The Rusted Fist is born in a tavern — out of spite.
Episode one of a brand-new campaign in MCDM's Draw Steel: the game with no d20, no missing, and a physics engine that treats goblins as ammunition.
A bleeding blacksmith named Ashley staggers into the inn begging for help — goblins have taken her daughter. The polished, professional Gilded Hand asks whether she can pay, hears "no," and walks out. Four newcomers take the job instead, and name themselves the Rusted Fist on the spot.
The trail leads to an old tomb. Outside it, Hank takes a spear between the ribs and laughs about it, Trian Redleaf kills a goblin and beats a second one with the corpse, Mia Gnarls learns what it feels like to be the party's damage sponge, and Alecs Angico — who is definitely not Nicolas Cage in disguise — starts bowling goblins through their friends with his mind.
Inside: two dozen more goblins, a burning brazier that becomes a weapon, a bard cut down and singing a healing limerick from the floor, and faded frescoes of a legendary silver chalice said to turn the weak into mighty warriors. Which might be exactly why the goblins took Ashley's daughter.
Then a red light down the hall, one step too far, and a trap springs as the credits roll.
An actual-play recap — no dice math, no cross-talk, just the story.
In this episode:
• What makes Draw Steel different — 2d10, tiers, and why you can't miss
• Meet the Rusted Fist: Trian, Mia, Alecs, and Hank
• Ashley's plea and the Gilded Hand's refusal
• First blood outside the tomb
• The offering room and the minion tutorial
• The Revitalizing Limerick, performed live at the table
• The silver chalice, and the party's theory about the kidnapping
• One square too far
Played on the Codex VTT.
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