Ironsworn Lodestar Expanded Print Friendly
Ironsworn Lodestar Expanded Print Friendly
LODESTAR
THE EXPANDED REFERENCE GUIDE
FOR THE IRONSWORN RPG
SECTION 2 / PAGE 26
GAMEPLAY
Includes setting info, an outline of
CODEX procedures for getting started, inspirational
events for character backgrounds, a rules
summary, and a glossary of game terms.
Use this section when kicking off a new
campaign, or if you have a rules question.
SECTION 3 / PAGE 48
ORACLE
Gathers the oracle tables from Ironsworn and
OMNIBUS Delve, plus expanded oracles for locations,
people, settlements, and more. Use this
section to help answer questions and reveal
new aspects of the world.
SECTION 1
MOVES
COMPENDIUM
4
MOVES INDEX 6
ADVENTURE MOVES 8
JOURNEY MOVES 10
QUEST MOVES 12
FATE MOVES 13
RELATIONSHIP MOVES 14
COMBAT MOVES 16
SUFFER MOVES 18
DELVE MOVES 20
FAILURE MOVES 23
THREAT MOVES 24
RARITY MOVES 25
5
MOVES C OMP END I UM
Move Category Page References
Advance Quest 12 / Ironsworn 103
Advance a Threat Threat 24 / Delve 154–157
Aid Your Ally Relationship 14 / Ironsworn 76–77
Ask the Oracle Fate 13 / Ironsworn 107–109
Battle Combat 17 / Ironsworn 84–85
Begin the Scene Scene Challenge 11 / Ironsworn 234–235
Check Your Gear Adventure 9 / Delve 38–39
Clash Combat 16 / Ironsworn 80
Companion Endure Harm Suffer 18 / Ironsworn 94
Compel Relationship 14 / Ironsworn 69–70
Delve the Depths Delve 20 / Delve 21–29
MOVES I ND EX
MOVES I ND EX
Strike Combat 16 / Ironsworn 79
Swear an Iron Vow Quest 12 / Ironsworn 98–99
Take a Hiatus Threat 24 / Delve 158
Test Your Bond Relationship 15 / Ironsworn 75–76
Turn the Tide Combat 17 / Ironsworn 81
Undertake a Journey Journey 10 / Ironsworn 65–67
Wield a Rarity Rarity 25 / Delve 176–179
Write Your Epilogue* Relationship 15 / Ironsworn 77
INVOKING MOVES
Move names are italicized when referenced by another move.
When you attempt something risky When you assess a situation, make
or react to an imminent threat, preparations, or attempt to gain
envision your action and roll. If you leverage, envision your action and roll.
act… If you act…
✴ With speed, agility, or precision: ✴ With speed, agility, or precision:
Roll +edge. Roll +edge.
✴ With charm, loyalty, or courage: ✴ With charm, loyalty, or courage:
Roll +heart. Roll +heart.
✴ With aggressive action, forceful ✴ With aggressive action, forceful
defense, strength, or endurance: defense, strength, or endurance:
Roll +iron. Roll +iron.
✴ With deception, stealth, or trickery: ✴ With deception, stealth, or trickery:
Roll +shadow. Roll +shadow.
✴ With expertise, insight, or ✴ With expertise, insight, or
observation: Roll +wits. observation: Roll +wits.
A DVENTURE MOVES
On a strong hit, you are successful. On a strong hit, you gain advantage.
Take +1 momentum. Choose one.
On a weak hit, you succeed, but face a ✴ Take control: Make another move
troublesome cost. Choose one. now (not a progress move), and
add +1.
✴ You are delayed, lose advantage,
or face a new danger: Suffer –1 ✴ Prepare to act: Take +2 momentum.
momentum. On a weak hit, your advantage is short-
✴ You are tired or hurt: Endure Harm lived. Take +1 momentum.
(1 harm). On a miss, you fail or your
✴ You are dispirited or afraid: Endure assumptions betray you. Pay the Price.
Stress (1 stress).
✴ You sacrifice resources: Suffer
–1 supply.
If you prefer the more robust
2
On a miss, you fail, or a momentary Starforged version of Secure an
success is undermined by a dire turn of Advantage, take this result on a hit.
events. Pay the Price.
On a strong hit, take both. On a
weak hit, choose one.
✴ Take +2 momentum
✴ Add +1 on your next move (not
a progress move)
8
GATHER INFORMATION HEAL
A DVENTURE MOVES
RESUPPLY
a new danger. Envision what you
discover (Ask the Oracle if unsure), and When you hunt, forage, or scavenge,
take +1 momentum. roll +wits.
On a miss, your investigation unearths On a strong hit, you bolster your
a dire threat or reveals an unwelcome resources. Take +2 supply.
truth that undermines your quest. On a weak hit, take up to +2 supply,
Pay the Price. but suffer –1 momentum for each.
9
UNDERTAKE A JOURNEY REACH YOUR DESTINATION
MOVES C OMP END I UM
share a bond, add +1 to your initial roll. On a miss, you have gone hopelessly
astray, your objective is lost to you,
On a strong hit, you reach a waypoint. or you were misled about your
If the waypoint is unknown to you, destination. If your journey continues,
envision it (Ask the Oracle if unsure). clear all but one filled progress, and
Then, choose one. raise the journey’s rank by one (if not
✴ You make good use of your already epic).
resources: Mark progress.
✴ You move at speed: Mark progress FOLLOW A PATH
and take +1 momentum, but suffer When you journey along a known
–1 supply. route, and one day blends into the next,
On a weak hit, you reach a waypoint roll +supply.
and mark progress, but suffer –1 supply. On a strong hit, you reach your
On a miss, you are waylaid by a destination and the situation favors
perilous event. Pay the Price. you. Take +1 momentum.
…you may mark progress per the rank If the vow was made to a person or
of the vow. community with whom you share a
bond, Test Your Bond when you
✴ Troublesome quest: Mark 3 progress. next meet.
✴ Dangerous quest: Mark 2 progress.
✴ Formidable quest: Mark 1 progress. ADVANCE
✴ Extreme quest: Mark 2 ticks. When you focus on your skills,
✴ Epic quest: Mark 1 tick. receive training, find inspiration,
FAT E MOVES
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).
99–100 Roll twice more on this table. Both results occur. If they are the same
result, make it worse.
13
COMPEL SOJOURN
MOVES C OMP END I UM
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
FORGE A BOND DRAW THE CIRCLE
When you enter into combat, set the ✴ When you score a strong hit
rank of each of your foes. on any move, you take or
✴ Troublesome foe: 3 progress per retain initiative.
harm; inflicts 1 harm. ✴ When you score a weak hit
✴ Dangerous foe: 2 progress per harm; or miss on any move, you lose
inflicts 2 harm. initiative to your foe.
✴ Formidable foe: 1 progress per harm; When you have initiative, make
inflicts 3 harm. proactive moves:
✴ Extreme foe: 2 ticks per harm; ✴ Strike to attack.
inflicts 4 harm. ✴ Secure an Advantage to outwit or
✴ Epic foe: 1 tick per harm; inflicts outmaneuver your foe, or to setup
5 harm. another move.
Then, roll to determine who is in ✴ Face Danger to overcome an
control. If you are… obstacle or escape.
✴ Aid Your Ally to bolster a PC ally.
COMBAT MOVES
STRIKE CLASH
When you have initiative and attack When your foe has initiative and you
in close quarters, roll +iron. When fight with them in close quarters, roll
you have initiative and attack at range, +iron. When you exchange a volley at
roll +edge. range, or shoot at an advancing foe,
roll +edge.
On a strong hit, inflict +1 harm. You
retain initiative. On a strong hit, inflict your harm and
choose one. You have the initiative.
On a weak hit, inflict your harm and
lose initiative. ✴ You bolster your position: Take +1
momentum.
On a miss, your attack fails and ✴ You find an opening: Inflict +1 harm.
you must Pay the Price. Your foe
has initiative. On a weak hit, inflict your harm, but
then Pay the Price. Your foe has initiative.
On a miss, you are outmatched and must
Pay the Price. Your foe has initiative.
16
TURN THE TIDE END THE FIGHT
COMBAT MOVES
✴ It’s worse than you thought:
Roll +edge. Endure Harm.
✴ Fight depending on your courage, ✴ You are overcome: Endure Stress.
allies, or companions: Roll +heart.
✴ Your victory is short-lived: A new
✴ Fight in close to overpower your danger or foe appears, or an existing
opponents: Roll +iron. danger worsens.
✴ Fight using trickery to befuddle your ✴ You suffer collateral damage:
opponents: Roll +shadow. Something of value is lost or broken,
✴ Fight using careful tactics to or someone important must pay
outsmart your opponents: Roll +wits. the cost.
On a strong hit, you achieve your ✴ You’ll pay for it: An objective falls
objective unconditionally. Take out of reach.
+2 momentum. ✴ Others won’t forget: You are marked
for vengeance.
On a weak hit, you achieve your
objective, but not without cost. On a miss, you have lost this fight. Pay
Pay the Price. the Price.
On a miss, you are defeated and the
objective is lost to you. Pay the Price. For an alternate End the Fight
2
with the flexibility of the Starforged
move, replace the trigger with the
following. With This change, you
may make the progress roll without
a strong hit on a preceding move—
but at greater risk of failure.
When you face physical damage, suffer -health equal to your foe’s rank or as
appropriate to the situation. If your health is 0, suffer -momentum equal to any
remaining -health. Then, roll +health or +iron, whichever is higher.
On a strong hit, choose one.
✴ Shake it off: If your health is greater than 0, suffer –1 momentum in exchange
for +1 health.
✴ Embrace the pain: Take +1 momentum.
On a weak hit, you press on.
