Ironsworn Legacies Alpha Playtest: A priest, a healer, and a donkey travel to a village...
Back to the Ironlands and tempting fate
I love Ironsworn, and used it for group and solo games. I even did two supplements for them that have done reasonably well. 100 Ironsworn NPCs (DriveThruRPG, itch.io) and 100 Ironsworn Waypoints (DriveThruRPG, itch.io), both (PWYW), because I know coming up with characters and locations in the middle of the game can be difficult.
Ironsworn is one of the best solo RPGs out there, and the base rules are free to download. It’s innovative, fast, with lots of oracles and tools.
When I heard Shawn Tomkins had released Ironsworn Legacies Alpha on the Ironsworn Discord server, I knew I had to give it a shot as soon as possible. I downloaded the Alpha materials and had a quick read.
To me, the biggest changes are positioning, which should be familiar to players of Blades in the Dark, and advantages and misfortunes, which are the outcome of your action rolls.
I came out with variations of some of the characters and NPCs in my previous Ironsworn games.
For the character, at this stage, there are no asset cards. The stat distribution amongst the five stats were the same as before (3/2/2/1/1), so I rolled for which stat would be the highest and got Heart.
One point that might irritate folks is that when you go on a journey you use Wits, so that stat is MAJORLY important or you’re just going to wander around lost. I decided he would have 2 in Wits and 2 in Iron, just in case there was combat.
I decided the character would be a priest, who’s bringing the grumpy old healer Reva to the village of Great Thorn. She’s not going to walk there, so she’ll be on a donkey.
There’s a list of suggested quests, and the one I picked was “Allied settlement wracked with illness, escorting a healer to give them aid.”
Brakash the Priest
Edge 1 Heart 3 Iron 2 Shadow 1 Wits 2
Momentum 2
Epic Vow: Unite the ten tribes
Cheerful guy who’s optimistic and always wants to help.
There’s a rumours oracle so rolling on that ‘Mysterious disappearances plague the area’.
And that’s about it. No assets so Brakash is just going to rely on his skills and dice.
Reva scowled at Brakash. “Can’t they come here to get a cure?” the healer says.
“They are preoccupied. I received their raven asking for assistance. For the unity of the ten tribes, we have to do something,” Brakash said. His dream of uniting the ten tribes together was distant, but this could be a first step.
“And what of the strange disappearances? You with your staff, alone? Why aren’t you asking one of the young men of the village along?”
“They are preoccupied with the harvests,” Brakash said. “There’s no wiser healer than you, Reva. Maybe it’s something you’ve seen before.”
“It better not be something I’ve caught before. I’m no longer so spry.”
The donkey neighs, irritated.
“Oh quiet you…” she says.
The other villagers watched the odd sight but did not say much as they made their way past the wooden gate of Haven.
Journey to Grey Thorn - Formidable Quest. Each progression is one tick of a box of up to ten boxes.
Brakash leads a donkey with Reva
(CD indicates challenge dice, the two d10s you roll, and FD means Fate Dice, the d6 and the bonuses to add)
Journey - Favoured: CD 2/6, FD: 6+2+1 = 9
Strong hit! +2 advantage.
With adv you can do stuff like mark progress, gain momentum, overcome setbacks and other positive outcomes.
Mark progress: Formidable: 1/10, Mark momentum (3)
The way is clear and open. “The Gods open our way,” Brakash says.
“This saddle is a bundle of rocks on.. More rocks,” Reva says.
Vignette: What worry adds to your burden?
The playtest has lots of oracles to help with the game.
Journey Oracle: Abundant Environment
There is a skeleton next to some boulders that they see after a few hours.
However, the grass and flowers are rampant, and Brakash picks some flowers to assuage Reva.
“You know the way to a woman’s heart,” Reva says.
(At this point I thought I lost the favoured position. Turns out you do so if you roll a miss. Well…)
Journey Overland - Favoured:
CD 8/9 FD: 1+2+1 = 4
Miss! +1 misfortune - Increase tension: 1/4
Misfortunes are negative outcomes, where you lose momentum, increase tension (a four segment timer which when filled results in encountering a peril), face setbacks and others.
Unfortunately, the trail disappears and Brakash seems to have lost the way.
“How hard is it to find a trail?” Reva grumbles.
“The vines have grown all over it,” Brakash says, trying to find the route again.
Journey Overland - Favoured
CD: 8/1 FD: 5+2 = 7
Weak hit. +1 adv +1 misfortune, Journey progress: 2/10, Tension: 2/4, worsening weather
“There’s something in the air,” Reva says. “I believe we are being followed.”
