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Ironsworn: Starforged - Delve Moves Reference

Authors Shawn Tomkin

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                   IRONSWORN



            DELVE
                        MOVES




                     Copyright ©2020 Shawn Tomkin
The text of this work is licensed under the Creative Commons Attribution 4.0
    International license. For details on licenses, 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.