or destroyed.
• Troublesome quest: Mark 3 progress. 33-41 The current situation worsens.
• Dangerous quest: Mark 2 progress. 42-50 A new danger or foe is revealed.
• Formidable quest: Mark 1 progress. 51-59 It causes a delay or puts you at a disadvantage.
• Extreme quest: Mark 2 ticks. 60-68 It is harmful.
• Epic quest: Mark 1 tick.
69-76 It is stressful.
FULFILL YOUR VOW 77-85 A surprising development complicates your quest.
Progress Move 86-90 It wastes resources.
When you achieve what you believe to be the fulfillment of your vow,
91-94 It forces you to act against your best intentions.
roll the challenge dice and compare to your progress. Momentum is
ignored on this roll. 95-98 A friend, companion, or ally is put in harm’s way (or you are,
if alone).
On a strong hit, your quest is complete. Mark experience
(troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5). 99-00 Roll twice more on this table. Both results occur. If they are
On a weak hit, there is more to be done or you realize the truth of your the same result, make it worse.
quest. Envision what you discover (Ask the Oracle if unsure). Then, mark
experience (troublesome=0; dangerous=1; formidable=2; extreme=3; ASK THE ORACLE
epic=4). You may Swear an Iron Vow to set things right. If you do, add +1.
When you seek to resolve questions, discover details in the world,
On a miss, your quest is undone. Envision what happens (Ask the Oracle determine how other characters respond, or trigger encounters or
if unsure), and choose one. events, you may…
• You recommit: Clear all but one filled progress, and raise the quest’s • Draw a conclusion: Decide the answer based on the most interesting
rank by one (if not already epic). and obvious result.
• You give up: Forsake Your Vow. • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table
below to check the answer.
FORSAKE YOUR VOW • Pick two: Envision two options. Rate one as ‘likely’, and roll on the
When you renounce your quest, betray your promise, or the goal is table below to see if it is true. If not, it is the other.
lost to you, clear the vow and Endure Stress. You suffer -spirit equal to • Spark an idea: Brainstorm or use a random prompt.
the rank of your quest (troublesome=1; dangerous=2; formidable=3;
extreme=4; epic=5). Odds The answer is ‘yes’ if you roll...
If the vow was made to a person or community with whom you share a Almost Certain 11 or greater
bond, Test Your Bond when you next meet.
Likely 26 or greater
ADVANCE 50/50 51 or greater
When you focus on your skills, receive training, find inspiration, earn Unlikely 76 or greater
a reward, or gain a companion, you may spend 3 experience to add a Small Chance 91 or greater
new asset, or 2 experience to upgrade an asset.
On a match, an extreme result or twist has occurred.
DELVE
IRONSWORN