“We need to make camp. There should be a hut around here.” Brakash says.
The weather is turning as dark clouds loom.
“The god of the sky does not take kindly to our journey, and possibly mission,” she says.
“Helping others will always be blessed by the Gods,” Brakash says.
“You speak like some shallow youth, still thinking the Gods think humans matter. We are just worms to them.”
They do find the hut and rest in there, though it is decrepit.
“We need to send men to repair this,” Reva says.
"I think.. I know the way now,” Brakash says, as he spots the moon in the sky.
Journey Overland - Normal
CD: 3,7 FD: 6+2 = 8
Strong hit: +1 adv, Journey: 3/10, Posiiton → Favoured.
Sure enough, Brakash finds the hut. They rest within.
No Make Camp action yet as far as I can see. Could have used the Yes/No oracles but decided to skip that.
The night passes without incident. They wake up and Brakash feeds the donkey.
“I know, I know. She’s a troublesome one,” he says. “Like having a hedgehog on your back uh?”
“Were you talking to the donkey,” Reva says. She picks some herbs.
“Yes. Everyone should talk to their steed or mount.” Brakash says.
That morning, the weather appears fairer, though will it stay that way?
They pass by an old battleground, now overgrown with grass and flowers.
Journey Overland - Normal. (Made a mistake here; should have been favoured)
CD: 4,10 FD: 6+2 = 8
Weak hit: +1 adv, +1 mis. Journey: 4/10 Tension: 3/4
They come to a rickety bridge, and there’s the smell of hickory and other fires. Dark clouds cover the sky. Reva is quiet, focusing.
“What if it does not work?” Reva says.
“Then we will have tried our best,” Brakash says.
“Their affliction might be a curse, not a disease.”
“We will recommend to them a course of moral vigor,” he says. He recites a prayer over the battlefield, remembering the battle to the slain.
Journey Overland - Normal
CD: 3,5 FD: 6+2 = 8
Strong hit: +2 adv Journey: 5/10 Momentum: 4
As they guide their way through the battlefield, finding the shadow of a trail, they feel that the journey is progressing well.
A hawk flies above them, watching over the two.
Journey Overland - Normal
CD: 3, 9 FD: 1+2 = 3
Miss! +1 misfortune Tension: 4/4 Peril triggers! Perilous detour.
They come to a bridge, but they can see part of it has collapsed.
“This looks treacherous..” Brakash says.
“Maybe there is another way,” Reva says.
Brakash is determined to cross, however.
“You’ll need to get off the donkey,” he says. “It won’t take the weight of both of you.”
“A pity that prayers don’t help bridge structures,” Reva snaps.
“I have a rope,” Brakash says.
“And you’ll pull me over?” Reva says. She looks at the river with fear.
“It is fate that we cross. These hardships are part of the ordeal,” Brakash says.
Take an action: Inspire - Normal
CD: 7, 8 FD: 4+3 = 7
Miss! +1 misfortune, suffer setback
“Your god is not one of crossings and bridges. I refuse to cross that bridge and I am not going to use a rope to follow you over. I should have stayed home and continued my sewing…” Reva says.
Despondent, Brakash tries to find another spot to cross.
Find using wits, normal.
CD: 3,4 FD: 3+3 - 6
Strong hit! Success!
Journey Oracle: Overgrown Mire
Brakash heads downriver where the river gradually widens.
The area is waterlogged and soggy. The donkey brays with every step.
“Your ass is most disagreeable,” Reva says.
“Have you ever met a fair minded donkey?” Brakash says, his robes getting drenched.
Brakash finds a boat man after a few hours. It is near dusk by that time. He approaches the boatman, a wrinkly, skinny fellow named Karl. They discuss the payment.
The boatman is reluctant to cross in these conditions.
“It is urgent,” Brakash says. “She needs to get to Grey Thorn as they are suffering an illness. The more time wasted, the more who will perish.”
Test Heart, tempt fate, Normal
CD: 1, 6, FD: 3+3 = 6
Weak hit
Tempt Fate adds another layer to rolls, allowing a greater chance of bigger advantages and misfortunes.
Total: +2 adv, +2 misfortune, Adv: +2 momentum (5/10)
Miss: Mark an impact (supplies locked), face setback ( Violent Storm)
“Well.. all right, all right,” Karl says. “I see the urgency. I’ve seen worse. Get on the boat. We’d best try to get you across before full dark.”
