TEXT: Copyright ©2020 Shawn Tomkin
  The text of this work is licensed under the Creative Commons Attribution-
  NonCommercial-ShareAlike 4.0 International license. For details on licenses and the 
  Ironsworn System Reference Document, visit ironswornrpg.com.
  You may print any portion of this document for personal use.
  DELVE
  MOVES 
  IRONSWORN
  
  DISCOVER A SITE  (page 19)
  When you resolve to enter a perilous site in pursuit of an objective, 
  choose the theme and domain which best represent its nature (Ask the 
  Oracle if unsure), and give it a rank. 
  • Troublesome site: 3 progress per area.
  • Dangerous site: 2 progress per area.
  • Formidable site: 1 progress per area.
  • Extreme site: 2 ticks per area.
  • Epic site: 1 tick per area.
  If you are returning to a previously explored site, roll both challenge dice, 
  take the lowest value, and clear that number of progress boxes. 
  Then, Delve the Depths to explore this place.
  DELVE THE DEPTHS  (page 21)
  When you traverse an area within a perilous site, envision your 
  surroundings (Ask the Oracle if unsure). Then, consider your approach. If 
  you navigate this area…
  • With haste: Roll +edge.
  • With stealth or trickery: Roll +shadow.
  • With observation, intuition, or expertise: Roll +wits.
  On a strong hit, you delve deeper. Mark progress and Find an Opportunity.
  On a weak hit, roll on the following table according to your stat.
  On a miss, Reveal a Danger.
  Edge
  Shadow
  Wits
  Weak Hit Result
  1-45
  1-30
  1-40
  Mark progress and Reveal a Danger.
  46-65
  31-65
  41-55
  Mark progress.
  66-75
  66-90
  56-80
  Choose one: Mark progress or Find an 
  Opportunity.
  76-80
  91-99
  81-99
  Take both: Mark progress and Find an 
  Opportunity.
  81-00
  00
  00
  Mark progress twice and Reveal a Danger.
  FIND AN OPPORTUNITY  (page 30)
  When you encounter a helpful situation or feature within a site, roll on 
  the following table. If you are making this move as a result of a strong hit 
  on Delve the Depths, you may pick or envision an opportunity instead of 
  rolling.
  Then, choose one.
  • Gain insight or prepare: Take +1 momentum.
  • Take action now: You and any allies may make a move (not a 
  progress move) which directly leverages the opportunity. When you 
  do, add +1 and take +1 momentum on a hit.
  Roll
  Result
  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
  REVEAL A DANGER  (page 34)
  When you encounter a risky situation within a site, envision the danger 
  or roll on the following table. 
  Roll
  Result
  1-30
  Check the theme card.
  31-45
  Check the domain card.
  46-57
  You encounter a hostile denizen.
  58-68
  You face an environmental or architectural hazard.
  69-76
  A discovery undermines or complicates your quest.
  77-79
  You confront a harrowing situation or sensation.
  80-82
  You face the consequences of an earlier choice or approach.
  83-85
  Your way is blocked or trapped.
  86-88
  A resource is diminished, broken, or lost.
  89-91
  You face a perplexing mystery or tough choice.
  92-94
  You lose your way or are delayed.
  95-00
  Roll twice more on this table. Both results occur. If they are the 
  same result, make it worse.
  CHECK YOUR GEAR  (page 38)
  When you check to see if you have a specific helpful item, and you have 
  at least +1 supply, roll +supply. 
  On a strong hit, you have it. Take +1 momentum.
  On a weak hit, you have it, but your resources are diminished. Take +1 
  momentum and suffer -1 supply.
  On a miss, you don’t have it and the situation grows more perilous. Pay 
  the Price.
  LOCATE YOUR OBJECTIVE  (page 40)
  Progress Move
  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.
  On a strong hit, you locate your objective and the situation favors you. 
  Choose one.
  • Make another move now (not a progress move), and add +1.
  • Take +1 momentum.
  On a weak hit, you locate your objective but face an unforeseen hazard or 
  complication. Envision what you find (Ask the Oracle if unsure).
  On a miss, your objective falls out of reach, you have been misled 
  about the nature of your objective, or you discover that this site holds 
  unexpected depths. If you continue your exploration, clear all but one 
  filled progress and raise the site’s rank by one (if not already epic). 
  See next page for Escape the Depths.
  
