Game Playing Aid.

Game Playing Aid.
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Unofficial fan-made companion tool for Maladum: Dungeons of Enveron. Maladum is a trademark of Battle Systems Ltd. This tool is not affiliated with, endorsed by, or sponsored by Battle Systems.

You must own a copy of the game to use this tool meaningfully. Game rules, lore, and content are © Battle Systems Ltd. Support the creators — buy the game at battlesystems.co.uk.

Maladum Companion — Dungeons of Enveron

MALADUM

Companion Dungeons of Enveron
Round
1
First Player
Quest
Untitled
Dread Tracker
DISQUIET
Spawn Calculator

Set up spawn rules per dread level for your current quest's adversary board. Use shorthand like "2 Lamentor, 1d3 Myria" or "D1, D2, D3" for die counts. Free-form text — just for reference.

Entry Point Roll

Roll the magic die to determine which entry point adversaries arrive at.

Revenant Die — Risen From The Grave

When rolling for revenants, on a "risen" result they spawn at the closest grave point.

Magic Die
Forbidden Die
Combat Dice

Set how many red dice to roll alongside the blue die. Critical hits count as 2 hits.

Scatter Direction

Phase Sequence

1. Dread Add 1 black peg. Round 2+: draw event card & resolve at current dread level.
2. Adventurer Players take turns activating adventurers clockwise from first player.
3. Adversary Arrival (roll per dread band), then activate by rank (commander first).
4. NPC Non-adversary NPCs arrive (from event deck) and activate by rank.
5. Assessment Remove activations, resolve status counters, pass first player clockwise.

Magic Die

1 Mental Overload: discard pegs, fatigue (or break item)
2-3 Mental Stability: no extra effect
4 Mental Recovery: restore 1 magic peg
5 Withering Blast: all within 2 squares pushed & prone
6 Radiating Aura: this character & chars within 2 sq gain 1 magic
Unstoppable: +1 peg effect, ignores resist

Forbidden Die

1 Mental Degeneration: corrupt, break item, blast adjacent
2 Mental Instability: this character becomes corrupted
3 Focus Required: restore 1 magic peg & become fatigued
4 Mental Recovery: restore 1 magic peg
5 Mental Resurgence: restore 2 magic pegs
6 Siphon Power: drain magic/health from nearby chars

Status Effects

Blessed Discard to re-roll any die or force enemy re-roll. Max 3.
Burning -1 HP each Assessment. Source of fire. 2 consecutive actions or water to remove.
Cursed Re-roll 1 successful die each roll. Crit hit or natural 6 removes.
Fatigued Spend actions to remove at start of turn. More fatigued than actions = stunned.
Poisoned Each Assessment roll magic die: 1-2 lose HP, 3-4 lose skill, 5 fatigued, 6 removed.
Stunned Skip next turn. Cannot act or use pegs. Remove on their turn.
Terrified Flee from enemies for full turn. Skill peg to remove anytime.
Warded Magical armour value. Maintain in Assessment (discard magic or fatigue).
Wounded -1 movement. Each Assessment roll magic die: 1-3 lose HP.

Key Actions

Move Up to 4 squares (-1 wounded). Max 3 move actions per turn.
Attack Roll dice. Crit = 2 hits + effect. Forceful = +1 die, breaks on 2+ blunders.
Rest 2 consecutive actions. Remove fatigue, +2 magic, +1 HP or skill, -1 wound/poison. No enemies near.
Search Unengaged only. Each room searchable once. 1 trap triggers per action.
Persuade SKILL dice vs NPC persuade. 1 hit=trade/action, 2=truce, 3=join party.
Cast Spell +1 dread peg first magic use per round. Discard pegs = armour value.

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