DELVE
MOVES

Copyright ©2020 Shawn Tomkin


The text of this work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International license. For details on licenses and the
Ironsworn System Reference Document, visit ironswornrpg.com.
You may print any portion of this document for personal use.
DELVE MOVES
DISCOVER A SITE (page 19) REVEAL A DANGER (page 34)
When you resolve to enter a perilous site in pursuit of an objective, When you encounter a risky situation within a site, envision the danger
choose the theme and domain which best represent its nature (Ask the or roll on the following table.
Oracle if unsure), and give it a rank.
Roll Result
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area. 1-30 Check the theme card.
• Formidable site: 1 progress per area. 31-45 Check the domain card.
• 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 are returning to a previously explored site, roll both challenge dice, 69-76 A discovery undermines or complicates your quest.
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 or approach.
DELVE THE DEPTHS (page 21) 83-85 Your way is blocked or trapped.
When you traverse an area within a perilous site, envision your 86-88 A resource is diminished, broken, or lost.
surroundings (Ask the Oracle if unsure). Then, consider your approach. If 89-91 You face a perplexing mystery or tough choice.
you navigate this area…
92-94 You lose your way or are delayed.
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow. 95-00 Roll twice more on this table. Both results occur. If they are the
same result, make it worse.
• With observation, intuition, or expertise: Roll +wits.
On a strong hit, you delve deeper. Mark progress and Find an Opportunity.
CHECK YOUR GEAR (page 38)
On a weak hit, roll on the following table according to your stat.
When you check to see if you have a specific helpful item, and you have
On a miss, Reveal a Danger.
at least +1 supply, roll +supply.
Edge Shadow Wits Weak Hit Result On a strong hit, you have it. Take +1 momentum.
1-45 1-30 1-40 Mark progress and Reveal a Danger. On a weak hit, you have it, but your resources are diminished. Take +1
momentum and suffer -1 supply.
46-65 31-65 41-55 Mark progress.
On a miss, you don’t have it and the situation grows more perilous. Pay
66-75 66-90 56-80 Choose one: Mark progress or Find an the Price.
Opportunity.
76-80 91-99 81-99 Take both: Mark progress and Find an LOCATE YOUR OBJECTIVE (page 40)
Opportunity.
Progress Move
81-00 00 00 Mark progress twice and Reveal a Danger. When your exploration of a site comes to an end, roll the challenge dice
and compare to your progress. Momentum is ignored on this roll.
FIND AN OPPORTUNITY (page 30) On a strong hit, you locate your objective and the situation favors you.
When you encounter a helpful situation or feature within a site, roll on Choose one.
the following table. If you are making this move as a result of a strong hit • Make another move now (not a progress move), and add +1.
on Delve the Depths, you may pick or envision an opportunity instead of • Take +1 momentum.
rolling.
On a weak hit, you locate your objective but face an unforeseen hazard or
Then, choose one. complication. Envision what you find (Ask the Oracle if unsure).
• Gain insight or prepare: Take +1 momentum. On a miss, your objective falls out of reach, you have been misled
• Take action now: You and any allies may make a move (not a about the nature of your objective, or you discover that this site holds
progress move) which directly leverages the opportunity. When you unexpected depths. If you continue your exploration, clear all but one
do, add +1 and take +1 momentum on a hit. filled progress and raise the site’s rank by one (if not already epic).
Roll Result
See next page for Escape the Depths.
1-25 The terrain favors you, or you find a hidden path.
26-45 An aspect of the history or nature of this place is revealed.
46-57 You locate a secure area.
58-68 A clue offers insight or direction.
69-78 You get the drop on a denizen.
79-86 This area provides an opportunity to scavenge, forage, or hunt.
87-90 You locate an interesting or helpful object.
91-94 You are alerted to a potential threat.
95-98 You encounter a denizen who might support you.
99-00 You encounter a denizen in need of help.
DELVE MOVES (CONTINUED) FAILURE MOVES
ESCAPE THE DEPTHS (page 42) MARK YOUR FAILURE (page 58)
When you flee or withdraw from a site, consider the situation and your When you make a move and score a miss, mark a tick on your failure
approach. If you... track. If you score a miss when making a progress move, mark two ticks.
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart. LEARN FROM YOUR FAILURES (page 59)
• Fight your way out: Roll +iron. Progress Move
• Retrace your steps or locate an alternate path: Roll +wits. When you spend time reflecting on your hardships and missteps, and
• Keep out of sight: Roll +shadow. your failure track is +6 or greater, roll your challenge dice and compare to
On a strong hit, you make your way safely out of the site. Take +1 your progress. Momentum is ignored on this roll.
momentum. On a strong hit, you commit to making a dramatic change. Take 3
On a weak hit, you find your way out, but this place exacts its price. experience and clear all progress. Then, choose one.
Choose one. • Adjust your approach: Discard a single asset, and take 2 experience
• You are weary or wounded: Endure Harm. for each marked ability.
• The experience leaves you shaken: Endure Stress. • Make an oath: Swear an Iron Vow, and reroll any dice.
• You are delayed, and it costs you. • Ready your next steps: Take +3 momentum.
• You leave behind something important. On a weak hit, you learn from your mistakes. Take 2 experience and clear
• You face a new complication as you emerge from the depths. all progress.
• A denizen plots their revenge. On a miss, you’ve learned the wrong lessons. Take 1 experience and clear
all progress. Then, envision how you set off on an ill-fated path.
On a miss, a dire threat or imposing obstacle stands in your way. Reveal a
Danger. If you survive, you may make your escape.

ALTERNATE DELVE MOVES THREAT MOVES


REVEAL A DANGER (alternate version - page 68) ADVANCE A THREAT (page 155)
When you encounter a risky situation within a site, envision the danger When you give ground to a threat through inaction, failure, or delay,
or roll on the following table. roll on the table below and envision how the change manifests in your
world (Ask the Oracle if unsure).
Roll Result
1-22 You encounter a hostile denizen. Roll Result
23-42 You face an environmental or architectural hazard. 1-30 The threat readies its next step, or a new danger looms.
If you are in a position to prevent this development, you
43-58 A discovery undermines or complicates your quest.
may attempt to do so. If you succeed, Reach a Milestone.
59-64 You confront a harrowing situation or sensation. Otherwise, mark menace.
65-70 You face the consequences of an earlier choice or approach. 31-70 The threat works subtly to advance toward its goal, or the
71-76 The path is blocked or trapped. danger escalates. Mark menace.
77-82 A resource is diminished, broken, or lost. 71-00 The threat makes a dramatic and immediate move, or a major
83-88 You face a perplexing mystery or tough choice. event reveals new complications. Mark menace twice.

