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TRAVELER’S IRONSWORN PAY THE PRICE

FATE
When you suffer the outcome of a move, choose one:
◆ Make the most obvious negative outcome happen.
Terribly Beautiful Games | Version 0.4 | Updated 04/22/20 (See Changelog on last page.) ◆ Envision two negative outcomes. Rate one as ‘likely’,
and Ask the Oracle using the yes/no table. On a ‘yes’,
Traveler’s Ironsworn is a reference tool for the Ironsworn tabletop role-playing that outcome happens. Otherwise, make it the other.
game. It is designed to fit snuggly into a traditional traveler’s journal to aid pen and ◆ Roll on the following table. If you have difficulty
making the result fit the current situation, roll again.
paper play on the go. This tool gathers all of the moves from Ironsworn Core and Roll Result
Ironsworn Delve into one place, but is not a complete game on it’s own. You can Roll again and apply that result but make it worse.
find everything needed to play Ironsworn at ironswornrpg.com, free of charge. It’s 1-2 If you roll this result yet again, think of something
dreadful that changes the course of your quest, or
with this same spirit of generosity that I created Traveler’s Ironsworn. Thank you to Ask the Oracle, and make it happen.
Ironsworn’s author, Shawn Tomkin, for cultivating a community founded on 3-5 A person or community you trusted loses faith in
unconditional gift-giving. you, or acts against you.
A person or community you care about is
6-9
Development notes: exposed to danger.
10-16 You are separated from something or someone.
◆ This work builds upon u/Kalahan7’s Ironsworn Reference documents. The text 17-23 Your action has an unintended effect.
has been further edited for brevity. All attempts have been made to retain the 24-32 Something of value is lost or destroyed.
spirit of the rules as written. 33-41 The current situation worsens.
Instructions: 42-50 A new danger or foe is revealed.
51-59 It causes a delay or puts you at a disadvantage.
1. Print these out. This document is designed for US Letter sized paper. Scale the 60-68 It is harmful.
document if necessary. If you’d like double sided cards, print pages 2-9 two-sided 69-76 It is stressful.
with short edge binding. If you’re having trouble with alignment, print normally, cut 77-85 A surprising development complicates your quest.
them to size, and mount them back-to-back before laminating. 86-90 It wastes resources.
91-94 It forces you to act against your best intentions.
2. Cut them to size. Cut on or just inside the dashed line. The preferred method is
a utility knife on a self-healing cutting mat but any pair of scissors will do. 95-98 A friend, companion, or ally is put in harm’s way
(or you are, if alone).
3. Laminate them. This step is optional. For the best protection, laminate after you 99-00 Roll twice more on this table. Both results occur. If
they are the same result, make it worse.
cut them to size. You’ll be able to fit two cards to a sheet. Then cut the laminated
cards, leaving at least a 1/16” margin of laminate around the card. ASK THE ORACLE
4. Play, share, and provide feedback. If you use Traveler’s Ironsworn and enjoy it, When you seek to resolve questions, discover details in
the world, determine how other characters respond, or
please know that I would love to hear from you. Take a photo and share it using trigger encounters or events, you may…
#TravelersIronsworn and #Ironsworn to join the community conversation about ◆ Draw a conclusion: Decide the answer based on the
most interesting and obvious result.
this incredible game. If you find typos or have suggestions about how to improve ◆ Ask a yes/no question: Decide the odds of a ‘yes’, and
this tool, please get in touch! roll on the table below to check the answer.
◆ Pick two: Envision two options. Rate one as ‘likely’, and
Please enjoy the day, and may all your foes be troublesome. roll on the table to see if it is true. If not, it is the other.
◆ Spark an idea: Brainstorm or use a random prompt.
Colin Kloecker Odds The answer is ‘yes’ if you roll...
Almost Certain 11 or greater
Twitter: @ColinKloecker Likely 26 or greater
Discord: ColinKloecker (he/him)#1192 50/50 51 or greater
Reddit: u/terribly_beautiful Unlikely 76 or greater
Small Chance 91 or greater
On a match: an extreme result or twist has occurred.

