RulesWD 519 · pp. 10–19
Games developer John introduces Darkwater’s cooperative adventure through the corrupted Jade Abbey. Its core action system makes each turn a small puzzle: heroes choose Move, Attack or Aid, but must expend another available ability card to power the choice. New players begin with a modest set of options, then gradually acquire the tools needed for harder encounters.
Warhammer QuestMaggotkin of Nurgle
InterviewWD 519 · pp. 20–31
The designers explain the cast and visual direction of Darkwater, a grounded adventure whose Nurgle horror grew from rediscovered Liber Chaotica imagery. The seven heroes reinterpret familiar quest archetypes through the Mortal Realms: Edmark’s polished knight contrasts with Bren’s scavenged equipment, Inara and Jacobus embody different relationships with Ghyran, and Drolf, Kelthannor and Drasher Vorn broaden the party’s cultures and silhouettes.
Warhammer QuestAge of SigmarMaggotkin of Nurgle
PaintingWD 519 · pp. 32–33
Emily’s Edmark guide balances sharp metallic highlights with smoother cloth transitions, giving the knight a bright, heroic appearance over a black undercoat. Illustrated recipes cover the visible skin, pale ribbons, steel, black cloth, leather, red robes and gold ornament. Extra advice explains how thin black glazing deepens the cape’s folds, a tiny eye can still be painted inside the helmet, and controlled shading and highlights can suggest reflected light on the axe.
Warhammer Quest20 paint colours