Ironsworn Delve—Threats

Generate a Threat and its next move

Description (more info)

This chart rolls first to generate one of nine categories of threat from Shawn Tomkin's Ironsworn: Delve supplement. If you choose a specific category of threat from the drop down menu, it will roll on the Advance a Threat move and generate one of ten possible actions, approaches or complications related to the category.

This chart uses input variables
Result

{%if Threat == "Any"%}Resolve: {Burgeoning Conflict|Cursed Site|Environmental Calamity|Malignant Plague|Rampaging Creature|Ravaging Horde|Scheming Leader|Power-Hungry Mystic|Zealous Cult|_Roll again for two unique results, then decide how these two threats act together or represent a more complex situation_}{%else%}Advance a Threat:

{% rolled_row = roll_chart dice:EQN(1d100) name:"Advance" %}Roll: {{rolled_row.dice_val}} {{rolled_row.1}}

(On a match, this development also exposes a surprising aspect of the threat’s plan or nature.)

{$Threat}'s Action or Complication:

Roll on "{$Threat}"{%end%}

Subcharts

Burgeoning Conflict (d10)

d10 Result

1

Allow warmongers to gain influence

2

Break a treaty

3

Force a hasty decision

4

Deepen suspicions

5

Trigger a confrontation

6

Subvert a potential accord

7

Isolate the antagonists

8

Draw new battle lines

9

Reveal an unexpected aspect of the dispute

10

Introduce a new person or faction to complicate the situation

Cursed Site (d10)

d10 Result

1

Unleash a creature or being

2

Lure the unwary into its depths

3

Offer promises or power

4

Reveal a new aspect of its cursed history

5

Expand its malignancy to surrounding lands

6

Leave its mark on an inhabitant or visitor

7

Reveal hidden depths

8

Ensnare an important person or object

9

Corrupt the environment

10

Transform its nature

Environmental Calamity (d10)

d10 Result

1

Devastate a place

2

Block a path

3

Threaten a community with imminent destruction

4

Manifest unexpected effects

5

Expand in scope or intensity

6

Allow someone to take advantage

7

Deprive of resources

8

Isolate an important person or community

9

Force refugees into hostile lands

10

Disrupt natural ecosystems

Malignant Plague (d10)

d10 Result

1

Manifest new symptoms or effects

2

Infect someone important

3

Expand to new territories or communities

4

Allow someone to take advantage

5

Allow someone to take the blame

6

Create panic or disorder

7

Force a horrible decision

8

Lure into complacency

9

Reveal the root of the sickness

10

Undermine a potential cure

Rampaging Creature (d10)

d10 Result

1

Reveal a new aspect of its nature or abilities

2

Expand its territory

3

Make a sudden and brutal attack

4

Control or influence lesser creatures

5

Create confusion or strife

6

Leave foreboding signs

7

Lure the unwary

8

Imperil an event

9

Assert control over a location

10

Threaten resources

Ravaging Horde (d10)

d10 Result

1

Overrun defenses

2

Gather resources

3

Attack a location

4

Expand forces

5

Appoint or reveal a leader

6

Send forth a champion

7

Create a diversion

8

Undermine an opposing force from within

9

Cut off supplies or reinforcements

10

Employ a new weapon

Scheming Leader (d10)

d10 Result

1

Defeat an enemy

2

Form a new alliance

3

Usurp or undermine another leader

4

Force the loyalty of a community or important person

5

Enact a new law or tradition

6

Rescind an old law or tradition

7

Reveal a true intention

8

Unravel an existing alliance

9

Incite conflict

10

Use an unexpected capability or asset

Power-Hungry Mystic (d10)

d10 Result

1

Gain hidden knowledge

2

Assault an enemy with magic

3

Despoil a place through magic

4

Forge a bond with ancient forces

5

Create magical wards or protections

6

Obtain a powerful artifact

7

Tempt with power or secrets

8

Recruit a follower or ally

9

Sacrifice something in exchange for greater power

10

Use magic to trick or deceive

Zealous Cult (d10)

d10 Result

1

Overtake a faction or community

2

Unlock secrets to greater power

3

Establish false credibility

4

Appoint or reveal a leader

5

Lure new members or establish alliances

6

Subvert opposition through devious schemes

7

Attack opposition directly

8

Spread the word of its doctrine

9

Reveal a dire prophecy

10

Reveal its true nature or goal

Advance (d100)

d100 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.

71-100

The threat makes a dramatic and immediate move, or a major event reveals new complications. Mark menace twice.


Citation
Ironsworn: Delve by Shawn Tomkin