This work is based on Ironsworn (found at www.ironswornrpg.com), created by


Shawn Tomkin, and licensed for our use under the Creative Commons Attribution
4.0 International License. 1/1

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FACE DANGER COMPEL

ADVENTURE

RELATIONSHIP
When you attempt something risky or react to an When you attempt to persuade someone to do
imminent threat, envision your action and roll. If you act... something, envision your approach and roll. If you...
▶ With speed, agility, or precision: roll +edge. ▶ Charm, pacify, barter, or convince: roll +heart (add +1 if
▶ With charm, loyalty, or courage: roll +heart. you share a bond).
▶ With aggressive action, forceful defense, strength, or ▶ Threaten or incite: roll +iron.
endurance: roll +iron. ▶ Lie or swindle: roll +shadow.
▶ With deception, stealth, or trickery: roll +shadow. Strong Hit: They’ll do what you want or share what they
▶ With expertise, insight, or observation: roll +wits. know. Take +1 momentum. If you use this exchange to
Strong Hit: You are successful. Take +1 momentum. Gather Information, make that move now and add +1.
Weak Hit: You succeed, but face a troublesome cost. Weak Hit: As above, but they ask something of you in
Choose one: return. Envision what they want or Ask the Oracle.
◆ You are delayed, lose advantage, or face a new Miss: They refuse or make a demand which costs you
danger: suffer -1 momentum. greatly. Pay the Price.
◆ You are tired or hurt: Endure Harm (1 harm).
◆ You are dispirited or afraid: Endure Stress (1 stress). SOJOURN
◆ You sacrifice resources: Suffer -1 supply. When you spend time in a community seeking
Miss: You fail, or your progress is undermined by a assistance, roll +heart. If you share a bond, add +1.
dramatic and costly turn of events. Pay the Price. Strong Hit: You and your allies may each choose two
actions from the categories below. Shared bond: choose
SECURE AN ADVANTAGE one more.
When you assess a situation, make preparations, or Weak Hit: Choose one. Shared bond: choose one more.
attempt to gain leverage, envision your action and roll. Clear a Condition
If you act... ◆ Mend: Clear a wounded debility and take +1 health.
▶ With speed, agility, or precision: roll +edge. ◆ Hearten: Clear a shaken debility and take +1 spirit.
▶ With charm, loyalty, or courage: roll +heart. ◆ Equip: Clear an unprepared debility and take +1 supply.
▶ With aggressive action, forceful defense, strength, or Recover
endurance: roll +iron. ◆ Recuperate: Take +2 health for yourself and companions.
▶ With deception, stealth, or trickery: roll +shadow. ◆ Consort: Take +2 spirit.
▶ With expertise, insight, or observation: roll +wits. ◆ Provision: Take +2 supply.
Strong Hit: You gain advantage. Choose one: ◆ Plan: Take +2 momentum.
◆ Take control: Make another move now (not a progress Provide Aid
move), and add +1. ◆ Take a quest: Envision what this community needs, or
◆ Prepare to act: Take +2 momentum. what trouble it is facing or Ask the Oracle. If
Weak Hit: Your advantage is short-lived. Take +1 momentum. you chose to help, Swear an Iron Vow and add +1.
Miss: You fail or assumptions betray you. Pay the Price. On any hit, you and your allies may each focus on one of
your chosen recover actions and roll +heart again. Shared
GATHER INFORMATION bond: add +1.
When you search an area, ask questions, conduct an Strong Hit: Take +2 more for that action.
investigation, or follow a track, roll +wits. If you act within Weak Hit: Take +1 more for that action.
a community or ask questions of a person with whom you Miss: It goes badly. Lose all benefits fo that action.
share a bond, add +1. Miss: You find no help here. Pay the Price.
Strong Hit: You discover something helpful and specific.
The path you must follow or action you must take to make DRAW THE CIRCLE
progress is made clear. Envision what you learn or Ask When you challenge someone to a formal duel, or accept
the Oracle, and take +2 momentum. a challenge, roll +heart. If you share a bond with this
Weak Hit: The information complicates your quest or community, add +1.
introduces a new danger. Envision what you discover or Strong Hit: Take +1 momentum. You may also choose up
Ask the Oracle, and take +1 momentum. to two boasts and take +1 momentum for each.
Miss: Your investigation unearths a dire threat or an Weak Hit: You may choose one boast in exchange for +1
unwelcome truth that undermines your quest. Pay the Price. momentum.
◆ Grant first strike: Your foe has initiative.
HEAL ◆ Bare yourself: No armor or shield; your foe’s harm is +1.
When you treat an injury or ailment, roll +wits. If you are ◆ Hold no iron: No benefit of weapons; your harm is 1.
mending your own wounds, roll +wits or roll +iron, ◆ Bloody yourself: Endure Harm (1 harm).
whichever is lower. ◆ To the death: This fight must end with death.
Strong Hit: Your care is helpful. If you (or the ally under Miss: You begin the duel at a disadvantage. Your foe has
your care) have the wounded condition, you may clear it. initiative. Pay the Price. Then, make moves to resolve the
Then, take or give up to +2 health. fight. If you are the victor, you may make a lawful demand,
Weak Hit: As above, but you must suffer -1 supply or -1 and your opponent must comply or forfeit their honor and
momentum (your choice). standing. If you refuse the challenge, surrender, or are
Miss: Your aid is ineffective. Pay the Price. defeated, they make a demand of you.
1/2 1/2

