

You’ve got your copy of Maladum and your friends are eager to give it a go, but what do you show them to get them hooked?
If you are in a hurry you could run them through the tutorial, but that’s designed to explain the core rules and isn’t really representative of the full game. Or, if they are already committed to a campaign, you could start with Of Coin and Glory. However, that’s intended as a low level starter, so it doesn’t show off some of the fun things higher level parties will encounter.
That’s where this Quest comes in. We’ve handcrafted the Event deck, loaded up containers with interesting loot, and set up triggers to show off Status effects to create a representative sample of the cinematic fun the starter box has to offer.
Note: this Quest is designed to demonstrate how the game plays and isn’t balanced to be played as part of a campaign.
Quest
The crumbling stones of the Magic Guild of Norwell were drawn up long ago to house an eternal flame that sanctifies the ruins of a necromancer’s lair that lies in its crypt. This ward has held against the passage of years and provided a testing ground for the mental fortitude of novice maladaar as they reached the completion of their training.
Last night, the sages of the guild were roused from their slumber to discover the temptations of forbidden lore were too much for one novice. Perhaps his training was started too late, or darkness had already grown in his heart, but he fled to follow his own cursed path. As he fled he extinguished the Eternal Flame to create chaos to cover his tracks. With the protective flame no longer lit the dead rise in the crypt and the sages have their hands full holding them in check. Desperate for help they sent a runner in search of Adventurers who could aid them…
Expansions Needed: None
Download the Quest (PDF):
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