(The journey over the water I mark as troublesome objective)
Reva and the donkey are both reluctantly get on the raft, while Brakash does so to waste no more time.
The rain starts to come down as they make the crossing.
“Such a blessed journey!” Reva says.
The ship is taking on water and the donkey is about to get thrown overboard.
“I’ve survived worse!” Karl says.
“I trust in your skill!” Brakash says. He starts praying.
Test Heart, Normal
CD: 4, 8 FD: 5+3 = 8
Weak hit - +1 adv, +1 mis
Mark progress: 3/10, -1 momentum: 4/10
The gods heed his words as the boat starts to gradually make it across, though the weather is wearing everyone down.
“Will your faith be enough?” Reva says. “We could have waited!!”
Deciding that prayers are enough, Brakash tries to aid Karl in rowing.
Test Iron, Normal
CD: 4,6 FD: 4+2 = 6
Weak hit - +1 adv, +1 mis
Mark progress: 6/10, -1 momentum: 3/10
The boat does slide towards the far bank as the storm continues to come down.
“Do your gods want us to drown?” Karl says.
“Mine is a god of unity and fortune,” Brakash says. The donkey is getting increasingly irate, braying incessantly.
“Just a little more!” Brakash says to the beast.
Test Iron, Normal
CD: 1,6 FD: 6+2 = 8
Strong hit! - +1 adv Position -> favoured
Mark progress: 9/10
To resolve an objective you roll 2d10s and check the result of the progress number, which is 9.
Resolve objective (9): CD - 10,7
Weak hit: Objective achieved at a cost, +1 misfortune - suffer setback
As they reach the opposite shore, the donkey is reluctant to get off the boat. Reva falls into the water and starts getting swept away!
Brakash jumps in and tries to grab her.
Test Iron, favoured
CD: 6, 6! FD: 5+2 = 7
Strong hit with match.
Brakash grabs her robe while Karl manages to hang on to Brakash and they haul her up. They get to the shore.
“I should have stayed in my hut!” Reva shouts, thoroughly drenched and shivering. “N-Now I’m likely to die of c-cold before we even get to that damned village!”
Marking another progress tick as we make it across the river.
Journey: 6/10
The group finds shelter in another hovel and waits out the night. Reva has no dry clothes and they have no fire.
Journey vignette: How does the season manifest?
(Good timing)
The rain stops and the world is reminded that it is summer. Reva’s teeth chatter and eventually she sleeps, while the mule frets. Everything is soaked.
Brakash thanks Karl and they continue on their way.
“You have saved many lives,” Brakash says to the boatman.
“I hope they remember that when I make my case before the gods,” Karl says.
They wave and continue on their way, Reva shivering. She distracts herself by reciting the purpose of the herbs and flowers she spies on the way.
Journey overland, favoured.
CD: 4,5 FD: 3+3=6
Strong hit! +2 adv. - +1 momentum (4/10), mark progress Journey: 7/10
Journey oracle: Corrupted Gathering
As they make their way, they hear chanting. It echoes in the forest.
“Something is not right…” Reva says.
“Let us be on our way,” Brakash says, not wanting to find out. They try to sneak away without being discovered.
Sneak past: Test Shadow, favoured
CD: 1, 6 FD: 5+1 = 6
Weak hit: +1 adv, +1 mis. +1 momentum (5/10), misfortune - suffer a setback
They appear to make their way without being noticed, but the donkey lets out a bray when Brakash tugs a little too hard. They hear hurried footsteps coming towards them.
“Hey there.. What do we have here?” he says. It’s a couple of guards armed with short spears and shields in yellow robes.
“We are making our way to Great Nook. They are in need; Reva is a healer who is knowledgeable and can help them,” Brakash says. He does not reference the ritual or the chanting, even as it continues.
“Oh, is it? Hmm…” The two exchange looks.
Brakash tries to look humble and poor.
“We aim to help a village in need.”
Take Action: Test Heart, favoured:
CD: 4, 4 FD: 3+3 = 6
Strong hit with match! +2 adv. Unlock supply, +1 momentum (6/10)
One of the guards respond, a serious expression on his face. “Well, yes we have heard about the ailment. There is a great ill upon the land. We are calling upon the gods to aid us.”
“May they bring good fortune then,” Brakash says, hiding his skepticism.
The two head back towards the chanting. Brakash can make out a fire, and a leader in a stag mask peering towards them.
“Let us hurry, before the priest changes their mind.”
“No argument there,” Reva says.
Journey onward, favoured.