On a miss, also suffer –1 momentum. If you are at 0 health, you must mark
wounded or maimed (if currently unmarked) or roll on the following table.
Roll Harm Outcome
1–10 The harm is mortal. Face Death.
11–20 You are dying. You need to Heal within an hour or two, or Face Death.
S UF F ER MOVES
21–35 You are unconscious and out of action. If left alone, you come back to
your senses in an hour or two. If you are vulnerable to a foe not inclined
to show mercy, Face Death.
36–50 You are reeling and fighting to stay conscious. If you engage in any
vigorous activity (such as running or fighting) before taking a breather for
a few minutes, roll on this table again (before resolving the other move).
51–100 You are battered but still standing.
S UF F ER MOVES
current crisis).
26–50 You give in to a fear or compulsion, and act against your better instincts.
51–100 You persevere.
AND DOMAIN
When you resolve to enter a perilous
site in pursuit of an objective, choose When you Discover a Site, choose
the theme and domain which best the theme and domain that best fit
represent its nature, and give it a rank. your understanding of the location.
If you’re not sure, randomly draw
✴ Troublesome site: 3 progress per area. from the printed site cards, or use
✴ Dangerous site: 2 progress per area. the random tables on page 76 of
✴ Formidable site: 1 progress per area. this guide.
✴ Extreme site: 2 ticks per area. As you Delve the Depths, check the
✴ Epic site: 1 tick per area. theme and domain tables to help
If you are returning to a previously envision the features and dangers
explored site, roll both challenge dice, of the site. Or intersperse results on
take the lowest value, and clear that those tables with other inspirational
number of progress boxes. prompts, such as the Core oracles on
pages 50–53.
Then, Delve the Depths to explore
D ELVE MOVES
this place.
20
FIND AN OPPORTUNITY
D ELVE MOVES
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.
99–100 You encounter a denizen in need of help.
REVEAL A DANGER
When you encounter a risky situation within a site, envision the danger or roll
on the following table.
Standard Alternate Danger
1–30 — Check the theme card.
31–45 — Check the domain card.
46–57 1–22 You encounter a hostile denizen.
58–68 23–42 You face an environmental or architectural hazard.
69–76 43–58 A discovery undermines or complicates your quest.
77–79 59–64 You confront a harrowing situation or sensation.
80–82 65–70 You face the consequences of an earlier choice or approach.
83–85 71–76 Your way is blocked or trapped.
86–88 77–82 A resource is diminished, broken, or lost.
89–91 83–88 You face a perplexing mystery or tough choice.
92–94 89–94 You lose your way or are delayed.
95–100 95–100 Roll twice more on this table. Both results occur. If they
are the same result, make it worse.
Use the standard Reveal a Danger result when exploring a site with a theme and
domain. Otherwise, use the alternate roll. 21
LOCATE YOUR OBJECTIVE ESCAPE THE DEPTHS
MOVES C OMP END I UM
On a miss, your objective falls out but this place exacts its price.
of reach, you have been misled Choose one.
about the nature of your objective, ✴ You are weary or wounded:
or you discover that this site holds Endure Harm.
unexpected depths. If you continue ✴ The experience leaves you shaken:
your exploration, clear all but one filled Endure Stress.
progress and raise the site’s rank by one ✴ You are delayed, and it costs you.
(if not already epic).
✴ You leave behind something
important.
✴ You face a new complication as you
emerge from the depths.
✴ A denizen plots their revenge.
On a miss, a dire threat or imposing
obstacle stands in your way. Reveal a
Danger. If you survive, you may make
your escape.
22
MARK YOUR FAILURE STARTING A
23
ADVANCE A THREAT INTRODUCING A THREAT
MOVES C OMP END I UM
When you give ground to a threat When you Swear an Iron Vow,
through inaction, failure, or delay, you can associate a threat with the
roll on the table below and envision quest. The threat is a being, faction,
how the change manifests in your or situation responsible for the
problem that motivates your vow,
world (Ask the Oracle if unsure).
or is the adversary most directly
Roll Threat Action opposing you.
1–30 The threat readies its next To learn about threats, see Chapter
step, or a new danger looms. 6 of the Delve rulebook (page 151).
If you are in a position to
prevent this development, ADVANCING A THREAT
you may attempt to do so. As you encounter setbacks or delays,
If you succeed, Reach a make the Advance a Threat move. If
Milestone. Otherwise, you must mark menace, fill the next
mark menace. available box in the menace track
T HR EAT MOVES
31–70 The threat works subtly to (the small inset boxes on the vow
advance toward its goal, progress track).
or the danger escalates.
Mark menace. RESOLVING A THREAT
71–100 The threat makes a dramatic If the threat succeeds…
and immediate move, or When you mark the tenth box in
a major event reveals new a threat’s menace track, the threat
complications. Mark achieves its goal. You must Forsake
menace twice. Your Vow for the associated quest.
On a match, this development also If you Fulfill Your Vow…
exposes a surprising aspect of the When you Fulfill Your Vow, consider
threat’s plan or nature. the threat’s role and weave that into
If you mark the last box on the the move’s outcome.
threat’s menace track, the threat ✴ If you score a strong hit, you
achieves its goal, or the final dire defeat or outwit the threat.
outcome occurs. You must Forsake ✴ If you score a weak hit, you
Your Vow. succeed, but not unconditionally.
Perhaps the threat reveals a
TAKE A HIATUS new aspect of their scheme or
When you spend an extended time rebounds to pose a new danger.
recovering in a safe place while ✴ If you score a miss, you fail against
a threat is active, do any of the the threat. If you recommit to the
following. quest, you can retain the threat as
the antagonist for the new vow.
✴ Clear any marked conditions.
When you do, give them a new
✴ Set your health, spirit, supply, and goal and clear the menace track.
companion health to their
maximum values. If you Forsake Your Vow…
✴ Set your momentum to its When you Forsake Your Vow before
reset value. marking the tenth box in a threat’s
menace track, you no longer oppose
Then, for each active threat, Advance
that threat. They will achieve their
a Threat.
goal as an inevitable consequence of
24 your failure.
GAIN A RARITY WONDROUS OBJECTS
R AR I TY MOVES
On any result with 6 showing on
the rarity die, the power of the rarity Obtaining a rarity is typically part
manifests in a dramatic and obvious of a vow-driven quest, either as a
way. You score an automatic strong hit reward from another character (for
and take +1 momentum. completing a quest in their service)
On a hit with 5 showing on the rarity or as a personal goal. Obstacles in
die, the power of the rarity manifests in your path can include uncovering
a subtle way. Take +1 momentum. the location or nature of a rarity,
delving into perilous sites, or
On a miss with 1 showing on the defeating forces seeking to take the
rarity die, the rarity’s power fails or rarity for themselves.
works against you.
When you claim the rarity, make
the Gain a Rarity move to link it to
a single existing asset. That asset is
now augmented.
If you want to instead use the asset-
specific experience costs for rarities,
see page 175 of the Delve rulebook
for the cost table, and pages 182–200
for sample rarities.
USING A RARITY
When you make an action roll using
or supported by an augmented asset,
roll a special D6 in place of your
action die. This is your rarity die.
Check the Wield a Rarity move to
see if the rarity bolsters the outcome.
25
SECTION 2
GAMEPLAY
CODEX
26
THE SETTING 28
IRONLAND ENCOUNTERS 30
CAMPAIGN SETUP 32
CHARACTER PRELUDES 34
RULES SUMMARY 40
27
The Ironlands is a vast peninsula
GA MEP LAY C ODEX
1 The Barrier Islands: This long chain 6 The Hinterlands: This imposing
of islands parallels the Ragged Coast. terrain consists of dense forests
The islands are sparsely populated by nestled against rugged hills. The
Ironlanders, mostly fisher-folk who Ironlander settlements in this region
brave the surrounding waters. serve primarily as bases for hunters
and trappers.
2 The Ragged Coast: This is a
rugged land of snow-capped cliffs 7 The Tempest Hills: These highlands
overlooking blue waters. Ironlander are defined by low mountains, thin
settlements sit at the head of fjords in woods, glacial lakes, and grassy
the shelter of narrow valleys. plateaus. Ironlanders live here in
nomadic communities or isolated
3 The Deep Wilds: This vast swath of mining settlements.
ancient forest is largely uninhabited
and unexplored by Ironlanders. Most 8 The Veiled Mountains: These
avoid this region. towering, mist-shrouded peaks mark
the northern bounds of the settled
4 The Flooded Lands: This is a low- lands. A few hardy Ironlanders dwell
lying region of bogs, swamps, and here in seasonal mining camps; they
slow-moving rivers. A few hardy head south before the long, brutal
Ironlanders live here in settlements winter takes hold.
built atop hillocks, or in homes
standing on stilts over the wetlands. 9 The Shattered Wastes: This
icebound region is uninhabited
5 The Havens: This is an expansive by Ironlanders. Only a few foolish
region of shrublands, woods, rivers, folk have successfully explored the
and craggy hills. Many Ironlander passages into the Wastes over the
settlements are located here, often Veils. No one knows the bounds of
situated atop high ground or at the this land or what lies beyond.
28 confluence of rivers.
ENCOUNTER INDEX
GA MEP LAY C ODEX
Use this table as a quick reference for the characters, creatures, and entities described
in Ironsworn and Delve. You can also roll on this table to randomly reveal the
subject of an encounter or the focus of a quest. If a result doesn’t fit the situation or
environment, roll again or consider how it introduces a surprising twist.