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FORGE A BOND RESUPPLY
RELATIONSHIP

ADVENTURE
When you spend significant time with a person or When you hunt, forage, or scavenge, roll +wits.
community, stand together to face hardships, or make Strong Hit: You bolster your resources. Take +2 supply.
sacrifices for their cause, you can attempt to create a Weak Hit: Take up to +2 supply, but suffer -1 momentum
bond. When you do, roll +heart. If you make this move for each.
after you successfully Fulfill Your Vow to their benefit, Miss: You find nothing helpful. Pay the Price.
you may reroll any dice.
Strong Hit: make note of the bond, mark a tick on your MAKE CAMP
bond progress track, and choose one: When you rest and recover for several hours in the wild,
◆ Take +1 spirit. roll +supply.
◆ Take +2 momentum. Strong Hit: You and your allies may each choose two.
Weak Hit: They ask something more of you first. Envision Weak Hit: Choose one:
what it is or Ask the Oracle, do it or Swear an Iron Vow, ◆ Recuperate: Take +1 health for you and any companions.
and mark the bond. If you refuse or fail, Pay the Price. ◆ Partake: Suffer -1 supply and take +1 health for you and
Miss: They reject you. Pay the Price. any companions.
◆ Relax: Take +1 spirit.
TEST YOUR BOND ◆ Focus: Take +1 momentum.
When your bond is tested through conflict, betrayal, or ◆ Prepare: When you break camp, add +1 if you
circumstance, roll +heart. Undertake a Journey.
Strong Hit: The test strengthens your bond. Choose one: Miss: You take no comfort. Pay the Price.
◆ Take +1 spirit.
◆ Take +2 momentum. CHECK YOUR GEAR
Weak Hit: Your bond is fragile and you must prove your When you check to see if you have a specific helpful
loyalty. Envision what they ask of you or Ask the Oracle, item, and you have at least +1 supply, roll +supply.
and do it or Swear an Iron Vow. If you refuse or fail, clear Strong Hit: You have it. Take +1 momentum..
the bond and Pay the Price. Weak Hit: You have it, but your resources are diminished.
Miss: Clear the bond and Pay the Price. Take +1 momentum and suffer -1 supply.
If you have no interest in maintaining this relationship, Miss: You don’t have it and the situation grows more
clear the bond and Pay the Price. perilous. Pay the Price.

AID YOUR ALLY UNDERTAKE A JOURNEY


When you Secure an Advantage in direct support of an When you travel across hazardous or unfamiliar lands,
ally, and score a hit, they (instead of you) can take the set the rank of your journey.
benefits of the move. If you are in combat and score a ◆ Troublesome journey: 3 progress per waypoint.
strong hit, you and your ally have initiative. ◆ Dangerous journey: 2 progress per waypoint.
◆ Formidable journey: 1 progress per waypoint.
WRITE YOUR EPILOGUE (PROGRESS) ◆ Extreme journey: 2 ticks per waypoint.
When you retire from your life as Ironsworn, envision two ◆ Epic journey: 1 tick per waypoint.
things: What you hope for, and what you fear. Roll the Then, for each segment of your journey, roll +wits. If you
challenge dice and compare to bonds. Ignore momentum. are setting off from a community with which you share a
Strong Hit: Things come to pass as you hoped. bond, add +1 to your initial roll.
Weak Hit: Your life takes an unexpected turn, but not Strong Hit: You reach a waypoint. If the waypoint is
necessarily for the worse. You find yourself spending your unknown to you, envision it or Ask the Oracle. Then,
days with someone or in a place you did not foresee. choose one:
Envision it or Ask the Oracle. ◆ You make good use of your resources: Mark progress.
Miss: Your fears are realized. ◆ You move at speed: Mark progress and take +1
momentum, but suffer -1 supply.
TAKE A HIATUS Weak Hit: You reach a waypoint and mark progress, but
When you spend an extended time recovering in a safe suffer -1 supply.
place while a threat is active, do any of the following. Miss: You are waylaid by a perilous event. Pay the Price.
◆ Clear any marked conditions.
◆ Set your health, spirit, supply, and companion health to REACH YOUR DESTINATION (PROGRESS)
their maximum values. When your journey comes to an end, roll the challenge
◆ Set your momentum to its reset value. Then, for each dice and compare to your progress. Ignore momentum.
active threat, Advance a Threat. Strong Hit: The situation at your destination favors you.
Choose one:
◆ Make another move now and add +1.
◆ Take +1 momentum.
Weak Hit: You arrive but face an unforeseen hazard or
complication. Envision what you find or Ask the Oracle.
Miss: You have gone hopelessly astray, your objective is
lost to you, or you were misled about your destination. If
your journey continues, clear all but one filled progress,
2/2 2/2 and raise the journey’s rank by one (if not already epic).