CD: 10, 8 FD: 1+2 - 3
Miss! +1 misfortune. Increase tension:1 of 4, Position -> Normal
As they continue, Brakash feels that those cultists are still following them. The donkey also proves stubborn, almost throwing Reva off.
“Are you certain you know the way, priest?” Reva says.
Journey onward, normal:
CD: 7,8 FD: 5+2 = 7
Miss! +1 misfortune. Position -> desperate. Increase tension: 2/4
The pursuer is getting closer. Brakash can’t find the trail, and Reva is getting antsy.
“Maybe we should return to those cultists. Have they used their magic to hide the trail?”
Oracle: Forgotten Lair
They come across a cave, wherein emerges a great stink.
Brakash can’t remember coming here. He looks behind him.
“Let us press on a bit more,” he says.
“Where to?” Reva says, sighing. “It is like being led by a child…”
Journey onward, desperate:
CD: 5, 8 FD:: 5+2 = 7
Weak hit: +1 adv, +2 misfortune. Journey: 8/10, tension: 3/4., face setback: disorienting path
The path is confusing, with multiple branches. It has been years since Brakash came this way. He curses himself for not finding a better guide. He decides on a path with what look like hoof prints.
“I think this is the way,” Brakash says.
“It goes deeper into the woods. Are we visiting the Old Lady of the Forest who will pluck off our skins?” Reva says.
“I.. I can see the lights,” Brakash says.
“My eyes are not that weak. I hope you are not lying, priest. If you are, may the one who sees all pluck out your eyes!”
Journey onward, desperate:
CD: 5,10 FD: 2+2 = 4
Miss! +2 misfortune, Tension: 4/4 (peril triggers), setback - lost
(Since there’s an Encounter Codex that only has Undying, time to try out combat!)
Hungry Blighted - solitary.
A creature emerges from the trees behind them. It’s an undying; the stink of death from its mouth. Its claws are sharp and it hungers for flesh.
“Those priests.. Sent this,” Brakash says.
Enemy is formidable
Environment: Treacherous - Quagmire
“What kind of being are you?” Brakash says. “Be Gone!”
Call upon the divine, desperate
CD: 3, 7 FD: 3+3 = 6
Weak hit; +1 adv, +2 misfortune; impact 1/10, Mark impact (x2), health -1 (3), supply -1 (2)
The creature approaches and Brakash slams it with his staff. It does not care as it slams him to the ground and heads towards the donkey. The animal shrieks in fear. Food drops out of the saddlebags.
Brakash brings his staff down upon the undead, trying to stop it.
Combat, desperate
CD: 3, 8 FD: 5+2=7
Weak hit, +1 adv, +2 misfortune; wound 2/10, Mark impact (x2), spirit -1 (3), supply (-1) 1
The creature is struck by Brakash’s staff, and it shows no sign of faltering. The sight of this rattles Brakash, even as more supplies continue to drop as Reva tries to calm the donkey down.
He tries to trip the creature.
Combat, desperate
CD: 7,9 FD: 6+2 = 8
Weak hit, +1 adv, +2 misfortune; wound 3/10, Mark impact (x2), spirit -1 (2), health -1 (2)
The creature turns and breathes on Brakash as he strikes at its legs. It crumbles and claws at him. The touch drains feeling from his flesh.
Reva shakes her head. “We are doomed.”
Brakash calls upon his god and slams at the beast with force.
Combat, desperate, (tempt fate)
CD: 6, 7 FD: 5+2 = 7
Weak hit, tempt fate; +2 adv, +3 misfortune; wound 4/10, overcome setback (donkey calms down), increase tension (1 /4), encounter a peril (2M; Foe takes a new form)
Brakash feints and delivers a strike to the skull. It reveals something smoky within; the smell of burned, rotting cedar. It is transforming and changing. The donkey calms down as Reva places her hand on it and whispers in its ear.
“Calm down you silly thing! This does no good! And stop spilling our bread!” Reva says.
Brakash ignores the creature’s nature and slams his staff into it.
“I call upon my god to protect me!” he declares.
Fight - desperate
CD: 5, 7 FD: 6+2 = 8
Strong hit! +1 adv, Position-> Normal; wound 5/10
It tries to claw at Brakash but he smashes its hand away.
Fight - Normal
CD: 5, 7 FD: 5+2 = 7
Weak hit: +1 adv, +1 misfortune; wound 6/10, tension (2 of 4)
The creature seems to be weakening or transforming. Pale light in its eye sockets. Brakash’s latest strike is shrugged off.