  ESCAPE THE DEPTHS  (page 42)
  When you flee or withdraw from a site, consider the situation and your 
  approach. If you...
  • Find the fastest way out: Roll +edge.
  • Steel yourself against the horrors of this place: Roll +heart.
  • Fight your way out: Roll +iron.
  • Retrace your steps or locate an alternate path: Roll +wits.
  • Keep out of sight: Roll +shadow.
  On a strong hit, you make your way safely out of the site. Take +1 
  momentum.
  On a weak hit, you find your way out, but this place exacts its price. 
  Choose one.
  • You are weary or wounded: Endure Harm.
  • The experience leaves you shaken: Endure Stress.
  • You are delayed, and it costs you.
  • 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.
  ADVANCE A THREAT  (page 155)
  When you give ground to a threat through inaction, failure, or delay, 
  roll on the table below and envision how the change manifests in your 
  world (Ask the Oracle if unsure).
  Roll
  Result
  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.
  71-00
  The threat makes a dramatic and immediate move, or a major 
  event reveals new complications. Mark menace twice.
  On a match, this development also exposes a surprising aspect of the 
  threat’s plan or nature.
  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.
  TAKE A HIATUS  (page 158)
  When you spend an extended time recovering in a safe place while a 
  threat is active, do any of the following.
  • Clear any marked conditions.
  • Set your health, spirit, supply, and companion health to their 
  maximum values.
  • Set your momentum to its reset value.
  Then, for each active threat, Advance a Threat.
  MARK YOUR FAILURE  (page 58)
  When you make a move and score a miss, mark a tick on your failure 
  track. If you score a miss when making a progress move, mark two ticks.
  LEARN FROM YOUR FAILURES  (page 59)
  Progress Move
  When you spend time reflecting on your hardships and missteps, and 
  your failure track is +6 or greater, roll your challenge dice and compare to 
  your progress. Momentum is ignored on this roll. 
  On a strong hit, you commit to making a dramatic change. Take 3 
  experience and clear all progress. Then, choose one.
  • Adjust your approach: Discard a single asset, and take 2 experience 
  for each marked ability.
  • Make an oath: Swear an Iron Vow, and reroll any dice.
  • Ready your next steps: Take +3 momentum.
  On a weak hit, you learn from your mistakes. Take 2 experience and clear 
  all progress.
  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.
  WIELD A RARITY  (page 176)
  When you make a move aided by an augmented asset, roll your rarity 
  die in place of your action die. 
  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 
  hit and take +1 momentum.
  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.
  REVEAL A DANGER  (alternate version - page 68)
  When you encounter a risky situation within a site, envision the danger 
  or roll on the following table. 
  Roll
  Result
  1-22
  You encounter a hostile denizen.
  23-42
  You face an environmental or architectural hazard.
  43-58
  A discovery undermines or complicates your quest.
  59-64
  You confront a harrowing situation or sensation.
  65-70
  You face the consequences of an earlier choice or approach.
  71-76
  The path is blocked or trapped.
  77-82
  A resource is diminished, broken, or lost.
  83-88
  You face a perplexing mystery or tough choice.
  89-94
  You lose your way or are delayed.
  95-00
  Roll twice more on this table. Both results occur. If they are 
  the same result, make it worse.
  DELVE MOVES (CONTINUED)
  THREAT MOVES
  FAILURE MOVES
  RARITY MOVES
  ALTERNATE DELVE MOVES
  
SOURCE: textdata/thevault/Ironsworn (PbtA)/Delve/Ironsworn Delve Moves Reference.pdf