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ENDURE HARM ENTER THE FRAY

SUFFER

COMBAT
When you face physical damage, suffer -health equal to When you enter into combat, set the rank of your foes.
your foe’s rank or as appropriate to the situation. If your ◆ Troublesome foe: 3 progress per harm; inflicts 1 harm.
health is 0, suffer -momentum equal to any remaining - ◆ Dangerous foe: 2 progress per harm; inflicts 2 harm.
health. Then, roll +health or roll+iron, whichever is higher. ◆ Formidable foe: 1 progress per harm; inflicts 3 harm.
Strong Hit: Choose one: ◆ Extreme foe: 2 ticks per harm; inflicts 4 harm.
◆ Shake it off: If your health is greater than 0, suffer -1 ◆ Epic foe: 1 tick per harm; inflicts 5 harm.
momentum in exchange for +1 health. Then, roll to determine who is in control. If you are...
◆ Embrace the pain: Take +1 momentum. ▶ Facing off against your foe: roll +heart.
Weak Hit: You press on. ▶ Moving into position against an unaware foe, or
Miss: Also suffer -1 momentum. If you are at 0 health, you striking without warning: roll +shadow.
must mark wounded or maimed (if currently unmarked) or ▶ Ambushed: roll +wits.
Strong Hit: Take +2 momentum. You have initiative.
Roll Result Weak Hit: Choose one:
1-10 The harm is mortal. Face Death. ◆ Bolster your position: Take +2 momentum.
◆ Prepare to act: Take initiative.
11-20 You are dying. You need to Heal within an hour or Miss: Combat begins with you at a disadvantage. Pay the
two, or Face Death.
Price. Your foe has initiative.
You are unconscious and out of action. If left
21-35 alone, you come back to your senses in an hour STRIKE (WITH INITIATIVE)
or two. If you are vulnerable to a foe not inclined ▶ When you attack in close quarters: roll +iron.
to show mercy, Face Death. ▶ When you attack at range: roll +edge.
You are reeling and fighting to stay conscious. If Strong Hit: Inflict your harm +1. You retain initiative.
you engage in any vigorous activity (such as Weak Hit: Inflict your harm and lose initiative.
36-50 running or fighting) before taking a breather for a Miss: Your attack fails and you must Pay the Price. The
few minutes, roll on this table again (before enemy has initiative.
resolving the other move).
CLASH (WITHOUT INITIATIVE)
51-00 You are battered but still standing. ▶ When you fight in close quarters: roll +iron.
roll on the following table. ▶ When you exchange a volley at range, or shoot at an
advancing foe: roll +edge.
FACE DEATH Strong Hit: Inflict your harm. You have the initiative.
When you are brought to the brink of death, and glimpse Choose one:
the world beyond, roll +heart. ◆ You bolster your position: Take +1 momentum.
Strong Hit: Death rejects you. You are cast back into the ◆ You find an opening: Inflict +1 harm.
mortal world. Weak Hit: Inflict your harm, but then Pay the Price. Your
Weak Hit: Choose one: foe has initiative.
◆ You die, but not before making a noble sacrifice. Miss: You are outmatched and must Pay the Price. Your
Envision your final moments. foe has initiative.
◆ Death desires something of you in exchange for your
life. Envision what it wants or Ask the Oracle, and TURN THE TIDE
Swear an Iron Vow (formidable or extreme) to Once per fight, when you risk it all, you may steal initiative
complete that quest. If you fail to score a hit when you from your foe to make a move (not progress). When you
Swear an Iron Vow, or refuse the quest, you are dead. do, add +1 and take +1 momentum on a hit.
Otherwise, you return to the mortal world and are now If you fail to score a hit on that move, you must suffer a
cursed. You may only clear the cursed debility by dire outcome. Pay the Price.
completing the quest. END THE FIGHT (PROGRESS)
Miss: You are dead. After you score a strong hit when you take decisive action,
COMPANION ENDURE HARM you may resolve the outcome of this fight. Roll the challenge
When your companion faces physical damage, they dice and compare to your progress. Ignore momentum.
suffer -health equal to the amount of harm inflicted. If your Strong Hit: This foe is no longer in the fight. They are
companion’s health is 0, exchange any leftover -health for killed, out of action, flee, or surrender as appropriate to
-momentum. Then, roll +heart or +companion’s health, the situation and your intent or Ask the Oracle.
whichever is higher. Weak Hit: as above, but you must also choose one.
Strong Hit: Your companion rallies. Give them +1 health. ◆ It’s worse than you thought: Endure Harm.
Weak Hit: Your companion is battered. If their health is 0, ◆ You are overcome: Endure Stress.
they cannot assist you until they gain at least +1 health. ◆ Your victory is short-lived: A new danger or foe
Miss: Also suffer -1 momentum. If your companion’s health appears, or an existing danger worsens.
is 0, they are gravely wounded and out of action. Without ◆ You suffer collateral damage: Something of value is lost
aid, they die in an hour or two. If you roll a miss with a 1 on or broken, or someone important must pay the cost.
your action die, and your companion’s health is 0, they ◆ You’ll pay for it: An objective falls out of reach.
are now dead. Take 1 experience for each marked ability ◆ Others won’t forget: You are marked for vengeance.
1/2 on your companion asset, and remove it. 1/2 Miss: You have lost this fight. Pay the Price.

