Maladum: Beasts of Enveron
Maladum: Beasts of Enveron Rulebook
Table of Contents
Table of Contents
Introduction
This pack contains additional Wandering Beasts to add variety to your games. The nine new Event Cards should be added to the supply with their respective types, ready to be shuffled into the deck during your games, and the equipment should be added to the appropriate supply based on its rarity.
Crafting Resources (those with crafting icons) and the Lair of the Beast card and matching token are for use with the Crafting and Hidden Locations rules in the Of Ale and Adventure expansion. If you do not have this expansion yet, leave these components in the box for now.
Small Pit: These are added to the gaming area when a Bloodwyrm withdraws into its tunnel. Once in play, they work exactly like the large Pit in the starter set.
New Abilities
The following icons are found on the new character boards in this set:
Ammunition: The Harpoon icon follows the usual rules for ammunition just like the Arrow and Shot icons.
Fly X: This character can fly above the ground with the following benefits:
- Scramble (printed as the word "Scramble" followed by the Fly X dice icon; the card gives no further explanation).
- They ignore the first hit of any attack of opportunity against them.
- They cannot be knocked prone. They are still subject to any other parts of a rule that would normally make them prone.
Keywords
Hit and Run: After making a melee attack, if this character is still engaged it will make a free Move directly away from the defender, ignoring attacks of opportunity, if there is space to do so. It will not engage other enemies with this Move.
Immobile: This character cannot Move or be moved unless a rule explicitly says otherwise.
Malacytic Conduit: This character cannot contain the magical energy in their body. At the start of each of this character's turns, add a blue peg to the Dread Tracker. If on an item, the rule applies while it is being carried or worn.
Reactive: Once per turn, if another character starts their turn or enters a square within range of this character's attacks (intentionally or otherwise), this character immediately makes a free attack against them. This interrupts any movement, and the moving character can continue their action/turn after the attack if they survive.
Relentless: A character attacked multiple times in a single round by characters with this rule will have their physical armour reduced by 1 for each attack after the first, to a minimum of zero.
For example, the first attack by a character with Relentless will use the defender's standard armour value. The second will reduce it by 1; the third will reduce it by 2, and so on.
Trap: This item is a trap that can be set by an Adventurer. They may make an Interact action to set it and place it in an adjacent square.
NPCs are unaware of the trap and will not adjust their route to avoid it. The trap is triggered immediately when an enemy enters a square containing or adjacent to it and its effects are resolved against that enemy. Then flip the token face down – it will not resolve again this round. Flip it face up again in the Assessment Phase. Each time the trap is resolved, roll a die. On a skull, discard the token.
Adventurers may pick the item up.