I R ONLAND ENCOUNTERS
78–79 Sodden Horror Formidable Ironsworn 162
80 Tempest Anomaly Dangerous Delve 148
81 Thrall Horror Dangerous Delve 131
82–83 Trog Animal Dangerous Delve 120
84–85 Troll Firstborn Formidable Ironsworn 145
86–87 Varou Firstborn Dangerous Ironsworn 146
88–90 Warrior Ironlander Dangerous Ironsworn 141
91 Wight Horror Formidable Delve 132
92–94 Wolf Animal Dangerous Ironsworn 150
95 Wyrm Beast Epic Delve 127
96–97 Wyvern Beast Extreme Ironsworn 156
98–100 Zealot Ironlander Troublesome Delve 111
FOE RANKS
Rank Type Progress Harm
3 progress Inflicts
Troublesome Common enemies
per harm 1 harm
Capable fighters and 2 progress Inflicts up
Dangerous
deadly creatures per harm to 2 harm
Exceptional fighters 1 progress Inflicts up
Formidable
and mighty creatures per harm to 3 harm
Foes of overwhelming 2 ticks Inflicts up
Extreme
skill or power per harm to 4 harm
Legendary foes of 1 tick Inflicts up
Epic
mythic power per harm to 5 harm
You may combine a group of troublesome or dangerous foes into a single progress
track by increasing their rank. This is called a pack. For a small pack (about 3 to 5),
increase their rank by one. For a large pack (about 6 to 10) increase the rank by two.
31
STARTING YOUR CAMPAIGN
GA MEP LAY C ODEX
To begin your adventures, complete the following steps. Adjust the order as you like.
CAMPA I GN S ETUP
an Iron Vow to add
additional vows.
Set your starting
health, spirit, and
supply to +5.
When you create
your character,
all debilities are
unmarked.
GRIM 3,2,1,1,0
33
BUILDING A HISTORY FOR YOUR CHARACTER
GA MEP LAY C ODEX
Your character’s life doesn’t begin with your first session. What set them on the path
to their life as Ironsworn? What gave them purpose? What filled them with regret or
dread? For inspiration, use the following table.
To give yourself a variety of options, roll up to five times and choose no more than
three results. Take the associated asset for each event as one of your starting assets.
As you select these backstory events, decide in which order they occurred, flesh them
out as you like with more details, and envision how they served as milestones on the
character’s journey—leading to where you find them at the start of your campaign.
As with most oracles, you’re also free to pick an event instead of rolling. Or simply
use an event as inspiration for an asset you’ve already decided on.
SPIRIT-BOUND (PATH)
43–44 It was an unforgiving winter, and someone close to you did not survive.
You hold yourself responsible for their death, and they haunt you still.
STORYWEAVER (PATH)
An elder gifted their stories to you, endless tales of the old world and
45–46
the new. You share these stories in their honor, and collect tales of your
own that you might also pass on.
TRICKSTER (PATH)
You fell in with a group of swindlers and thieves. They picked their
47–48
targets with care, and you learned that there is as much honor among
the shadows as in the light.
VETERAN (PATH)
You answered the call to war and fought many battles. Somehow you
49–50
evaded death, but others weren't so lucky. In time, you learned a costly
CHAR ACTER PRELUD ES
37
PRELUDE EVENTS (77–88)
GA MEP LAY C ODEX
HORSE (COMPANION)
You encountered a riderless horse. It was spooked and bearing
77 a bloodstained saddle. No amount of coaxing would allow it to
be ridden or led, but it followed you at a distance. Eventually, you
gained its trust.
HOUND (COMPANION)
The hound waited stubbornly among the smoldering wood and ashes of
78
a ruined village, as if hoping its former owner would return. It decided
you'd do well enough.
KINDRED (COMPANION)
79 You saved your friend's life, and they swore to someday return the favor.
The way things are going, it won't be long before they get the chance.
MAMMOTH (COMPANION)
You were wounded and half-frozen when the beast found you. It
80
CHAR ACTER PRELUD ES
shielded you from the wind and snow with its body. When you woke, it
was still there—its breath steaming like a forge.
OWL (COMPANION)
81 The owl with uncanny eyes perched upon a branch overlooking the
grave of a loved one, a grim specter who still keeps a vigil over you.
RAVEN (COMPANION)
82 The strange bird appeared on the day of your birth. A grim omen, some
said. It has watched over you since.
YOUNG WYVERN (COMPANION)
83 You set off to slay a wyvern, but found only a nest of broken eggs and a
single surviving youngling.
AUGUR (RITUAL)
You've long heard whispers in the chattering of crows, but it was the day
84
they led you safely through a perilous wild that you fully reckoned the
power inherent in their cries.
AWAKENING (RITUAL)
Their life faded from their eyes as you watched. You were helpless to
85
save them. But in those desperate moments, you learned to breathe life
into other things.
BIND (RITUAL)
86 A lover taught you the dances of bear, stag, wolf and boar, but warned
of the allure of the wildcall. They disappeared soon after.
COMMUNION (RITUAL)
87 A close brush with death left you forever changed. The veil between
worlds is now as fragile as gossamer.
DIVINATION (RITUAL)
You knew the old seer only briefly, but—sickened and dying—she gave
88
you her precious rune-carved stones. The stones choose their keeper,
she told you.
38
PRELUDE EVENTS (89–100)
MATCHES
When you roll a
5 = 5
match on your Not sure what
challenge dice… a match means
✴ Strong hit: The match represents a twist in the for the current
narrative, something interesting, or a new opportunity. situation? You can
✴ Miss: The match represents a heightened negative Ask the Oracle.
outcome, a complication, or a new danger. If the oracle isn’t
You can also let the intensity of your success or failure helpful, and you’re
frame how you interpret a match. Rolling matched 10’s still stuck for an
on your challenge dice should prompt you to introduce idea, don’t sweat it.
a harrowing turn of events or a dire failure. It’s as bad as Just move on.
things get.
40
MOMENTUM
BURNING MOMENTUM
For a simpler When you have positive momentum, after you roll your
method of burning move, you may cancel any challenge dice that are less
momentum, use than your current momentum value. This gives you an
the approach automatic hit.
described in
CHALLENGE DICE
Starforged. Instead
of canceling
challenge dice,
simply replace your
5 8
R ULES S UMMARY
action score with
your momentum
value. With this
change, burning RESETTING MOMENTUM
momentum can
After you burn momentum, you must adjust your
transform a miss momentum track to your momentum reset value.
with a match to a
✴ The default reset is +2.
strong hit with a
✴ If you have one debility marked, your momentum
match.
reset is +1.
✴ If you have more than one debility marked, your
momentum reset is 0.
41
PROGRESS TRACKS
GA MEP LAY C ODEX
Troublesome:
Mark 3 progress
Dangerous:
Mark 2 progress
R ULES S UMMARY
Formidable:
Mark 1 progress
Extreme:
Mark 2 ticks
Epic:
Mark 1 tick
PROGRESS MOVES
There are several key moves, called progress moves,
which utilize progress tracks to resolve the outcome of
challenges. Momentum is
You don’t make an action roll when making a progress ignored when
move. Instead, tally the number of fully filled progress you make a
boxes (those with four ticks). This is your progress progress move.
score. Then, roll only the challenge dice and compare You cannot burn
your progress score to the value of the dice. momentum on a
progress roll, and
PROGRESS SCORE 6 you do not suffer
from negative
momentum.
CHALLENGE DICE
4 6
R ULES S UMMARY
and adjust the Stress move. Extreme –4
associated track When you are opposing a Epic –5
by –2. foe, they can inflict harm or
stress based on their rank.
INFLICTING HARM
When you wield a deadly weapon (such as a sword,
Some assets, such axe, spear, or bow), you inflict 2 harm. When you are
as LONG-ARM unarmed, or wield an improvised or simple weapon (such
and SLINGER, let as a shield, stick, club, staff, or rock), you inflict 1 harm.
you treat a simple When you inflict harm on your foe in combat, each point
weapon as deadly. of harm is marked as progress on your foe’s progress track
per their rank. For example, each point of harm equals 2
full progress boxes when fighting a dangerous enemy, or
2 ticks when fighting an extreme enemy.
44
If you are armed with a deadly weapon NPCs (non-player characters and
MOVE A ND AS S ET G LOS SA RY
together, then apply it to your foe’s
“ON A HIT / IF YOU SCORE
progress track. A HIT”
“INITIATIVE” Act on these instructions if you score a
weak hit or strong hit on a move (your
Initiative is a special mechanic in
action score is greater than one or both
combat. It reflects who is in control.
of the challenge dice).
When you have initiative, you make
proactive moves and have more options. “ON A MISS / IF YOU SCORE
When your foe has initiative against A MISS”
you, they are forcing you to react.
Act on these instructions if your action
Combat moves specify when you make score does not beat (is not greater than)
the move (with or without initiative) either of the challenge dice. Ties are
and whether you take or lose initiative always in the favor of the challenge dice.
as part of the outcome. However,
you also make moves which aren’t “ON A WEAK HIT / IF YOU
specifically combat moves to take SCORE A WEAK HIT”
action or avoid dangers in a fight. To Act on these instructions if your
determine whether you have initiative, action score beats (is greater than) one
follow these guidelines (unless a move challenge die, but less than or equal to
tells you otherwise). the other.
✴ When you score a strong hit on any
move, you take or retain initiative. “ON A STRONG HIT / IF YOU
✴ When you score a weak hit or miss SCORE A STRONG HIT”
on any move, you lose initiative. Act on these instructions if your action
score beats (is greater than) both
The ability to take initiative on a strong
challenge dice.
hit applies even to suffer moves. For
example, if you score a miss when you
Clash and your foe inflicts harm, you
can take back initiative with a strong hit
on Endure Harm. This is your character
shrugging off the hit and roaring back
into the fight.
