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Ironsworn: Community Project Guide

This document outlines various moves related to managing a settlement in the Ironsworn RPG. Key moves include: - Working on projects to benefit the community, with different difficulty levels. Completing projects provides resources and morale. - Preparing for and enduring the winter season, with the potential for hardship if preparations are insufficient. - Gathering resources through activities like hunting, trading, or farming to increase the settlement's size and prosperity. - Potentially relocating the settlement by journeying in stages, with challenges along the way depending on the journey's rank and difficulty.

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0% found this document useful (0 votes)
91 views3 pages

Ironsworn: Community Project Guide

This document outlines various moves related to managing a settlement in the Ironsworn RPG. Key moves include: - Working on projects to benefit the community, with different difficulty levels. Completing projects provides resources and morale. - Preparing for and enduring the winter season, with the potential for hardship if preparations are insufficient. - Gathering resources through activities like hunting, trading, or farming to increase the settlement's size and prosperity. - Potentially relocating the settlement by journeying in stages, with challenges along the way depending on the journey's rank and difficulty.

Uploaded by

Sir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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IRONSWORN

REIGN
moves

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
(https://creativecommons.org/licenses/by/4.0/).
settlement moves
embark on a project (page 9) leverage a project (page 9)
When your settlement endeavours to benefit the When you or your community make use of a finished
community, give it a rank. project, envision how it benefits the community and make a
move (not a progress move). When you do, add +x, where x is
• Troublesome project: 3 progress per step.
the rank of the project and take +1 morale on a hit.
• Dangerous project: 2 progress per step.
• Formidable project: 1 progress per step. If you fail to score a hit on that move, a problem with the
• Extreme project: 2 ticks per step. project has arisen and you must suffer dire outcome.
Envision a settlement trouble (Ask the Oracle if unsure).
• Epic project: 1 tick per step.
If you are returning to a previous project, roll both challenge boost morale (page 13)
dice, take the lowest value, and clear that number of progress When you encourage your settlement with a grandiose
boxes, then increase the rank of the project (if not already gesture, roll +heart.
epic). Then, Work on a Project.
On a strong hit, your actions are impressive and well
work on a project (page 11) received. Take +2 morale.
When your settlement acts beneficially towards a current
On a weak hit, your actions are costly. Take up to +2 morale
project, roll +settlement.
but suffer -1 settlement for each. If this reduces your
On a strong hit, you easily reach a step in your project. Mark settlement to 0, Work the Season.
progress. If you use this milestone to Boost Morale, you may
On a miss, your people are unmoved and find no comfort in
reroll any dice.
your actions. Envision a settlement trouble (Ask the Oracle if
On a weak hit, You use resources to achieve a step in your unsure).
objective. Mark progress and suffer -1 settlement.
On a miss, your settlement fails or suffers a dramatic and
On a miss, your project encounters a delay. Envision a costly turn of events, Work the Season.
settlement trouble (Ask the Oracle if unsure) and Work the
Season. gather resources (page 14)
When your settlement increases, decide if you do this…
finish a project (page 11)
Progress Move • By hunting or taking risks that others find too
dangerous: roll +edge
When your project comes to an end, roll the challenge dice
• By bringing in more people or leading through
and compare to your progress. Morale is ignored on this roll.
example: roll +heart
On a hit, the project is completed. Mark progress towards your • By training soldiers, farming or mining: roll +iron
preparations for winter and gain morale equal to the project • By making underhanded deals or with slave labour: roll
rank. On a weak hit, as above, but the project is not without +shadow
complications. Envision what this could be (Ask the Oracle if • By making smart trades or using resources wisely: roll
unsure). +wit
On a miss, choose one. On a strong hit, your settlement easily achieves its objective.
• If your settlement continues to work on the project take Take +1 settlement and +1 morale. If you immediately Work
the value of the lowest challenge dice and clear all but on a Project reroll any dice.
that many filled progress boxes but keep the rank of the On a weak hit, your settlement achieves its objective but not
project. without difficulty. Take +1 settlement or +1 morale.
• Abandon the project. Envision how this affects the
community and Work the Season.
settlement moves (continued)
work the season (page 15) endure winter (page 16)
When your settlement faces a challenge, suffer -settlement Progress Move
as appropriate to the situation. If your settlement is 0, suffer
When winter comes, roll the challenge dice and compare to
-morale equal to any remaining -settlement.
your progress. Morale is ignored on this roll.
Then, roll +heart or +iron, whichever is higher.
On a strong hit, your people have enough provisions and the
On a strong hit, choose one. winter season is a time of merriment. Choose one.

• Force their labour: If your settlement is greater than 0, • Take +2 morale.


suffer -1 morale in exchange for +1 settlement. • Sojourn immediately and reroll any dice.
• Celebrate their success: Take +1 morale.
On a weak hit, stores are low and your people consume their
On a weak hit, your settlement continues to prosper. resources to get through. Take up to +2 morale, but suffer -1
settlement for each.
On a miss, also suffer -1 morale. If you are at 0 settlement, roll
on the following table. On a miss, a new threat has emerged to your settlement.
Envision a settlement trouble (Ask the Oracle if unsure) and
Roll Result
Swear an Iron Vow to overcome this threat.
1-15 Your people confront you. Face Danger
immediately and if you do not score a hit
relocate your people (page 19)

you must Test Your Bond. When your settlement is mobile, first set the rank of the
journey.
16-30 Your people work against you in some way.
Create a settlement trouble (Ask the Oracle • Troublesome journey: 3 progress per waypoint.
if unsure). • Dangerous journey : 2 progress per waypoint.
• Formidable journey : 1 progress per waypoint.
31-50 Your people are unsure of your leadership.
• Extreme journey : 2 ticks per waypoint.
Boost Morale immediately and roll again on
• Epic journey : 1 tick per waypoint.
this table if you do not score a hit.
Then, for each segment of your journey, envision how your
51-100 Your people are tired, but remain true.
people are travelling. If you travel…

• With haste or agility: roll +edge.


• With strong leadership or courage: roll +heart.
prepare for winter (page 16)
• With aggressive tactics or endurance: roll +iron.
When your settlement plans ahead for winter, roll both
• With stealth or subterfuge: roll +shadow.
challenge dice, take the lowest value, and mark that number of
• With expertise, insight, or observation: roll +wit.
progress boxes on the winter track.
On a strong hit, you reach a waypoint. If the waypoint is
Then, when your settlement completes a project that aids
unknown to you, envision it (Ask the Oracle if unsure). Then,
in the preparation for winter, mark a number of boxes
mark progress. If it is a strong hit with a match, choose one.
equal to the rank of that project on the winter track.
• Your people take this time to recuperate: Boost Morale
and reroll any dice.
Remember: When you Swear an Iron Vow • You use this time to increase your current resources:
to personally support your community, Gather Resources and reroll any dice.
gain +settlement equal to the rank of the On a weak hit, you reach a waypoint and mark progress, but
sworn vow upon completion in addition suffer -1 morale.
any experience gained. Any time you must On a miss, your people are waylaid by a perilous event. Pay
Pay the Price or you suffer a negative the Price.
outcome related to that vow, when
appropriate, it should directly affect the
community to whom the vow was sworn.

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