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BATTLE ENDURE STRESS
COMBAT

SUFFER
When you fight a battle, and it happens in a blur, envision When you face mental shock or despair, suffer -spirit equal
your objective and roll. If you primarily… to your foe’s rank or as appropriate to the situation. If your
▶ Fight at range, or using your speed and the terrain to spirit is 0, suffer -momentum equal to any remaining -spirit.
your advantage: roll +edge. Then, roll +heart or roll+spirit, whichever is higher.
▶ Depend on courage, allies, or companions: roll +heart. Strong Hit: Choose one:
▶ Fight in close to overpower: roll +iron. ◆ Shake it off: If your spirit is greater than 0, suffer -1
▶ Use trickery to befuddle: roll +shadow. momentum in exchange for +1 spirit
▶ Use careful tactics to outsmart: roll +wits. ◆ Embrace the darkness: Take +1 momentum
Strong Hit: you achieve your objective unconditionally. Weak Hit: You press on.
Take +2 momentum. Miss: Also suffer -1 momentum. If you are at 0 spirit, you
Weak Hit: you achieve your objective, but not without must mark shaken or corrupted (if currently unmarked) or
cost. Pay the Price. roll on the following table.
Miss: you are defeated and the objective is lost to you. Roll Result
Pay the Price. 1-10 You are overwhelmed. Face Desolation.
OTHER COMBAT MOVES You give up. Forsake Your Vow (if possible, one
11-25 relevant to your current crisis).
Secure an Advantage, when acting to outwit or
outmaneuver your foe, or setting up another move.
26-50 You give in to a fear or compulsion, and act
Face Danger, when overcoming an obstacle, avoiding a against your better instincts.
hazard, fleeing, or evading an attack (without fighting back). 51-100 You persevere.
Aid Your Ally, when giving your ally an advantage.
Compel, when surrendering, coercing your foe to stand FACE DESOLATION
down, or negotiating a truce. When you are brought to the brink of desolation, roll +heart.
All Suffer Moves, when facing damage, trauma, or no supply. Strong Hit: You resist and press on.
Weak Hit: Choose one:
Pay the Price, when suffering the outcome of a move. ◆ Your spirit or sanity breaks, but not before you make a
Ask the Oracle, when asking questions about combat noble sacrifice. Envision your final moments.
events or your foe’s intent and actions. ◆ You see a vision of a dreaded event coming to pass.
Envision that dark future or Ask the Oracle, 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.
Miss: You succumb to despair or horror and are lost.
OUT OF SUPPLY
When your supply is exhausted (reduced to 0), mark
unprepared. If you suffer additional -supply while
unprepared, you must exchange each additional -supply
for any combination of -health, -spirit or -momentum as
appropriate to the circumstances
FACE A SETBACK
When your momentum is at its minimum (-6),and you
suffer additional -momentum. Choose one:
◆ Exchange each additional -momentum for any
combination of -health, -spirit, or -supply as appropriate
to the circumstances.
◆ Envision an event or discovery, or Ask the Oracle,
which undermines your progress in a current quest,
journey, or fight. Then, for each additional -momentum,
clear 1 unit of progress on that track per its rank
(troublesome = clear 3 progress; dangerous = clear 2
progress; formidable = clear 1 progress; extreme
=
clear 2 ticks; epic = clear 1 tick).

2/2 2/2

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SWEAR AN IRON VOW DISCOVER A SITE