45
“PAY THE PRICE” “ROLL +[STAT]”
GA MEP LAY C ODEX
This move resolves the outcome of a Add the value of the indicated stat to
costly outcome. You can make the most your action die. This is the basic action
obvious or interesting outcome happen, roll. Most moves indicate the stat you
roll on the Pay the Price table to see what should use, such as roll +iron. If it
happens, or Ask the Oracle. doesn’t, or gives you a choice, use the
most appropriate stat.
If you’re playing with a GM, they can
decide what happens, ask you to roll on
“SUFFER -X”
the table, or talk it out with the group.
Subtract this number from the indicated
“PROGRESS MOVE” track. For example, “suffer –1 supply”
prompts you to subtract 1 from your
This is a special type of move to resolve
supply track. If a specific amount is
the outcome of a goal or challenge.
open to interpretation, reduce the track
When you make a progress move, tally
as appropriate to the challenge faced.
the number of filled boxes on your
progress track as your progress score. Rank Suffer Amount
MOVE A ND AS S ET G LOS SA RY
T HE F LOW OF PLAY
When your action or the
current situation triggers a
move, make that move.
What do What
you do next? happens next?
47
SECTION 3
ORACLE
OMNIBUS
48
CORE ORACLES 50
LOCATION ORACLES 54
SETTLEMENT ORACLES 64
CHARACTER ORACLES 70
MONSTROSITY ORACLES 86
THREAT ORACLES 88
STORY ORACLES 92
COMBAT ORACLES 94
MAGIC ORACLES 96
SCALE ORACLES 98
49
CORE: ACTION
OR AC LE OMN IBUS
50
CORE: THEME
OR AC LE OMN IBUS
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
COR E ORACL ES
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 100 Supply
BUILDING A PROMPT
Not sure which Core oracles to use for a particular question? Use the table below
to choose a structured prompt. Roll on those tables and interpret the response as
appropriate to the question and situation.
Inspired by Ironsworn: Starforged, the Descriptor and Focus oracles replace (and
expand) the Aspect and Focus oracles originally included in Ironsworn: Delve. They
are useful for revealing location-based details and discoveries.
52
CORE: FOCUS
OR AC LE OMN IBUS
1 Bridge 26 Monument 51 Portal 76 Caravan
2 Being 27 Terrain 52 Route 77 Void
3 Archive 28 Battlefield 53 Hazard 78 Fire
4 Gap 29 Stone 54 Habitat 79 Smell
5 Message 30 Shortcut 55 Trail 80 Remains
6 Denizen 31 Symbol 56 Illusion 81 Artifact
7 Commodity 32 Ambush 57 Refuge 82 Energy
8 Vegetation 33 Water 58 Relic 83 Puzzle
9 Rubble 34 Viewpoint 59 Span 84 Equipment
10 Rendezvous 35 Environment 60 Formation 85 Discovery
11 Hideaway 36 Excavation 61 Nest 86 Apparition
COR E ORACL ES
12 Vault 37 Person 62 Treasure 87 Remnant
13 Crossing 38 Gathering 63 Prominence 88 Guardian
14 Camp 39 Enclosure 64 Predator 89 Shrine
15 Inhabitant 40 Ritual 65 Trap 90 Barricade
16 Landscape 41 Weather 66 People 91 Insects
17 Boundary 42 Precipice 67 Tracks 92 Waterway
18 Entry 43 Opening 68 Combatant 93 Material
19 Grave 44 Rift 69 Storage 94 Worksite
20 Beast 45 Bones 70 Riches 95 Mire
21 Construction 46 Transport 71 Anomaly 96 Lair
22 Iron 47 Territory 72 Outpost 97 Obstacle
23 Threshold 48 Clearing 73 Settlement 98 Wood
24 Sound 49 Hole 74 Cultivation 99 Animal
25 Debris 50 Growth 75 Craftwork 100 Corpse
53
LOCATION: OVERLAND LANDMARK
OR AC LE OMN IBUS
OR AC LE OMN IBUS
Use this oracle to help envision a location, discovery, or event when you Undertake
a Journey and reach a waypoint.
LOCATI ON ORACL ES
10 A crude wall or barricade marks a makeshift fortification
11 You cross paths with a lone traveler
12 Ash surrounds a long-cold funeral pyre
13 A creature stands in defense of its nest or young
14 Trinkets and offerings hang from a tree or monument
15 A stone-framed doorway marks the entrance to a barrow mound
16 Tracks show that others have passed this way
17 You catch a gleam of metal in the distance
18 A waterway cuts through the landscape
19 A ford or ferry marks a river crossing
20 You encounter a procession of refugees or nomads
21 A grim marker denotes a territorial boundary
22 A former worksite lies abandoned
23 You hear the footfalls or stirrings of a large creature
24 Something about this place evokes an unnerving sensation
25 An abandoned or lifeless settlement lingers in silence
26 The temperature shifts unnaturally
27 A storm brews on the horizon
28 A lake, pond, or pool reflects its surroundings
29 This place gives you the discomforting feeling that you are being watched
30 A rope bridge sways in the wind
Check page 56 for the 31–65 results, and page 57 for 66–100.
For Coastal Waters Landmarks and Waypoints, see pages 60–61.
55
LOCATION: OVERLAND WAYPOINT (31–65)
OR AC LE OMN IBUS
56
LOCATION: OVERLAND WAYPOINT (66–100)
OR AC LE OMN IBUS
66 The weather shifts, a portent of things to come
67 The skeleton of a massive animal or beast lies here
68 A large stone bears an inscription or message
69 A ragged banner hangs from a leaning pole
70 A makeshift shelter or solitary home lies abandoned
71 A large creature hunts or forages here, but pays you no heed
72 Carrion animals pick at scattered remains
73 You hear the sounds of a nearby battle
74 You hear the calls of unusual wildlife
75 A spectral manifestation appears
76 Natural or carved steps lead up a slope or cliffside
LOCATI ON ORACL ES
77 An altar, shrine, or memorial marks a hallowed place
78 The landscape is divided by a ravine or fissure
79 A natural oasis stands amid an otherwise ruined or barren landscape
80 A dry riverbed or trench cuts through the landscape like a scar
81 Nature is stunted or diseased in this place
82 An ancient monument or statue stands here
83 A shadowy path leads along a narrow canyon or pass
84 Tracks or claw marks reveal the passage of a large animal or beast
85 A caravan is camped here or passing through
86 Laborers toil at a worksite
87 A signal station, lookout, or tower sits on high ground
88 Scattered stones mark a toppled structure or monument
89 A lingering fog clings to the terrain
90 You top a rise, and catch sight of a trailing person or creature
91 Intricately stacked cairn stones mark a lonely gravesite or remembrance
92 A promontory or summit rises above the landscape
93 A wagon or cart sits abandoned
94 A crudely-fashioned effigy watches over the surroundings
95 A sinkhole or pit leads to unseen depths
96 An unusual tree or rock formation stands apart from its surroundings
97 The path descends into a valley or basin
98 The ground is scattered with broken bones
99 The plants here are strangely at odds with their environment
100 Blood-spattered ground or a bloody trail mark a violent end
57
LOCATION: OVERLAND PERIL
OR AC LE OMN IBUS
OR AC LE OMN IBUS
1–4 Ideal weather takes hold
5–8 The terrain favors you
9–12 There are plentiful hunting or foraging opportunities in this area
13–16 A clear path leads through otherwise dangerous terrain
17–20 You find an ideal location for a campsite
21–23 An awe-inspiring vista offers comfort or inspiration
24–26 You find a useful item
27–29 A helpful traveler crosses your path
30–32 An intriguing site offers opportunities for exploration
33–35 A vantage point reveals a key landmark
36–38 A nearby settlement flies a friendly banner
LOCATI ON ORACL ES
39–41 Something about this journey sparks a fond or helpful memory
42–44 You encounter a helpful or useful animal
45–47 You encounter a friendly group of local denizens
48–50 A sheltered refuge offers a place to hide, plan, or recover
51–53 A monument or relic reveals something of the history of this land
54–56 You find plants or herbs with potentially helpful qualities
57–59 Tracks or a cooling campfire show that others have passed this way
60–62 You are forewarned of a dangerous path
63–65 A desolate settlement or camp offers scavenging opportunities
66–68 You find an opening to distract, escape, or avoid foes
69–71 A clue offers insight into a current quest or mystery
72–74 You encounter a potential benefactor in need of help
75–76 You learn or improve a useful skill
77–78 A caravan offers the potential comforts and safety of a community
79–80 You experience a helpful dream or vision
81–82 The terrain offers a defensible position against a threat
83–84 A supernatural entity offers helpful guidance
85–86 You encounter a majestic or previously unknown creature
87–88 A lurking foe unwittingly reveals themselves, giving you the drop on them
89–90 You spot a friendly animal keeping pace with you—a good omen
91–92 A signpost or marker provides guidance
93–94 An otherwise dangerous predator shows benign interest in you
95–96 A stone or tree bears helpful or inspiring markings from past travelers
97–98 You experience a moment of fellowship or inner peace
99–100 You find an object or resource of great value
59
LOCATION: COASTAL WATERS LANDMARK
OR AC LE OMN IBUS
OR AC LE OMN IBUS
51–52 Laborers toil at a waterside worksite
53–54 An ancient statue or monument stands on the shore
55–56 Rocky shoals lie within shallow waters
57–58 Just under the surface, a thick kelp forest dances in the current
59–60 Fisher folk gather their catch
61–62 A column of smoke rises from the interior of an island
63–64 Gulls peck at a floating carcass
65–66 A makeshift shelter or solitary home sits on the shore
67–68 Darkness beckons from within a sea cave
69–70 A storm gathers in the distance
71–72 You spot a seaside camp or settlement
LOCATI ON ORACL ES
73–74 Seals rest on a wave-swept rock
75–76 A boat or ship comes into view
77–78 The water stirs with the movement of a great creature
79–80 Steep cliffs flank a narrow fjord
81 A rogue iceberg drifts with the current
82 A long line of ships appears on the horizon
83 Sharks circle menacingly
84 A capsized ship or boat drifts on the water
85 A beacon tower glimmers with a warning flame
86 Debris collects in a swirling eddy
87 Eerie voices carry on the wind
88 The temperature shifts unnaturally
89 A shelf of glacial ice divides sea from land
90 You spot ships engaged in a battle
91 A lookout post or tower stands at water's edge
92 A narrow channel leads through an icy expanse
93 A whale corpse lies bloated on a beach
94 A large natural arch towers over the surrounding waters
95 A great flying creature circles overhead
96 A bridge connects the mainland to an offshore island
97 Mystic stones or strange pillars stand on the shore
98 A stone fortification stands at water's edge
99 Thickly-packed seaweed carpets the water
100 A spectral manifestation appears
OR AC LE OMN IBUS
1–5 A fortuitous wind or current speeds your way
6–10 Ideal weather takes hold
11–15 There are plentiful fishing opportunities in these waters
16–19 A desolate shoreline settlement or camp offers scavenging opportunities
20–23 A nearby settlement flies a friendly banner
24–27 A nearby shore offers plentiful opportunities for hunting or foraging
28–31 A sheltered bay offers safe harbor
32–35 An intriguing shoreline location offers opportunities for exploration
36–39 You find an ideal location for a safe landing
40–43 You find clear passage through otherwise perilous seas
44–47 You spot a shipwreck ripe for the picking
LOCATI ON ORACL ES
48–51 Something about this journey sparks a fond or helpful memory
52–54 A clue offers insight into a current quest or mystery
55–57 A friendly sea creature or bird keeps pace with you—a good omen
58–60 A large ship offers the potential comforts and safety of a community
61–63 An awe-inspiring vista offers comfort or inspiration
64–66 You are forewarned of a lurking danger
67–69 You encounter a helpful or useful animal
70–72 You experience a moment of fellowship or inner peace
73–75 You spot a friendly ship or boat
76–78 A key landmark comes into view
79–81 A helpful mariner crosses your path
82–84 A monument or relic reveals something of the history of this area
85–87 The winds or terrain offer the means to avoid a threat
88–90 You learn or improve a helpful skill
91–92 A supernatural entity offers helpful guidance
93–94 An otherwise dangerous sea creature shows benign interest in you
95–96 You encounter a majestic or previously unknown creature
97–98 You experience a helpful dream or vision
99–100 You spot an object or resource of great value
63
SETTLEMENT: TYPE
OR AC LE OMN IBUS
When using this oracle to reveal the scale and purpose of a settlement, choose
whether the community is located in settled lands, boundary lands, or remote lands.