89-94 You lose your way or are delayed. On a match, this development also exposes a surprising aspect of the
95-00 Roll twice more on this table. Both results occur. If they are threat’s plan or nature.
the same result, make it worse. If you mark the last box on the threat’s menace track, the threat achieves
its goal, or the final dire outcome occurs. You must Forsake Your Vow.

RARITY MOVES TAKE A HIATUS (page 158)


When you spend an extended time recovering in a safe place while a
WIELD A RARITY (page 176) threat is active, do any of the following.
When you make a move aided by an augmented asset, roll your rarity • Clear any marked conditions.
die in place of your action die. • Set your health, spirit, supply, and companion health to their
maximum values.
On any result with 6 showing on the rarity die, the power of the rarity
manifests in a dramatic and obvious way. You score an automatic strong • Set your momentum to its reset value.
hit and take +1 momentum. Then, for each active threat, Advance a Threat.
On a hit with 5 showing on the rarity die, the power of the rarity
manifests in a subtle way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or
works against you.
IRONSWORN ORACLES
Ask the Oracle when you have questions in solo or co-op games, or to
RULES SUMMARY provide inspiration for the GM in guided play.
When you are prompted by a move or an oracle table to generate a result
between 1 and 100, roll two ten-sided dice.
MOVES
When you do something or encounter a situation within the scope of a MOMENTUM
move, refer to the move and follow its instructions to see what happens.
When a move’s name is referenced within the rules or by another move,
BURNING MOMENTUM
you’ll see it as italicized text. You may cancel any challenge dice which are less than your momentum
value. After you burn momentum, you must reset.
THE ACTION ROLL RESETTING MOMENTUM
Roll your action die (d6) and challenge dice (2d10). The total of your • The default reset is +2.
action die, your stat, and any adds is your action score. Your action score • One debility marked = your momentum reset is +1.
is never greater than 10—anything over that is ignored. • More than one debility marked = your momentum reset is 0.
SUFFERING NEGATIVE MOMENTUM
STAT ADDS 4 7 When your momentum is less than 0, and it matches the value of your
2 + 2 + 1 = 5 action die, you must cancel your action die.
When you suffer -momentum, and your momentum is already at -6, you
ACTION
ACTION DIE SCORE CHALLENGE DICE will instead make the Face a Setback move.
• Strong hit = Action score is greater than both of the challenge dice Rank Harm / Stress
SUFFERING HARM
• Weak Hit = Action score is greater than one of the challenge dice Troublesome -1
AND STRESS
• Miss = Action score is not greater than either of the challenge dice
When you face mental shock or Dangerous -2
PROGRESS TRACKS despair, make the Endure Stress Formidable -3
move. When you face physical Extreme -4
Troublesome: Dangerous: injury or hardship, make the
mark 3 progress mark 2 Endure Harm move. Epic -5
progress
Formidable: Extreme: Epic: INFLICTING HARM
mark 1 progress mark 2 ticks mark 1 tick • When you wield a deadly weapon (such as a sword, axe, spear, or
bow), you inflict 2 harm.
• When a move tells you to mark progress, fill in the appropriate • When you are unarmed, or wield an improvised or simple weapon
number of ticks or progress boxes per the rank of your challenge. (such as a shield, stick, club, staff, or rock), you inflict 1 harm.
• When you inflict harm on your foe in combat, each point of harm is
marked as progress on your foe’s progress track per their rank. FOES
• When you successfully Forge a Bond, mark 1 tick on your bond
progress track. Rank Type Progress Harm
Troublesome Common enemies 3 progress per Inflicts 1
PROGRESS MOVES harm harm
Your progress score = +1 for every filled progress box (4 ticks). Roll Dangerous Capable fighters 2 progress per Inflicts 2
your challenge dice (2d10) and compare to your progress score. Ignore and deadly harm harm
momentum when making a progress move. creatures
Formidable Exceptional 1 progress per Inflicts 3
PROGRESS SCORE 6 fighters and mighty harm harm
creatures
Extreme Foes of 2 ticks per Inflicts 4
overwhelming skill harm harm
or power
CHALLENGE DICE
4 6 Epic Legendary foes of 1 tick per harm Inflicts 5
mythic power harm

MATCHES SUPPLY
When you roll a match on your challenge dice... You and your allies share the same supply value. When your supply falls
• Strong hit: The match represents to 0, all characters make the Out of Supply move.
a twist in the narrative, something
interesting, or a new opportunity. 5 = 5 COMPANIONS
• Miss: The match represents a If you roll a 1 on your action die when using a companion ability, any
heightened negative outcome, a negative outcome of the move should involve your companion.
complication, or a new danger. When a companion suffers physical damage, make the Companion
If you’re unsure what happens, Ask the Oracle. Endure Harm move.

You might also like