QUEST

DELVE
When you swear upon iron to complete a quest, write When you resolve to enter a perilous site in pursuit of an
your vow and give the quest a rank. Then, roll +heart. If objective, choose the theme and domain which best
you make this vow to a person or community with whom represent its nature or Ask the Oracle, and give it a rank.
you share a bond, add +1. ◆ Troublesome site: 3 progress per area.
Strong Hit: You are emboldened and it is clear what you ◆ Dangerous site: 2 progress per area.
must do next or Ask the Oracle. Take +2 momentum. ◆ Formidable site: 1 progress per area.
Weak Hit: You are determined but begin your quest with ◆ Extreme site: 2 ticks per area.
more questions than answers. Take +1 momentum, and ◆ Epic site: 1 tick per area.
envision what you do to find a path forward. If you are returning to a previously explored site, roll both
Miss: You face a significant obstacle before you can begin challenge dice, take the lowest value, and clear that
your quest. Envision what stands in your way or Ask the number of progress boxes.
Oracle, and choose one: Then, Delve the Depths to explore this place.
◆ You press on: Suffer -2 momentum, and do what you
must to overcome this obstacle. DELVE THE DEPTHS
◆ You give up: Forsake Your Vow. When you traverse an area within a perilous site,
envision your surroundings or Ask the Oracle. Then,
REACH A MILESTONE consider your approach. If you navigate this area...
When you make significant progress in your quest by ▶ With haste: roll +edge.
overcoming a critical obstacle, completing a perilous ▶ With stealth or trickery: roll +shadow.
journey, solving a complex mystery, defeating a powerful ▶ With observation, intuition, or expertise: roll +wits.
threat, gaining vital support, or acquiring a crucial item, Strong Hit: You delve deeper. Mark progress and Find an
you may mark progress. Opportunity.
◆ Troublesome quest: Mark 3 progress. Weak Hit: Roll on the table according to your stat.
◆ Dangerous quest: Mark 2 progress. Edge Shadow Wits Result
◆ Formidable quest: Mark 1 progress. Mark progress and Reveal
◆ Extreme quest: Mark 2 ticks. 1-45 1-30 1-40 a Danger.
◆ Epic quest: Mark 1 tick.
46-65 31-65 41-55 Mark progress.
FULFILL YOUR VOW (PROGRESS)
56-80 Choose one: Mark progress
When you achieve what you believe to be the fulfillment 66-75 66-90 or Find an Opportunity.
of your vow, roll the challenge dice and compare to your Take both: Mark progress
progress. Ignore momentum. 76-80 91-99 81-99 and Find an Opportunity.
Strong Hit: Your quest is complete. Mark experience
(troublesome = 1; dangerous = 2; formidable = 3; Mark progress twice and
81-00 00 00
extreme = 4; epic = 5). Reveal a Danger.
Weak Hit: There is more to be done or you realize the truth Miss: On a miss, Reveal a Danger.
of your quest. Envision what you discover or Ask the Oracle.
Then, mark experience (troublesome = 0; dangerous = 1; FIND AN OPPORTUNITY
formidable = 2; extreme = 3; epic = 4). You may Swear an When you encounter a helpful situation or feature within
Iron Vow to set things right. If you do, add +1. a site, roll on the following table. If you are making this
Miss: Your quest is undone. Envision what happens or move as a result of a strong hit on Delve the Depths, you
Ask the Oracle, and choose one: may pick or envision an opportunity instead of rolling.
◆ You recommit: Clear all but one filled progress, and Roll Result
raise the quest’s rank by one (if not already epic). 1-25 The terrain favors you, or you find a hidden path.
◆ You give up: Forsake Your Vow.
26-45 An aspect of this place’s history/nature is revealed.
FORSAKE YOUR VOW 46-57 You locate a secure area.
When you renounce your quest, betray your promise, or 58-68 A clue offers insight or direction.
the goal is lost to you, clear the vow and Endure Stress.
You suffer -spirit equal to the rank of your quest 69-78 You gain favorable position against a foe.
(troublesome = 1; dangerous = 2; formidable = 3; extreme
79-86 This area provides an opportunity to scavenge,
= 4; epic = 5). If the vow was made to a person or forage, or hunt.
community with whom you share a bond, Test Your 87-90 You locate an interesting or helpful object.
Bond when you next meet.
91-94 You are alerted to a potential threat.
ADVANCE 95-98 You encounter a denizen who might support you.
When you focus on your skills, receive training, find 99-00 You encounter a denizen in need of help.
inspiration, earn a reward, or gain a companion, you may Then, choose one:
spend 3 experience to add a new asset, or 2 experience ◆ Gain insight or prepare: Take +1 momentum.
to upgrade an asset. ◆ Take action now: You and any ally may make a move
(not progress) which directly leverages the
opportunity. When you do, add +1 and take +1
1/2 1/2 momentum on a hit.