If unsure, set the location based on the region:
✴ Settled lands: Havens
✴ Boundary lands: Barrier Islands, Flooded Lands, Hinterlands, Ragged Coast
✴ Remote lands: Deep Wilds, Tempest Hills, Veiled Mountains
or seasonal workers
26–30 36–60 51–75 Outpost Border or frontier
settlement for defense,
trade, or exploration
31–55 61–80 76–90 Hamlet Small settlement with a few
homes, limited services,
and informal leadership
56–85 81–95 91–98 Village Moderate-sized settlement
with communal buildings
and recognized leadership
86–100 96–100 99–100 Hold Large, fortified settlement
with diverse trade skills and
well-established leadership
SETTLEMENT: CONDITION
1–5 Abandoned 36–50 Ramshackle
6–10 Devastated 51–70 Modest
11–15 Besieged 71–85 Well-kept
16–20 Under construction 86–95 Prosperous
21–35 Wretched 96–100 Grand
SETTLEMENT: DISPOSITION
1–5 Hostile 51–60 Indifferent
6–15 Threatening 61–70 In need
16–25 Demanding 71–80 Welcoming
26–35 Unwelcoming 81–90 Friendly
64 36–50 Wary 91–100 Helpful
SETTLEMENT: FIRST LOOK
OR AC LE OMN IBUS
1–2 At a crossroads 65 Loud laughter or merrymaking
3–4 Beacon or signal fire 66 Marked with cryptic symbols
5–6 Boundary of standing stones 67 Numerous comings and goings
7–8 Breached or collapsed wall 68 Oddly quiet
9–10 Built among ancient ruins 69 One building set apart
11–12 Built on a hill or crag 70 Partially abandoned
13–14 Built over or beside water 71 Prisoners or dead on display
15–16 Carved animal motifs 72 Repairs underway
17–18 Central tree 73 Scars of an attack or disaster
19–20 Building a prominent structure 74 Shrouded by mist
21–22 Decorated for a festival 75 Signs of sickness
S ET T L EMENT ORACL ES
23–24 Dense smoke from worksites 76 Signs of an occupying force
25–26 Nearby encampment 77 Signs of unrest
27–28 Encroaching woodland 78 Surrounded by fresh graves
29–30 Expansive fields or agriculture 79 Surrounded by lush terrain
31–32 Large barrow mound 80 Trophies of defeated foes
33–34 Filled with song and music 81 Lush gardens
35–36 Flying a familiar banner 82 Visited by large caravan or fleet
37–38 Hastily improvised defenses 83 Widely dispersed structures
39–40 Heavily armed guards 84 Alluring fragrances
41–42 Hung with charms and wards 85 Built from unusual materials
43–44 In the shadow of a terrain feature 86 Busy marketplace
45–46 Large communal building 87 Festooned with bones and skulls
47–48 Numerous grazing animals 88 Flooded or waterlogged section
49–50 Protected by stout walls 89 Foul stench
51–52 Ringed by a moat or ditch 90 Partially destroyed by fire
53–54 Sections divided by walls 91 Oddly-shaped structures
55–56 Watchtowers or lookouts 92 Old siege weapons left to rot
57 Adorned with colorful banners 93 Signs of infestation or corruption
58 Armed with heavy weapons 94 Solemn procession
59 Built into the terrain 95 Hung with countless torches
60 Burning pit or pyre 96 Eerie light or strange energies
61 Circling carrion birds 97 Surrounded by blighted terrain
62 Connected by bridges 98 Unusual domesticated creatures
63 Large monolith or tower 99 Eerie chanting or keening
64 Large statue or effigy 100 Spectral manifestations
65
SETTLEMENT: PROJECTS
OR AC LE OMN IBUS
SETTLEMENT: TROUBLES
1–2 Outsiders rejected 47–48 Isolated by brutal weather
3–4 Dangerous discovery 49–50 Provisions are scarce
5–6 Dreadful omens 51–52 Sickness run amok
7–8 Natural disaster 53–54 Allies become enemies
9–10 Old wounds reopened 55–56 Attack is imminent
11–12 Important object is lost 57–58 Lost caravan
13–14 Someone is captured 59–60 Dark secret revealed
15–16 Mysterious phenomenon 61–62 Urgent expedition
17–18 Revolt against a leader 63–64 A leader falls
19–20 Vengeful outcast 65–66 Families in conflict
21–22 Rival settlement 67–68 Incompetent leadership
23–24 Nature strikes back 69–70 Reckless warmongering
25–26 Someone is missing 71–72 Beast on the hunt
27–28 Production halts 73–74 Betrayed from within
29–30 Mysterious murders 75–76 Broken truce
31–32 Debt comes due 77–78 Wrathful haunt
33–34 Unjust leadership 79–80 Conflict with firstborn
35–36 Disastrous accident 81–82 Trade route blocked
37–38 In league with the enemy 83–84 Caught in the crossfire
39–40 Raiders prey on the weak 85–86 Stranger causes discord
41–42 Cursed past 87–88 Important event threatened
43–44 An innocent is accused 89–90 Dangerous tradition
45–46 Corrupted by dark magic 91–100 Roll twice
66
SETTLEMENT: CULTURAL TOUCHSTONES
OR AC LE OMN IBUS
These touchstones represent common beliefs or practices of a community—not
universal truths. Individuals can contradict these assumptions, or you might find
groups of people in a single community with opposing touchstones.
S ET T L EMENT ORACL ES
19–20 Adherence to authority 69–70 Communal hunts
21–22 Song and dance 71–72 Competitive tournaments
23–24 Uncommon languages 73–74 Code of honor
25–26 Heavily-accented speech 75–76 Storytelling
27–28 Artistic expression 77–78 Conquest and battle prowess
29–30 Distinctive armor 79–80 Martyred heroes
31–32 Bartering 81–82 Sacred texts
33–34 Long mourning periods 83–84 Rites of courtship
35–36 Seasonal festivals 85–86 Bonded creatures
37–38 Blood feuds 87–88 Signature weapon
39–40 Banishment of the disloyal 89–90 Hidden identities
41–42 Rigid hierarchy 91–92 Gift-giving
43–44 Unbreakable vows 93–94 Animal or nature motifs
45–46 Communal resources 95–96 Independence from authority
47–48 Spirituality 97–98 Unusual death rites
49–50 Strict laws 99–100 Elaborate styles
ENVISIONING SETTLEMENTS
Use the Type, Condition, and First Look oracles when initially sighting or revealing
a settlement. If unsure of how its leaders or inhabitants react to your character—or
to visitors in general—check the Disposition oracle.
Projects are the main industry, function, or current focus of a settlement. They
do not necessarily represent every activity at the site, but are the most visible or
noteworthy aspects. Meanwhile, the Troubles oracle provides a broad description of
the site’s most dramatic current issues, and the Cultural Touchstones oracle reveals
aspects of the community that you might learn while spending time there. 67
SETTLEMENT: NAME
OR AC LE OMN IBUS
Use this oracle for a thematic name for an Ironlander settlement. Roll once for the
category, and again to pick from the examples. Or roll only for the category and
come up with a name that fits the theme
1–15 / Terrain Feature 16–30 / Key Structure 31–45 / Creature
Where is this feature Why is this structure Why is this creature
located? What makes it important? What is its significant? How is it
unusual or distinctive? current condition? depicted in art or rituals?
