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Saturday, 18 July 2026

A Talagaad Tally

Warhammer: The Old World Roleplaying Game Player’s Guide and Warhammer: The Old World Roleplaying Game – Game Master’s Guide introduced the Old World, the prequel setting to the venerable Warhammer Fantasy Roleplay, Fourth Edition. Based on the Warhammer: The Old World, the miniatures combat rules from Games Workshop, Warhammer: The Old World Roleplaying Game is published by Cubicle 7 Entertainment and focuses on a setting that is torn by internal strife, whether political, between the Elector Counts, or religious, between the Sigmarites and Ulricans and others, rather than on the assaults and attacks by the forces of Chaos and on the Chaos within, though this does not mean that Chaos is no less of a threat to the Empire. It is also very specific in its setting. This is the fortified, if ramshackle river port of Talagaad, perched between the Talabec River and the towering walls of the Taalbaston—the giant crater in which the nearby city of Talabheim sits, which stands on the Wizard’s Way, the road that crosses over the bridge known as the and up over the walls of the Taalbaston and is the only legal route into the crater. Control of Talagaad is important since it is a source of much wealth, whether from the taxes levied on the goods going to Talabheim and from lower prices paid for goods being smuggled into the city. Consequently, the town is rife with crime and corruption, petty and otherwise, whether committed by its ordinary citizenry, criminal underclass, or even its excise officers. This is the subject of Warhammer: the Old World Roleplaying Game – Talagaad Adventures.

Warhammer: the Old World Roleplaying Game – Talagaad Adventures is an anthology of five adventures that can be run with any type of Player Characters, though a good mix is recommended in terms of capabilities and status. As in the case of the latter, it will enable the Player Characters to interact with all levels of society. It is suggested that the Player Characters have two adventures under their belt, so the Game Master may want to run the Warhammer: the Old World Roleplaying Game – Starter Set at the very least. The adventures themselves are tied into ‘Grim Portents’ and ‘Dark Threads’ at the Talagaad and thus to the various Contacts that the Player Characters have. However, the adventures do not explore those ‘Grim Portents’ as such, the plots that will bring the Player Characters together and push them to act. Rather they connect to them, but do not develop them directly. Further, the five together do not form a campaign, and they can be played in any order, though it is suggested that the last scenario in the anthology, ‘The Siege of Klepzig’ be run last as a climax to the quintet. What this means is that the individual scenarios in Warhammer: the Old World Roleplaying Game – Talagaad Adventures can be run on their own or woven into the Game Master’s campaign

The adventures take place in and around Talagaad, but also up and down the River Talabec and back again. ‘Something Fishy’ begins in Talagaad with the Player Characters inadvertently caught up in the assassination of the town’s town crier in the Fischmarkt. The Talabheim 11th State Troops are sent into to keep the peace as much as investigate and by investigate, pin the blame on the Player Characters! Sergeant Dunkel suggests they have links with the Redgrins, a brutal criminal gang that claims part of the docks as their turf. With Dunkel on their tail, the Player Characters will need to investigate the victim himself and his associates, survive a blunt interview with the Redgrins, and get the killer to confess. The scenario has a grubby, greasy feel to it and it climaxes in a big showdown between the villain of the piece and a horde of vengeful ghosts dragged up from the riverbed, the Redgrins, and the Talabheim 11th State Troops with the Player Characters caught in the middle!

In ‘The Hungry Towers’, the Player Characters are sent upriver to two villages standing opposite each other on a tributary of the Talabec River where a longstanding feud between the lords of Taggenfeld and Silberwald, the von Taglich family and the Fasthner-Ludenhofs respectively, has broken out once again. As a result of the feud, huge towers have been erected on opposite banks of the river and manned in fear of war between the minor baronies. Although they have letters of introduction, the Player Characters have to deal with stubborn nobles and their advisors, try to get to the bottom of the situation, and make it clear to either side, that everybody is going to lose in the unnecessarily tense situation. Multiple paths to resolving the situation are suggested, including suing for peace, revealing a bigger danger, siding with once faction or the other, and even inciting a rebellion. This is a thoroughly entertaining scenario, a mini-Cold War playing on the pettiness of the Empire’s nobility, and giving the Player Characters agency aplenty to resolve the situation.

If ‘The Hungry Towers’ feels like a mini-Cold War scenario, ‘Oars in the Water’ is more like Heart of Darkness. A contact of the Player Characters asks them to go down river to Ahlenhof and return with a river trader, Sibylle Reiss, who writes that she fears being attacked by a band of river pirates. As they travel back aboard her vessel, The Limping Lass, it is soon clear that Reiss is being tracked by another vessel, though her pursuers are no ordinary pirates. They are instead, fanatical Sigmarite cultists and they will do anything to stop The Limping Lass from reaching Talagaad. This includes attempting to sink her, attacking her crew when she is beached to make repairs, blocking the river, and more. However, as they travel upriver, the situation grows ever more tense and Reiss is forced to take desperate actions, ones that threaten reveal her secrets. The scenario brings out some of the tensions in the Warhammer: the Old World Roleplaying Game setting and takes to monstrous extreme.

The Player Characters and the whole of Talagaard gets to party in ‘If the Leaves are Green’. If ‘Oars in the Water’ twists the classic Warhammer trope of travelling by river, ‘If the Leaves are Green’ firmly tweaks the classic Warhammer trope of a carnival or festival. In the harvested fields outside of Talagaard, the townsfolk enjoy the Mittherbst festival at which the Priests of Ulric welcome the approach of winter as the Rhya’s faithful give thanks for the recent harvest. As darkness falls, the Hounds of Taal, fervent worshippers of the god of nature, begin a ceremony, having donned masks of beasts and imbibed potent wine, and it is at this point that Beastmen stream into the firelight, slashing and biting and headbutting and then grabbing and retreating! As the town guards rush out to rescue any survivors, it is clear that they are not going to do anything about those kidnapped until daylight. After all, who can blame them? Who would be foolish enough to rush into Beastmen-infested woods in the middle of night? Only the Player Characters, of course. Their motivation should at least that one of their contacts has been taken, and what results is a harrowing race through the night to track down the various bands of fleeing Beastmen and get to them before they carry whatever foul plans they have for their captives! If successful, the Player Characters will have proven themselves mighty heroes, but the scenario does not ignore the costs of defeat either.

The quintet comes to a close with ‘The Siege of Klepzig’. The Player Characters are conscripted or volunteered into haphazard force of professional soldiers and militia to help defend a village which stands in the path of an army of Orc and Goblin raiders of the Red Eyez Tribe bearing down from the nearby Barren Hills. The scenario is a classic military muddle under siege with the added complication of claims to Klepzig from rival noble families, and the search for some secrets. The scenario is solidly written, but does not feel as exciting as the previous ‘If the Leaves are Green’. Instead, of desperate acts of heroism, this more desperate acts of survival under siege, and perhaps if the Game Master wants a more rousing finish to the anthology, she might swap the order of the scenarios. Essentially, if there are opportunities for grim and glorious storytelling in ‘If the Leaves are Green’, then ‘The Siege of Klepzig’ is definitely more grom than glorious.

Physically, Warhammer: the Old World Roleplaying Game – Talagaad Adventures is well presented. The illustrations are also good and the maps clear and easy to use, although there could have more of them.

Warhammer: the Old World Roleplaying Game – Talagaad Adventures is a solid selection of scenarios for Warhammer: the Old World Roleplaying Game that is going to serve as great additions to a Game Master’s campaign. At their best, they explore the Old World in unexpected, exciting, and entertaining ways.

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