Иосиф Ким (Order #29748711)


REVEAL A DANGER MARK YOUR FAILURE
DELVE

QUEST
When you encounter a risky situation within a site, When you make a move and score a miss, mark a tick on
envision the danger or roll on the following table. your failure track. If you score a miss when making a
Roll Result progress move, mark two ticks.
1-30 Check the theme card. LEARN FROM YOUR FAILURES (PROGRESS)
31-45 Check the domain card. When you spend time reflecting on your hardships and
46-57 You encounter a hostile denizen. missteps, and your failure track is +6 or greater, roll your
58-68 You face an environmental or architectural hazard. challenge dice and compare to your progress. Ignore
momentum.
69-76 A discovery undermines/complicates your quest. Strong Hit: You commit to making a dramatic change.
77-79 You confront a harrowing situation or sensation. Take 3 experience and clear all progress. Choose one:
80-82 You face the consequences of an earlier choice. ◆ Adjust your approach: Discard a single asset, and take
2 experience for each marked ability.
83-85 Your way is blocked or trapped. ◆ Make an oath: Swear an Iron Vow, and reroll any dice.
86-88 A resource is diminished, broken, or lost. ◆ Ready your next steps: Take +3 momentum.
89-91 You face a perplexing mystery or tough choice. Weak Hit: You learn from your mistakes. Take 2
92-94 You lose your way or are delayed. experience and clear all progress.
Miss: You’ve learned the wrong lessons. Take 1
95-00 Roll twice more on this table. Both results occur. If experience and clear all progress. Then, envision how
they are the same result, make it worse. you set off on an ill-fated path.
LOCATE YOUR OBJECTIVE (PROGRESS) ADVANCE A THREAT
When your exploration of a site comes to an end, roll the When you give ground to a threat through inaction,
challenge dice and compare to your progress. Ignore failure, or delay, roll on the table below and envision how
momentum. the change manifests in your world or Ask the Oracle.
Strong Hit: You locate your objective and the situation Roll Result
favors you. Choose one: The threat readies its next step, or a new danger
◆ Make another move now (not progress), and add +1.
1-30 looms. If you are in a position to prevent this
◆ Take +1 momentum. development, you may attempt to do so. If you
Weak Hit: You locate your objective but face an succeed, Reach a Milestone. If not, mark menace.
unforeseen hazard or complication. Envision what you
find or Ask the Oracle. 31-70 The threat works subtly to advance toward its goal,
Miss: Your objective falls out of reach, you have been or the danger escalates. Mark menace.
misled about the nature of your objective, or you discover The threat makes a dramatic and immediate
that this site holds unexpected depths. If you continue 71-00 move, or a major event reveals new
your exploration, clear all but one filled progress and raise complications. Mark menace twice.
the site’s rank by one (if not already epic). On a match, this development also exposes a surprising
aspect of the threat’s plan or nature.
ESCAPE THE DEPTHS If you mark the last box on the threat’s menace track, the
When you flee or withdraw from a site, consider the threat achieves its goal, or the final dire outcome occurs.
situation and your approach. If you... You must Forsake Your Vow.
▶ Find the fastest way out: roll +edge.
▶ Steel yourself against the horrors of this place: roll +heart. WIELD A RARITY
▶ Fight your way out: roll +iron. When you make a move aided by an augmented asset,
▶ Retrace your steps or locate alternate path: roll +wits. roll your rarity die in place of your action die.
▶ Keep out of site: roll +shadow. On any result with 6 showing on the rarity die, the power
Strong Hit: you make your way safely out of the site. Take of the rarity manifests in a dramatic and obvious way. You
+1 momentum. score an automatic strong hit and take +1 momentum.
Weak Hit: you find your way out, but this place exacts its On a hit with 5 showing on the rarity die, the power of the
price. Choose one: rarity manifests in a subtle way. Take +1 momentum.
◆ You are weary or wounded: Endure Harm. On a miss with 1 showing on the rarity die, the rarity’s
◆ The experience leaves you shaken: Endure Stress. power fails or works against you.
◆ You are delayed, and it costs you.
◆ You leave behind something important.
◆ You face a new complication as you emerge.
◆ A denizen plots their revenge.
Miss: A dire threat or imposing obstacle stands in your
way. Reveal a Danger. If you survive, make your escape.

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Иосиф Ким (Order #29748711)