1–10 Highmount 1–10 Whitebridge 1–10 Ravencliff
11–20 Brackwater 11–20 Lonefort 11–20 Bearmark
21–30 Frostwood 21–30 Highcairn 21–30 Wolfcrag
31–40 Redcrest 31–40 Redhall 31–40 Eaglespire
41–50 Grimtree 41–50 Darkwell 41–50 Wyvern's Rest
S ET T L EMENT ORACL ES
OR AC LE OMN IBUS
Use this oracle as a simple alternative for generating a settlement name. Roll once for
the prefix and once for the suffix, taking your pick of choices in that row.
S ET T L EMENT ORACL ES
33–36 Wrath- -stead High- -gate
37–40 Sword- -crest Raven- -mount
41–43 Wyrm- -rock Deep- -ridge
44–46 Shield- -fall Tide- -ward
47–49 Keld- -mark Ash- -mere
50–52 Low- -fen Frost- -field
53–55 Troll- -barrow Dark- -river
56–58 New- -ford Storm- -hill
59–61 Mead- -wood Ember- -tarn
62–64 Drift- -run Flint- -spire
65–67 Wolf- -croft Thorn- -scar
68–70 Long- -knoll Axe- -roost
71–73 Iron- -march Black- -shade
74–76 Shale- -reach Nettle- -stone
77–79 Woad- -bluff Broad- -nest
80–82 Rock- -holt Hearth- -pass
83–85 Murk- -home Ice- -point
86–88 Moon- -hope Bitter- -vault
89–91 Fire- -wark Great- -cairn
92–94 Green- -burrow Bear- -hollow
95–97 Gold- -glen Skarn- -moor
98–100 Mourn- -mist Shade- -crag
69
CHARACTER: FIRST LOOK
OR AC LE OMN IBUS
CHARACTER: ACTIVITY
1–2 Guarding 35–36 Tracking 69–70 Distracting
3–4 Preserving 37–38 Escorting 71–72 Leaving
5–6 Constructing 39–40 Hiding 73–74 Fighting
7–8 Mending 41–42 Raiding 75–76 Ambushing
9–10 Assisting 43–44 Socializing 77–78 Controlling
11–12 Securing 45–46 Exploring 79–80 Observing
13–14 Learning 47–48 Journeying 81–82 Gathering
15–16 Sneaking 49–50 Supporting 83–84 Suffering
17–18 Fleeing 51–52 Avoiding 85–86 Threatening
19–20 Sacrificing 53–54 Disabling 87–88 Searching
21–22 Creating 55–56 Leading 89–90 Destroying
23–24 Luring 57–58 Assaulting 91–92 Restoring
25–26 Hunting 59–60 Ensnaring 93–94 Consuming
27–28 Seizing 61–62 Defending 95–96 Removing
29–30 Bargaining 63–64 Recovering 97–98 Inspecting
31–32 Mimicking 65–66 Patrolling 99–100 Summoning
33–34 Tricking 67–68 Resting
70
CHARACTER: DISPOSITION
OR AC LE OMN IBUS
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 94–100 Hostile
CHARACTER: ROLE
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
CHARACTER: GOAL
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 96–100 Roll twice
49–51 Rebel against power
71
CHARACTER: REVEALED DETAILS
OR AC LE OMN IBUS
ENVISIONING CHARACTERS
When first encountering a character, use the First Look, Activity, and Disposition
oracles to form an initial impression. If a character’s occupation or motivations are
important, check the Role and Goal oracles. But don’t overdo it. Focus on those
aspects that are knowable from the limited perspective of your own character.
Generate a detail or two, envision the result as appropriate to the situation, make
some assumptions to fill in the gaps, and move on.
Over time, if you interact with a character and gain a deeper understanding of
their nature and background, check for additional aspects using tables such as the
Revealed Details oracle. You may ignore, reroll, or adjust contradictions. Or envision
how those contradictions add interesting complexity to the character.
72
CHARACTER: NAME (IRONLANDER SET 1)
OR AC LE OMN IBUS
Ironlander names are often gender neutral, but selecting a name may influence how
you imagine a character’s gender presentation.
In addition, cultures in the Ironlands do not generally use surnames, but you can
mix and match names from these tables as given names and family names as you
like. To give yourself a broad set of choices, roll once and pick from that entire row.
73
CHARACTER: NAME (IRONLANDER SET 2)
OR AC LE OMN IBUS
74
CHARACTER: NAME (FIRSTBORN)
OR AC LE OMN IBUS
Roll Elf 1 Elf 2 Giant Varou Troll
1–4 Arsula Tishetu Chony Vata Rattle
5–8 Naidita Leucia Banda Zora Scratch
9–12 Belesunna Sutahe Jochu Jasna Wallow
13–16 Vidarna Dotani Kira Charna Groak
17–20 Ninsunu Uktannu Khatir Tana Gimble
21–24 Balathu Retenay Chaidu Soveen Scar
25–28 Dorosi Kendalanu Atan Radka Cratch
29–32 Gezera Tahuta Buandu Zlata Creech
33–36 Zursan Mattissa Javyn Leesla Shush
37–40 Seleeku Anatu Khashin Byna Glush
75
DELVE SITE: THEME
OR AC LE OMN IBUS
1–30 Check the theme card 80–82 You face the consequences of
an earlier choice or approach
31–45 Check the domain card 83–85 Your way is blocked or trapped
46–57 You encounter a hostile denizen 86–88 A resource is diminished,
broken, or lost
58–68 You face an environmental 89–91 You face a perplexing mystery
or architectural hazard or tough choice
69–76 A discovery undermines 92–94 You lose your way or are
or complicates your quest delayed
77–79 You confront a harrowing 95–100 Roll twice; if they are the same
76 situation or sensation result, make it worse
ANCIENT CORRUPTED
OR AC LE OMN IBUS
Theme Features Theme Features
1–4 Evidence of lost knowledge 1–4 Mystic focus or conduit
5–8 Inscrutable relics 5–8 Strange environmental disturbances
9–12 Ancient artistry or craft 9–12 Mystic runes or markings
13–16 Preserved corpses or fossils 13–16 Blight or decay
17–20 Visions of this place in another time 17–20 Evidence of a foul ritual
Theme Dangers Theme Dangers
1–5 Ancient trap 1–5 Denizen spawned from dark magic
6–10 Hazardous architecture or terrain 6–10 Denizen controls dark magic
11–12 Blocked or broken path 11–12 Denizen corrupted by dark magic
13–14 Denizen protects an ancient secret 13–14 Corruption marks you
15–16 Denizen reveres an ancient power 15–16 Innocents held in thrall
D ELVE S I TE ORACL ES
17–18 Living relics of a lost age 17–18 Revelations of a terrible truth
19–20 Ancient evil resurgent 19–20 Mystic trap or trigger
21–22 Warnings of a long-buried danger 21–22 Mystic barrier or ward
23–24 Ancient disease or contamination 23–24 Illusions lead you astray
25–26 Artifact of terrible purpose 25–26 Dark ritual in progress
27–28 Evidence of ancient wrongs 27–28 Lingering effects of a dark ritual
29–30 Others seek power or knowledge 29–30 Dread harbingers of a greater magic
FORTIFIED HALLOWED
Theme Features Theme Features
1–4 Camp or quarters 1–4 Temple or altar
5–8 Guarded location 5–8 Offerings or atonements
9–12 Storage or repository 9–12 Religious relic or idol
13–16 Work or training area 13–16 Consecrated ground
17–20 Command center or leadership 17–20 Dwellings or gathering place
Theme Dangers Theme Dangers
1–5 Denizen patrols the area 1–5 Denizen defends their sanctum
6–10 Denizen on guard 6–10 Denizen enacts the will of their god
11–12 Denizen ready to sound the alarm 11–12 Denizen seeks martyrdom
13–14 Denizen sets an ambush 13–14 Secret of the faith is revealed
15–16 Denizen lures you into a trap 15–16 Greater purpose is revealed
17–18 Denizens converge on this area 17–18 Unexpected disciples are revealed
19–20 Pets or underlings 19–20 Divine manifestations
21–22 Unexpected alliance revealed 21–22 Aspect of the faith beguiles you
23–24 Nefarious plans revealed 23–24 Unexpected leader is revealed
25–26 Unexpected leader revealed 25–26 Embodiment of a god or myth
27–28 Trap 27–28 Protective ward or barrier
29–30 Alarm trigger 29–30 Prophecies reveal a dark fate
77
HAUNTED INFESTED
OR AC LE OMN IBUS
17–18 Denizen taunts or lures you 17–18 Denizen guided by a greater threat
19–20 A disturbing truth is revealed 19–20 Denizen blocks the path
21–22 Frightening visions 21–22 Denizen funnels you on a new path
23–24 Environment is used against you 23–24 Denizen undermines the path
25–26 Trickery leads you astray 25–26 Denizen lays in wait
27–28 True nature of this place is revealed 27–28 Trap or snare
29–30 Sudden, shocking manifestation 29–30 Victim’s horrible fate is revealed
RAVAGED WILD
Theme Features Theme Features
1–4 Path of destruction 1–4 Denizen’s lair
5–8 Abandoned or ruined dwelling 5–8 Territorial markings
9–12 Untouched or preserved area 9–12 Impressive flora or fauna
13–16 Traces of what was lost 13–16 Hunting ground or watering hole
17–20 Ill-fated victims 17–20 Remains or carrion
