Starting situations for solo play
Ironsworn Solo Campaign Ideas
These are playable starting situations, not scripted endings. Each gives your hero a vow, pressure that demands a response, and an open question that play can answer.
Choose a campaign shape
Start with a situation that puts a promise under strain: a journey, a bond, a mystery, or a cost that will not wait. The player controls the hero’s purpose; the campaign asks what the world makes that purpose cost.
These prompts use the solo-play principles of the official Ironsworn source.
Eight Ironsworn campaign ideas
Treat every idea as a prompt. Its outcome remains open until your choices, moves, rolls, and consequences make it specific.
- The last signal fire
- Immediate situation: A mountain beacon burns after years of silence.
Vow or commitment: Carry proof of who lit it to the nearest settlement.
Pressure: A winter storm cuts off the passes and a rival wants the beacon dark.
Open question: Who sent the signal, and what are they warning against? - The debt in the marsh
- Immediate situation: A family ledger names your mentor as the cause of a village’s ruin.
Vow or commitment: Learn what your mentor concealed and make amends if the charge is true.
Pressure: The village needs supplies now, while the ledger’s owner demands repayment.
Open question: Was the debt a betrayal, a sacrifice, or a lie? - The missing cartographer
- Immediate situation: New trails appear on an old map, each marked in the hand of a vanished friend.
Vow or commitment: Find the cartographer before someone follows the dangerous routes.
Pressure: Every marked trail crosses land claimed by people who distrust outsiders.
Open question: Why did the mapmaker leave directions without a destination? - The oathbreaker’s child
- Immediate situation: A child arrives with half a broken oath-token and no safe home.
Vow or commitment: Return the token to the person who can explain the oath.
Pressure: Hunters believe the child carries proof that could unmake their authority.
Open question: Did the oathbreaker flee justice, or expose a greater wrong? - The frozen trade road
- Immediate situation: A merchant caravan is trapped beyond an early thaw and sends one desperate runner.
Vow or commitment: Open the road or bring the stranded people home.
Pressure: The river changes course each day, and supplies invite theft and hard bargains.
Open question: What waits at the caravan’s intended destination? - The quiet warband
- Immediate situation: A warband camps outside a settlement but has not attacked.
Vow or commitment: Learn what they want before fear starts a fight.
Pressure: Both sides prepare defenses, and a recent death makes every accusation sharper.
Open question: Who benefits if the first arrow flies? - The heirloom that speaks
- Immediate situation: A recovered heirloom repeats a name only you recognize.
Vow or commitment: Trace the name and decide who deserves the heirloom.
Pressure: Each clue binds you to a different promise, and keeping one may break another.
Open question: Is the voice memory, warning, or someone using the relic? - The road beneath the tide
- Immediate situation: At low tide, stones form a road toward a place no one remembers visiting.
Vow or commitment: Reach its end and return with an answer worth the risk.
Pressure: The tide returns quickly, and companions disagree about what the journey means.
Open question: What did the forgotten travelers leave behind for you?
Turn a premise into a vow
Name what the hero will do, who or what makes it difficult, and what failure would change. Then begin with a scene that forces a choice: a witness at the door, a path closing, a demand that cannot be ignored.
Keep the campaign moving
When the next turn is unclear, ask an oracle or follow the consequence already in motion. Let a weak result complicate the vow, let a new fact change the scene, and record what matters. You are discovering a campaign, not prewriting a plot.
Attribution and independence
This work is based on Ironsworn (found at www.ironswornrpg.com), created by Shawn Tomkin, and licensed for our use under the Creative Commons Attribution 4.0 International License https://creativecommons.org/licenses/by/4.0/.
Tír na Scáth Player Supplement is an independent, unofficial supplement for use with Ironsworn, published by Table for One. It is not affiliated with or endorsed by Shawn Tomkin.
Continue
Pick the situation that creates the most useful question for your hero, then let rules and oracles discover the outcome.