ACTION THEME

ORACLE

ORACLE
1 Scheme 35 Falter 69 Advance 1 Risk 35 History 69 Prize
2 Clash 36 Suppress 70 Command 2 Ability 36 World 70 Destiny
3 Weaken 37 Hunt 71 Refuse 3 Price 37 Vow 71 Momentum
4 Initiate 38 Share 72 Find 4 Ally 38 Protection 72 Power
5 Create 39 Destroy 73 Deliver 5 Battle 39 Nature 73 Memory
6 Swear 40 Avoid 74 Hide 6 Safety 40 Opinion 74 Ruin
7 Avenge 41 Reject 75 Fortify 7 Survival 41 Burden 75 Mysticism
8 Guard 42 Demand 76 Betray 8 Weapon 42 Vengeance 76 Rival
9 Defeat 43 Explore 77 Secure 9 Wound 43 Opportunity 77 Problem
10 Control 44 Bolster 78 Arrive 10 Shelter 44 Faction 78 Idea
11 Break 45 Seize 79 Affect 11 Leader 45 Danger 79 Revenge
12 Risk 46 Mourn 80 Change 12 Fear 46 Corruption 80 Health
13 Surrender 47 Reveal 81 Defend 13 Time 47 Freedom 81 Fellowship
14 Inspect 48 Gather 82 Debate 14 Duty 48 Debt 82 Enemy
15 Raid 49 Defy 83 Support 15 Secret 49 Hate 83 Religion
16 Evade 50 Transform 84 Follow 16 Innocence 50 Possession 84 Spirit
17 Assault 51 Persevere 85 Construct 17 Renown 51 Stranger 85 Fame
18 Deflect 52 Serve 86 Locate 18 Direction 52 Passage 86 Desolation
19 Threaten 53 Begin 87 Endure 19 Death 53 Land 87 Strength
20 Attack 54 Move 88 Release 20 Honor 54 Creature 88 Knowledge
21 Leave 55 Coordinate 89 Lose 21 Labor 55 Disease 89 Truth
22 Preserve 56 Resist 90 Reduce 22 Solution 56 Advantage 90 Quest
23 Manipulate 57 Await 91 Escalate 23 Tool 57 Blood 91 Pride
24 Remove 58 Impress 92 Distract 24 Balance 58 Language 92 Loss
25 Eliminate 59 Take 93 Journey 25 Love 59 Rumor 93 Law
26 Withdraw 60 Oppose 94 Escort 26 Barrier 60 Weakness 94 Path
27 Abandon 61 Capture 95 Learn 27 Creation 61 Greed 95 Warning
28 Investigate 62 Overwhelm 96 Communicate 28 Decay 62 Family 96 Relationship
29 Hold 63 Challenge 97 Depart 29 Trade 63 Resource 97 Wealth
30 Focus 64 Acquire 98 Search 30 Bond 64 Structure 98 Home
31 Uncover 65 Protect 99 Charge 31 Hope 65 Dream 99 Strategy
32 Breach 66 Finish 00 Summon 32 Superstition 66 Community 00 Supply
33 Aid 67 Strengthen 33 Peace 67 War
34 Uphold 68 Restore 34 Deception 68 Portent

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Иосиф Ким (Order #29748711)


ORACLE
COMBAT ACTION
CHANGELOG
1-3 Compel a surrender.
4-6 Coordinate with allies. Version 0.4 | 04/22/20
7-9 Gather reinforcements. ◆ Fixed chart error in the
10-13 Seize something or someone. Endure Stress move.
14-17 Provoke a reckless response.
18-21 Intimidate or frighten. ◆ Moved Changelog to page
22-25 Reveal a surprising truth. 9 so it no longer prints on
26-29 Shift focus to someone or something else. backside of oracle card.
30-33 Destroy something, or render it useless. Version 0.3 | 02/17/20
34-39 Take a decisive action.
40-45 Reinforce defenses.
◆ Added Oracles from the
46-52 Ready an action. Ironsworn SRD: Action,
53-60 Use the terrain to gain advantage. Theme, Combat Action,
61-68 Leverage the advantage of a weapon or ability. Major Plot Twist, and
69-78 Create an opportunity. Challenge Rank.
79-89 Attack with precision.
◆ Slight non-mechanical
90-99 Attack with power.
00 Take a completely unexpected action.
edits to the Delve moves
based on final Delve text
MAJOR PLOT TWIST by Shawn Tomkin.
1-5 It was all a diversion. ◆ All move narrative triggers
6-10 A dark secret is revealed. are now bolded.
11-15A trap is sprung.
16-20 An assumption is revealed to be false. ◆ Added Changelog.
21-25 A secret alliance is revealed
Version 0.2 | 02/03/20
26-30 Your actions benefit an enemy.
31-35 Someone returns unexpectedly. ◆ Added instructions for
36-40 A more dangerous foe is revealed. assembly.
41-45 You and an enemy share a common goal. ◆ Layout adjustment for two-
46-50 A true identity is revealed.
sided printing.
51-55 You are betrayed by someone who was trusted.
56-60 You are too late. Version 0.1 | 01/27/20
61-65 The true enemy is revealed.
66-70 The enemy gains new allies.
◆ Release.
71-75 A new danger appears.
76-80 Someone or something goes missing.
81-85 The truth of a relationship is revealed.
86-90 Two seemingly unrelated situations are shown
to be connected.
91-95 Unexpected powers or abilities are revealed.
96-00 Roll twice more on this table. Both results occur.
If they are the same result, it is more dramatic.

CHALLENGE RANK
1-20 Troublesome: Mark 3 progress.
21-55 Dangerous: Mark 2 progress.
56-80 Formidable: Mark 1 progress.
81-93 Extreme: Mark 2 ticks.
94-00 Epic: Mark 1 tick.
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Иосиф Ким (Order #29748711)

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