Theme Dangers Theme Dangers
1–5 Precarious architecture or terrain 1–5 Denizen hunts
6–10 Imminent collapse or destruction 6–10 Denizen strikes without warning
11–12 Path undermined 11–12 Denizen leverages the environment
13–14 Blocked or broken path 13–14 Denizen wields unexpected abilities
15–16 Vestiges of a destructive force 15–16 Denizen guided by a greater threat
17–18 Unexpected environmental threat 17–18 Denizen protects something
19–20 Echoes of a troubling past 19–20 Hazardous terrain
21–22 Signs of a horrible fate 21–22 Weather or environmental threat
23–24 Denizen seeks retribution 23–24 Benign aspect becomes a threat
25–26 Denizen leverages the environment 25–26 Overzealous hunter
27–28 Denizen restores what was lost 27–28 Evidence of a victim’s fate
29–30 Ravages return anew 29–30 Ill-fated victim in danger
78
BARROW CAVERN
OR AC LE OMN IBUS
Domain Features Domain Features
21–43 Burial chambers 21–43 Twisting passages
44–56 Maze of narrow passages 44–56 Cramped caves
57–64 Shrine 57–64 Vast chamber
65–68 Stately vault 65–68 Subterranean waterway
69–72 Offerings to the dead 69–72 Cave pool
73–76 Statuary or tapestries 73–76 Natural bridge
77–80 Remains of a grave robber 77–80 Towering stone formations
81–84 Mass grave 81–84 Natural illumination
85–88 Exhumed corpses 85–88 Dark pit
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain
D ELVE S I TE ORACL ES
Domain Dangers Domain Dangers
31–33 Denizen guards this area 31–33 Denizen lairs here
34–36 Trap 34–36 Cave-in
37–39 Death makes its presence known 37–39 Flooding
40–42 Crumbling architecture 40–42 Perilous climb or descent
43–45 Grave goods with hidden dangers 43–45 Fissure or sinkhole
OR AC LE OMN IBUS
Domain Features Domain Features
21–43 Narrow path through a fetid bog 21–43 Connecting passageways
44–56 Stagnant waterway 44–56 Barracks or common quarters
57–64 Flooded thicket 57–64 Large hall
65–68 Island of dry land 65–68 Workshop or library
69–72 Submerged discovery 69–72 Command center or leadership
73–76 Preserved corpses 73–76 Ladder or stairwell
77–80 Overgrown structure 77–80 Storage
81–84 Tall reeds 81–84 Kitchen or larder
85–88 Camp or outpost 85–88 Courtyard
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain
D ELVE S I TE ORACL ES
Domain Dangers Domain Dangers
31–33 Denizen hunts 31–33 Blocked or guarded path
34–36 Deep water blocks the path 34–36 Caught in the open
37–39 Toxic environment 37–39 Chokepoint
40–42 Concealing or disorienting mist 40–42 Trap
43–45 Hidden quagmire 43–45 Alarm trigger
TANGLEWOOD UNDERKEEP
Domain Features Domain Features
21–43 Dense thicket 21–43 Carved passages
44–56 Overgrown path 44–56 Hall or chamber
57–64 Waterway 57–64 Stairs into the depths
65–68 Clearing 65–68 Grand doorway or entrance
69–72 Elder tree 69–72 Tomb or catacombs
73–76 Brambles 73–76 Rough-hewn cave
77–80 Overgrown structure 77–80 Foundry or workshop
81–84 Rocky outcrop 81–84 Shrine or temple
85–88 Camp or outpost 85–88 Imposing architecture or artistry
89–98 Something unusual or unexpected 89–98 Something unusual or unexpected
99 You transition into a new theme 99 You transition into a new theme
100 You transition into a new domain 100 You transition into a new domain
Domain Dangers Domain Dangers
31–33 Denizen hunts 31–33 Ancient mechanism or trap
34–36 Denizen lairs here 34–36 Crumbling architecture
37–39 Trap or snare 37–39 Blocked or broken passage
40–42 Path leads you astray 40–42 Artifact with a hidden danger
43–45 Entangling plant life 43–45 Denizen lurks in darkness
81
DELVE SITE: NAME (TEMPLATE)
OR AC LE OMN IBUS
ENVISIONING SITES
Sites are constructed using themes and domains. The theme represents the condition
or state of the site, and indicates the kinds of denizens and threats you might find
there. The domain represents the physical characteristics of the site—the terrain or
architecture you must traverse.
Pick the theme and domain which best fit your understanding of the place. If unsure,
use the oracles on page 76, or roll on the Name tables for inspiration (above and
following pages). Then, as you pursue your objective within a site, check the Theme
and Domain tables (pages 77–81) to reveal environments and hazards.
82 See the Ironsworn: Delve rulebook for details on introducing and exploring sites.
DELVE SITE: NAME (DETAIL)
OR AC LE OMN IBUS
1–2 Blight 35–36 Silence 69–70 Winter
3–4 Strife 37–38 Mist 71–72 Sadness
5–6 Nightfall 39–40 Isolation 73–74 Desolation
7–8 Fury 41–42 Runes 75–76 Bane
9–10 Terror 43–44 Rot 77–78 Lies
11–12 Truth 45–46 Corruption 79–80 Ash
13–14 Spring 47–48 Prophecy 81–82 Banishment
15–16 Sanctuary 49–50 Fate 83–84 Shadow
17–18 Bone 51–52 Twilight 85–86 Madness
19–20 Specters 53–54 Power 87–88 Stone
21–22 Daybreak 55–56 Darkness 89–90 Secrets
D ELVE S I TE ORACL ES
23–24 Doom 57–58 Gloom 91–92 Despair
25–26 Treachery 59–60 Storms 93–94 Blades
27–28 Blood 61–62 Hope 95–96 Dread
29–30 War 63–64 Lament 97–98 Light
31–32 Torment 65–66 Frost 99–100 Wrath
33–34 Iron 67–68 Souls
84
DELVE SITE: NAME (PLACE)
OR AC LE OMN IBUS
79–83 / Stronghold 84–95 / Tanglewood 96–100 / Underkeep
1–10 Bastion 1–10 Bramble 1–10 Catacomb
11–20 Citadel 11–20 Briar 11–20 Chambers
21–30 Fortress 21–30 Forest 21–30 Den
31–40 Garrison 31–40 Grove 31–40 Hall
41–50 Haven 41–50 Silva 41–50 Labyrinth
51–60 Keep 51–60 Tangle 51–60 Maze
61–70 Outpost 61–70 Thicket 61–70 Pit
71–80 Refuge 71–80 Weald 71–80 Sanctum
81–90 Sanctuary 81–90 Wilds 81–90 Underkeep
91–100 Watch 91–100 Wood 91–100 Vault
D ELVE S I TE ORACL ES
DELVE SITE: TRAP TRIGGER
Use these oracles to envision the nature or function of a trap in a site. Roll once for
an Event and once for a Component, and interpret the response as appropriate to the
situation and environment.
MONSTROSITY: CHARACTERISTICS
1–5 Extra limbs 67–69 Mandibles / pincers
6–10 Fangs / rows of sharp teeth 70–72 Luminescent
11–15 Claws / talons 73–75 Antennae / sensory organs
16–20 Strange color / markings 76–78 Proboscis / inner jaw
21–25 Horns / tusks 79–81 Exoskeleton / shell
26–30 Oversized mouth 82–84 Bony protuberances
31–35 Spikes / spines 85–87 Corrupted flesh
36–40 Tail 88–90 Semi-transparent
41–45 Multi-segmented body 91–93 Scarred / injured
46–50 Wings 94–95 Egg sac / carried offspring
51–54 Stinger / barbs 96–97 Rotting / skeletal
55–58 Many-eyed 98 Mummified / desiccated
59–62 Distinctive sound 99 Multi-headed
63–66 Tentacles / tendrils 100 Etched with mystic runes
86
MONSTROSITY: ABILITIES
OR AC LE OMN IBUS
1–4 Keen senses 70–71 Parasitic
5–8 Intimidating vocalization 72–73 Vibration sense
9–12 Climber 74–75 Breath weapon / toxic spew
13–16 Intelligent 76–77 Mimicry
17–20 Swift 78–79 Shapeshifting
21–24 Powerful bite 80–81 Control lesser creatures
25–28 Stealthy / ambusher 82–83 Echolocation
29–32 Horrid visage 84–85 Electric shock
33–36 Strong 86–87 Acidic
37–40 Camouflaged 88–89 Symbiotic
41–43 Flier / glider 90–91 Shoot projectiles
MONSTROS I TY ORACL ES
44–46 Poisonous 92 Paralyzing
47–49 Semiaquatic / swimmer 93 Immune to iron
50–52 Grappler / entangler 94 Feels no pain
53–55 Leaper 95 Enact rituals
56–58 Crusher / constrictor 96 Create illusions
59–61 Armored 97 Mind control / telepathy
62–64 Burrower 98 Move between realities
65–67 Noxious smell 99 Wield weapons
68–69 Trap-setter 100 Control elements
ENVISIONING MONSTROSITIES
Use the Monstrosity oracles to introduce a new type of animal, beast, or horror to
your world. Start by rolling for its Size and Primary Form. Then, roll up to three
times for Characteristics. Do the same for Abilities.
Weave the aspects of the monstrosity into your encounter. Make moves as
appropriate to overcome, avoid, or face the consequences of its characteristics
and abilities.
To learn more about your creation’s nature, use the Character oracles. Check the
Activity and Disposition oracles (pages 70–71) to reveal how the encounter
begins. Roll on the Goal oracle (page 71) to give the monstrosity a purpose.
