Adventure Moves

The adventure moves encompass broadly useful actions to overcome obstacles, reinforce your position, conduct investigations, influence others, and support your fellow protagonists. When you face a peril or try to gain leverage, and another move does not apply, you'll likely find your answer among these moves.

Face Danger

When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...

  • With speed, mobility, or agility: Roll +edge
  • With resolve, command, or sociability: Roll +heart
  • With strength, endurance, or aggression: Roll +iron
  • With deception, stealth, or trickery: Roll +shadow
  • With expertise, focus, or observation: Roll +wits

On a strong hit, you are successful. Take +1 momentum.

On a weak hit, you succeed, but not without a cost. Make a suffer move (-1).

On a miss, you fail, or a momentary success is undermined by a dire turn of events. Pay the Price.

Ironsworn: Starforged, p. 147

Secure an Advantage

When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...

  • With speed, mobility, or agility: Roll +edge
  • With resolve, command, or sociability: Roll +heart
  • With strength, endurance, aggression: Roll +iron
  • With deception, stealth, or trickery: Roll +shadow
  • With expertise, focus, or observation: Roll +wits

On a hit, you succeed. 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)

On a miss, you fail or your assumptions betray you. Pay the Price.

Ironsworn: Starforged, p. 148

Gather Information

When you search for clues, conduct an investigation, analyze evidence, or do research, roll +wits.

On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn. Then, take +2 momentum.

On a weak hit, the information provides new insight, but also complicates your quest. Envision what you discover. Then, take +1 momentum.

On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.

Ironsworn: Starforged, p. 149

Compel

When you try to persuade someone or make them an offer, envision your approach. If you...

  • Charm, pacify, encourage, or barter: Roll +heart
  • Threaten or incite: Roll +iron
  • Lie or swindle: Roll +shadow

On a strong hit, they'll do what you want or agree to your conditions. Take +1 momentum.

On a weak hit, as above, but their agreement comes with a demand or complication. Envision their counteroffer.

On a miss, they refuse or make a demand that costs you greatly. Pay the Price.

Ironsworn: Starforged, p. 150

Aid Your Ally

When you act in direct support of an ally, envision how you aid them. Then, Secure an Advantage or Gain Ground to take action. If you score a hit, they (instead of you) take the benefits of the move.

If you Gain Ground and score a strong hit, you are both in control. On a weak hit, your ally is in control but you are in a bad spot.

Ironsworn: Starforged, p. 152

Check Your Gear

When you check to see if you have a specific helpful item or resource, roll +supply.

On a strong hit, you have it, and are ready to act. Take +1 momentum.

On a weak hit, you have it, but must choose one.

On a miss, you don't have it and the situation grows more perilous. Pay the Price.