Ironsworn: Delve

A Review of the Role Playing Game Supplement Ironsworn: Delve

Ironsworn: Delve is a role playing game supplement written and published by Shaun Tomkin. This supplement adds additional rules and options to Ironsworn.

The supplement is available from DriveThruRPG as a PDF for $12.50, as a softcover print on demand book for $21.50, as a hardcover print on demand book for $26.50, as PDF and softcover for $21.50 or as PDF and hardcover for $26.50. The PDF is the version reviewed, although it was purchased at a reduced price as part of a special bundle, and it comes with multiple PDFs.

The primary PDF comes in two versions. One has 246 pages and the other 124 pages; the second version being done as two-page spreads. Of the regular version, one page is the front cover, two the front matter, seven the Contents and four the Index.

Chapter 1: At the Threshold starts out with Prepare to Delve, which explains that the perilous locations of the Ironlands are called sites. It explains that the supplement contains resources for exploring sites and new tools and options for Ironsworn. There is an overview of the supplement’s contents. There are explanations as to what else is needed – there are additional resources – and how to add Delve to an Ironsworn campaign. It explains that sites are usually related to quests and there is an overview of new moves.

Getting Started explains that you need to define a purpose for exploring a site; an example is given and used through this. Sites are discovered and then defined using themes and domains, then more details are created for the site including its name, rank and denizens. The chapter concludes with a summary of this process.

Chapter 2: Into the Depths starts by explaining the Delve moves. Discovering a site, returning to a previously discovered site and marking progress are covered. There are tools for envisioning the features of a site and how to approach it. This is then summarised. Next is finding opportunities and dangers and an option for checking gear; Ironsworn doesn’t manage inventory in detail, so this is a way of seeing if you have a needed item. Once the objective in the site is reached, it can then be escaped. Also in this section are using other moves, a flowchart showing how a site is explored and a glossary of terms.

Ironsworn: DelveChapter 3: Finding Your Path has different ways of customising Delve to personal preference. There are ways of managing sites and quests, with milestones and pacing, risk zones, as the deeper a site is penetrated, the greater the danger, and how to manage them, how to deal with failure, mapping sites – Delve is abstracted, so it doesn’t use a typical map, so a flowchart example is given – and relationships, which are done in a similar manner, handling dice rolls, altering sites and creating your own themes and domains, turning journeys into delves and one-shot delves.

Chapter 4: Sites covers how a site would be discovered, truths about sites, themes and domains and finally 20 site starters, each of which has themes, ranks, denizens and domains, as well as some text about the site.

Chapter 5: Denizens is the creatures that inhabit the sites and the world. There is a Denizen Matrix to fill out, which allows a list of denizens to be turned into a random table, and how to do encounters with denizens. The denizens themselves follow, and each is done in the same way as the core rulebook, though there is a new category of denizen, called Anomalies. How to handle an encounter with an Anomaly is covered, then the Anomalies themselves are described.

Chapter 6: Threats starts by explaining how and why to add threats to a campaign, and has two types, sentient and non-sentient. Tracking threats, advancing them, taking downtime and resolving a threat are next. There are tips on changing the nature of a threat, using threats in guided play, managing encounters and experience point incentives.

Chapter 7: Objects of Power explains that Ironsworn doesn’t focus on equipment or resources, but there are exceptions and that this chapter broadens these. It starts with a system for tracking wealth as an abstract, which can be done individually or as a group. Artefacts are items that add to a story; they may be a MacGuffin or something that has power in and of itself. Artefacts, if they become an item a character permanently has, shouldn’t have a lasting power; they should do the job they are needed for and be done. This is followed by some example artefacts.

Rarities are an optional system and are linked to a specific asset, which they enhance. Unlike artefacts, they maintain their utility, providing continuing benefits. Rarities cost experience points to buy. How rarities are obtained is covered and a list of experience point costs depending on what they enhance is given. There are details on using rarities, how their story evolves and using them with companions. Rarities can be lost or destroyed, but only as part of the story, not random chance. It’s recommended that, in most campaigns, characters have a single rarity or, at most, two, though possible exceptions are given. Following this is a list of example rarities, one for each path, combat talent and ritual. Each has a name, an experience cost using the standard cost and a description.

Chapter 8: Oracles has the various new oracles. These cover Features, Site Name, Site Nature, Characters, Monstrosities, Traps, Combat Events and Threats. Each category has a number of oracles covering different aspects.

Appendix A: Delve Moves details the new moves in one place.

Appendix B: Optional Moves does the same for those that are optional.

Theme and Domain Cards is a seven-page PDF with one page being the front cover. The remaining pages duplicate the Themes and Domains from the main PDF, with two blank versions of each.

Site Worksheet is a single page PDF and has various things for a site, including a blank space for the map.

Moves is a three-page PDF with one page being the front cover. The other two pages have the new moves from Delve.

Ironsworn: Delve in Review

The PDF is decently bookmarked with major and minor sections linked. The Contents is to a similar level of depth and is also hyperlinked. The Index is thorough but sadly not hyperlinked. Navigation is good. The text maintains a single column format and appeared to be free of errors. There are a number of stock art illustrations, all black and white photos up to half a page in size. Presentation is good.

Firstly, this is a supplemental book for Ironsworn; it doesn’t work without the core rulebook. Fortunately, the core book is free in PDF. Delve adds new options to the game, which are to a large degree aimed at exploring places that are often underground but, as the various sites show, they can cover aboveground regions as well. Even a regular overland journey can be turned into a Delve. The supplement adds a lot of new options to the game, some of which are also optional, that can be used to expand play. Even with the additional options, Ironsworn is still a rules-light game that doesn’t focus on stats or crunchiness. This supplement simply adds an extra dimension to the storytelling. It is therefore only really useful for those who already have, and enjoy, Ironsworn. Those who didn’t enjoy the original game are unlikely to enjoy this expansion either. Ironsworn: Delve can be found by clicking here.

 

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