You notice that there are
8 goblins nearby that hiss and chatter with their guttural tongues as they crouch in the bushes and twisted tree roots surrounding the Tomb. They were trying to ambush you with their spears, but ⭐
thanks to Malfina and Shrike you're faster ⭐
OOC:
Every round, you can take four different actions: a main action, a move action, a maneuver and a triggered action.
We will handle the triggered action later (you don't start this tutorial with any abilities that grant them)
So, for now, please post your Main Action, Move, and Maneuver (or specify if you’re skipping any). You can also turn your main action into a move action or into a maneuver, so that your turn can alternatively consist of two move actions and a maneuver, or two maneuvers and a move action.
You can (should?) describe your actions cinematically if you like — in that case, use OOC for the actual mechanics.
Who’s up first? All PCs can post
Tutorial notes[ +- ] Combat actions
In this optional section, let’s go over how your actions work in combat so you know what you can do:
- Your main action is typically where you’ll attack, cast a spell, use a special ability, or take another significant action.
- Your move action is usually spent on the Advance action, which lets you move a number of squares equal to your Speed in any direction — even diagonally.
[ +- ] Move action
For now, there are three possibilities as your move action: Advance, Crawl, Disengage.
Advance: When a creature takes the Advance move action, they move a number of squares up to their speed. They can break up this movement with their maneuver and main action however they wish.
Crawl: If you are prone, you can remain prone and crawl on the ground. Doing so costs you 1 additional square of movement for every square you crawl. If you intentionally want to crawl, you can fall prone as a free maneuver on your turn. While voluntarily prone, you can choose to stand as a free maneuver.While a creature is prone, any strike they make takes a bane, and melee abilities used against them gain an edge.
Disengage: When a creature takes the Disengage move action, they can shift 1 square. Certain class features, kits, and other rules allow a creature to shift more than 1 square when they disengage. See your character sheet for this number. A creature who does so can also break up their shift with their maneuver and main action however they wish.
[ +- ] Abilities
Your hero’s sheet include a number of abilities, many of which are main actions and some of which are maneuvers. Please check them out.
While you do that, let’s break down a few important points:
Tags: At the top of each ability, you’ll see tags like Magic, Melee, Psionic, Ranged, or Weapon. These are occasionally referenced by the rules, but you won’t need to worry too much about them this fight.
Range: Abilities show how far they can reach. Melee 1 means you must be next to the target. Ranged 5 means you can strike or affect something 5 squares away.
Targets: This tells you how many things — and what kind — you can hit with an ability.
Power Rolls: If an ability requires a roll, there will be the results for each tier (❌ or ✅ or ⭐). You may also use the ability’s roll section from your sheet to easily roll it, already with all attribute modifers, if any. Skills are never added to abilities' power rolls.
Effects: If an ability has an effect entry, that happens automatically whether you hit or miss.
Battlemap
Overlays in the map above
Orange: Difficult terrain (
to prevent clutter, only the nearby squares are highlighted here. For the remaining areas, please see the tactical analysis, below)
Tutorial notes[ +- ] Objects and terrain
One thing that really sets Draw Steel apart from many other systems is how much the environment matters in a fight. The battlefield isn’t just a flat map with enemies on it — it’s part of the encounter itself. Cover, obstacles, furniture, trees, walls, beams, doors, and even the ground under your feet can all shape the flow of combat. Unlike some games where the terrain is just "flavor," in Draw Steel these features can be damaged, destroyed, manipulated, or turned into hazards that give you real tactical advantages (or problems, if you’re not careful).
[ +- ] Target: One Creature or Object
You may have noticed that your characters didn’t start with every power they’ll eventually have at first level. That’s by design. Since this is a teaching adventure, we’re unlocking abilities gradually as we introduce key mechanics. But please note that every character already has at least one ability that can affect objects, which means you can use what you have to influence the battlefield itself.
[ +- ] Difficult Terrain
Areas of thick underbrush, rubble, spiderwebs, or other obstacles to movement create difficult terrain. It costs 1 additional square of movement to enter a square of difficult terrain.
[ +- ] Cover
When you have line of effect to a creature or object but that target has at least half their form blocked by a solid obstruction such as a tree, wall, or overturned table, the target has cover. You take a bane on damage-dealing abilities used against creatures or objects that have cover from you.
[ +- ] Monster Labels on the Map
To keep track of who’s who, I use a three-part naming convention for enemies:
"Uppercase Letter"+"Group Number"."Lowercase Letter"
- Uppercase Letter: Tells you the type of creature (Examples: W = Goblin Warrior, A = Goblin Archer, K = Goblin Assassin.)
- Number: Indicates the group they belong to. A group always acts simultaneously.
- Lowercase Letter: Identifies the specific creature in that group.
Examples:
W1.a = First Goblin Warrior group, goblin "a."
W1.b = First Goblin Warrior group, goblin "b."
Tutorial: Tactical Analysis[ +- ] Warning
This section won't be included in future maps. After that, you are on your own ;)
The canopy has been stripped away on the map below, revealing the thick, gnarled trunks beneath. These trees broad bases offer
Cover from ranged attacks coming from the opposite side.
See the white arrows on the map below for an example of positioning that provides cover for the goblins
On the other hand, the uneven roots and fallen branches make the surrounding spots
difficult terrain (highlighted in orange) to enter. There are no extra costs to exit them.
Higher ground, shaded in increasingly darker greens, rises in gentle slopes throughout the map. A sharp-eyed archer or spellcaster there gains a tactical advantage
(Edge), firing down at anyone caught in the lower ground.
See the black arrows on the map below for an example of positioning that provides Malfina with this edge
At the heart of the map looms the
Delian Tomb, an ancient stone monument that completely blocks line of sight for anyone trying to target through it. Adventurers can climb to its roof, 3 squares above the ground, for commanding sightlines and elevated position, but the slick moss and crumbling edges make it a tricky perch—one wrong step could be costly. The map also reveals the Tomb’s interior: a dark, echoing chamber with a staircase leading downward into the earth. Though the entrance seems deceptively quiet, the stairs are the most natural entry point (or exit route) to whatever lies beneath.
New ability
Return to Formlessness
@Drgwen, Malfina is now gaining Return to Formlessness (see it under "Main actions", in your character sheet). If it makes tactical sense, you can burn, break, or reshape parts of the environment. As we progress, more abilities will come online, giving everyone even more tactical options — but even now, you can start thinking creatively about how to use what you’ve got.