87
THREAT: CATEGORY
OR AC LE OMN IBUS
Use this oracle to randomly select a broad type of threat for your campaign. If you
are prompted (or choose) to roll twice, take both results and decide how these two
threats act together or represent a more complex situation. For example, choosing
both a Malignant Plague and a Zealous Cult might signify an evil sect that has
unleashed a sickness upon the Ironlands in service to a dark god.
THREAT: ACTION
T HR EAT ORACL ES
The Advance a Threat table (page 24) is duplicated here for ease of reference.
1–30 The threat readies its next step, or a new danger looms. If you are in a
position to prevent this development, you may attempt to do so. If you
succeed, Reach a Milestone. Otherwise, mark menace.
31–70 The threat works subtly to advance toward its goal, or the danger
escalates. Mark menace.
71–100 The threat makes a dramatic and immediate move, or a major event
reveals new complications. Mark menace twice.
ENVISIONING THREATS
When you Swear an Iron Vow, you can optionally associate a threat with that quest.
The threat is the person, being, faction, or situation responsible for the problem that
motivates your vow, or is the adversary most directly opposing you in the fulfillment
of that vow.
Then, as you Advance a Threat, use the oracles on the following pages to help decide
how the threat manifests or takes action. Interpret the oracle’s answer as appropriate
to the nature of the threat and the current situation.
If you roll a match on the Advance a Threat table, this development also exposes a
surprising aspect of the threat’s plan or nature. If you’re not sure what this means,
check the Action and Theme oracles for inspiration (pages 50-51), or the Plot
Twist oracle (page 92).
If you aren’t using the threat moves in your campaign, you can still use these oracles
to inspire details for campaign-level enemies, troubles, and complications.
See pages 151–161 of the Ironsworn: Delve rulebook for details on managing threats.
88
THREAT: BURGEONING CONFLICT
OR AC LE OMN IBUS
1–10 Allow warmongers to gain influence
11–20 Break a treaty
21–30 Force a hasty decision
31–40 Deepen suspicions
41–50 Trigger a confrontation
51–60 Subvert a potential accord
61–70 Isolate the antagonists
71–80 Draw new battle lines
81–90 Reveal an unexpected aspect of the dispute
91–100 Introduce a new person or faction to complicate the situation
T HR EAT ORACL ES
THREAT: CURSED SITE
1–10 Unleash a creature or being
11–20 Lure the unwary into its depths
21–30 Offer promises of power
31–40 Reveal a new aspect of its cursed history
41–50 Expand its malignancy to surrounding lands
51–60 Leave its mark on an inhabitant or visitor
61–70 Reveal hidden depths
71–80 Ensnare an important person or object
81–90 Corrupt the environment
91–100 Transform its nature
89
THREAT: MALIGNANT PLAGUE
OR AC LE OMN IBUS
90
THREAT: SCHEMING LEADER
OR AC LE OMN IBUS
1–10 Defeat an enemy
11–20 Form a new alliance
21–30 Usurp or undermine another leader
31–40 Force the loyalty of a community or important person
41–50 Enact a new law or tradition
51–60 Rescind an old law or tradition
61–70 Reveal a true intention
71–80 Unravel an existing alliance
81–90 Incite conflict
91–100 Use an unexpected capability or asset
T HR EAT ORACL ES
THREAT: POWER-HUNGRY MYSTIC
1–10 Gain hidden knowledge
11–20 Assault an enemy with magic
21–30 Despoil a place through magic
31–40 Forge a bond with ancient forces
41–50 Create magical wards or protections
51–60 Obtain a powerful artifact
61–70 Tempt with power or secrets
71–80 Recruit a follower or ally
81–90 Sacrifice something in exchange for greater power
91–100 Use magic to trick or deceive
91
STORY: REGION
OR AC LE OMN IBUS
92
STORY: CLUE
OR AC LE OMN IBUS
When you investigate a mystery, you might uncover clues in the form of messages,
rumors, eyewitness reports, supernatural revelations, or physical evidence. You can
use this oracle to help reveal what this evidence connects to or implicates.
STORY ORACL ES
28–30 Involves a hidden or mysterious person
31–33 Involves a nonhuman being or entity
34–36 Involves a creature
37–39 Involves an artifact or precious object
40–42 Involves a personal item
43–45 Involves a weapon
46–48 Involves a valuable resource
49–51 Involves a notable community or faction
52–54 Involves a leader or notable person
55–57 Involves a person or community from your background
58–60 Involves an enemy or rival
61–63 Involves someone you trust
64–65 Involves a mystic power or ritual
66–68 Involves an ailment or affliction
69–71 Involves a religion or belief
72–74 Involves a promise or debt
75–77 Leads to a nearby or familiar place
78–80 Leads to an ancient or ruined place
81–83 Leads to a settled place
84–86 Leads to a remote or wild place
87–89 Leads to a notable landmark
90–91 Leads to a mystical or unearthly place
92–94 Suggests a history of similar incidents
95–97 Suggests a looming event or deadline
98–100 Suggests an imposter or deception
93
COMBAT: BATTLEGROUND
OR AC LE OMN IBUS
Use this oracle to help envision the characteristics and complications of a combat or
battle scene. Weave these elements into the actions of your character and their foes.
COMBAT: TACTIC
Use this oracle to reveal the actions of a foe, enemy force, or other NPC in a combat
scene. Alternatively, for a more flexible prompt, roll for an Event Method or Event
Target on the following page and interpret the answer.
94
COMBAT: EVENT METHOD
OR AC LE OMN IBUS
1–2 Defy 35–36 Charge 69–70 Withdraw
3–4 Break 37–38 Escalate 71–72 Clash
5–6 Trick 39–40 Sunder 73–74 Amplify
7–8 Evade 41–42 Shatter 75–76 Batter
9–10 Protect 43–44 Aim 77–78 Feint
11–12 Overwhelm 45–46 Stagger 79–80 Shove
13–14 Persevere 47–48 Counter 81–82 Embed
15–16 Assist 49–50 Seize 83–84 Affect
17–18 Await 51–52 Impact 85–86 Probe
19–20 Abort 53–54 Entangle 87–88 Force
21–22 Block 55–56 Hold 89–90 Intensify
COMBAT ORACL ES
23–24 Collide 57–58 Deflect 91–92 Distract
25–26 Focus 59–60 Drop 93–94 Challenge
27–28 Advance 61–62 Lose 95–96 Brawl
29–30 Breach 63–64 Sweep 97–98 Coordinate
31–32 Endure 65–66 Secure 99–100 Overrun
33–34 Assault 67–68 Cover
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. Use this oracle in dramatic moments, or to introduce an unexpected
outcome triggered by a match.
33–36 You find yourself in another place without memory of how you got there
37–40 You alert someone or something to your presence
41–44 You are not yourself, and act against a friend, ally, or companion
45–48 You affect your surroundings, causing a disturbance or potential harm
49–52 You waste resources
53–56 You suffer the loss of a sense for several hours
57–60 You lose your connection to magic for a day or so
61–64 Your ritual affects the target in an unexpected and problematic way
65–68 Your ritual reveals a surprising and troubling truth
69–72 You are tempted by dark powers
73–76 You see a troubling vision of your future
77–80 You can't perform this ritual again until you acquire a key component
81–84 You develop a strange fear or compulsion
85–88 Your ritual causes creatures to exhibit strange or aggressive behavior
89–92 You are tormented by an apparition from your past
93–96 You are wracked with sudden sickness
97–100 Roll twice; if they are the same result, make it worse
96
MAGIC: MYSTIC EFFECT
OR AC LE OMN IBUS
Encounters with magic forces may put you at the mercy of chaos. Use this oracle
to help envision the strange and dangerous effects of ancient artifacts, mystic sites,
powerful rituals, and other supernatural anomalies. Results on this table may have
campaign-shaking implications, so use it in rare and dramatic moments.
MAG I C ORACL ES
17–18 Unleash a plague 63–64 Trigger a celestial event
19–20 Control elemental forces 65–66 Summon a swarm of creatures
21–22 Erase or suppresses memories 67–68 Reveal distant places
23–24 Shroud in lasting darkness 69–70 Absorb energy or essence
25–26 Alter surrounding environment 71–72 Banish to another reality
27–28 Bind to a location 73–74 Banish to another location
29–30 Inflict cursed luck 75–76 Inflict prophetic visions
31–32 Incite negative emotions 77–78 Inflict dreadful transformations
33–34 Awaken latent powers in another 79–80 Inflict sickness or weakness
35–36 Inflict aging or wasting 81–82 Absorb life
37–38 Bind to a restless spirit 83–84 Spread corruption or blight
39–40 Grant horrifying knowledge 85–86 Brand with a cursed mark
41–42 Awaken or animate the dead 87–88 Destroy terrain or architecture
43–44 Incite an obsession 89–90 Grant a lasting boon—at a cost
45–46 Manifest inner fears 91–100 Roll twice
97
SCALE: MAGNITUDE
OR AC LE OMN IBUS
Use these oracles to help answer a question related to the scale, extent, or capability
of something. Ask your question, choose one of the columns below, and roll to
reveal the answer. For example:
✴ Size: “What is the scale of the ruin?” ✴ Power: “How strong is this wyvern?”
✴ Number: “How many soldiers are in ✴ Complexity: “How tricky is the lock?
the camp?” ✴ Value: “How rare is this artifact?”
✴ Distance: “Where is the nearest ✴ Influence: “What sort of authority
trained healer?” does this clan leader wield?”
✴ Time: “How long will the winter ✴ Disposition: “What is this
stores hold out?” merchant’s attitude toward me?”
98
SCALE: RANK
OR AC LE OMN IBUS
Use this oracle to randomly set the challenge rank of a quest, journey, or foe.
S CA LE ORACL ES
obstacles or across especially and mighty
challenging terrain creatures