Fight - Normal
CD: 3, 5 FD: 5+2 = 7
Strong hit! +1 adv, Wound 7/10, Position → Favoured
His staff smashes into the creature’s skull.
“I call upon the gods to unbind thee, wretched thing!”
Resolve Objective roll vs 7: CD 2, 4 (Yes, I know this was risky but just hoped my rolls would still hold out)
Strong hit! +t adv, and 2 boons for harrowing effort
Brakash’s staff strikes one of the runes on the creature’s form, and it seems to destroy the magic animating it. It falls to the ground, destroyed.
Sweating after the battle, Brakash rubs away the other corrupt runes on its body and calls upon the gods not to allow it to walk upon the earth again. It smoulders and burns.
“That was a fine battle, priest. One I shall recall to my grandchildren,” Reva says.
Brakash nods. “Now.. let us hurry,” he says. “Before more of them come.”
“You’re gravely hurt,” Reva says.
“T-there is no time to rest,” Brakash says. “I can see the lights of the village.”
“Are you sure those are from the village, and not the far realms?”
Brakash laughs and pulls the donkey away. “We better do it before we starve.”
Journey, favoured:
CD: 3, 10 FD: 2+2 = 4
Weak hit: +1 adv, +1 misfortune - Journey: 9/10, tension: 3 of 4
“We are on the outskirts..” Brakash says.
Test the journey!
Resolve Quest: 8, 9 - Weak hit!
Quest completed, but with an unexpected twist.
There are guards that receive them, but something is amiss… They open the gates and allow the motley group in.
The illness has taken a greater toll than expected, and weary faces greet the two.
Time to Ask the Oracle:
Is the leader dead? (Even) No
Do they look favourably on the newcomers? (Unlikely) No. They are highly suspicious of them.
“Who are you?” a voice shouts, an intimidating warrior dressed in armor and wielding an axe.
“Brakash from High Hold. I am here with Reva, our best healer. We have heard of the illness and we came to help.”
Do they think Reva can cure them? (Even chance) No.
(Yes/No dice you are being bloody difficult…
“And there’s far more dangers than just illness out there,” Reva says…
(TO BE CONTINUED?)
Well, either way Brakash has fulfilled his quest to bring the healer to the town, even if they’re not too happy about it. Unfortunately, with a weak hit he receives the rewards for a Dangerous quest instead of Formidable, which is 3 boons, and 2 legacy. Boons are experience and rewards, so you can get better or mend resources. Legacy is a way to pass benefits to other characters.
After reading a playthrough by Thorkild (https://old.reddit.com/r/Ironsworn/comments/1tusemr/thorkild_the_roving_mercenary_ironsworn/), realised challenges also give boons, so it’s a total of 7 boons and 2 legacy including the river crossing and from the combat. So that’s more generous.
—
Initial thoughts:
After a bit of stumbling around with the rules, I kind of got the hang of it. It flows well, and I do like the advantage and misfortune components and positioning.
I think momentum is going to be the big loser. With progress having the same cost (1 advantage) as momentum, I would definitely put more points in progress. I didn’t realise you could put up to 3 points to a the same advantage, so I could have made more progress early on.
Tempt Fate is interesting and does add some tension to a roll. I personally wouldn’t allow momentum to be used with Tempt Fate, as it feels like it’s not in the spirit of things, but other players might have a different take.
For an Alpha playtest, there’s a lot of stuff here that’s flowing well and does improve the game. There’s more guidance on positive and negative conditions, and instead of depleting health, spirit, or supply, there are other factors such as tension and setbacks.
Making a discovery requiring three advantages feels a bit high. I wanted to use it on the enemy during the combat, but being in a desperate situation, things were dire.
The oracles are also fantastic, adding a lot of colour to the journey and the battle. I could have rolled them more often as well to help fill up the world.
I didn’t use the resource cards, which is a kind of catch-all asset card?
Finally, think Helpful could be changed to Add 1 to the Action Score to make it clearer.
Rolling a match suggests assigning advantages and misfortunes to dramatic or unexpected effects. Guess more of a narrative impact rather than a mechanical one? Maybe add another adv or one misfortune?
There are some interesting things you can spend boons on, such as making a route between the settlements, which would make the return journey easier.
There’s a feedback form to fill up so I’ll do that for my next post. If you want to give Ironsworn Legacies a try you can join the Ironsworn Discord server, and may you find good fortune in the Ironlands.



I can’t wait to give this a try.
I like the cranky juxtaposition between the healer and the priest. That was amusing.
Oh, new stuff. I really liked ironsworn.