Black spray
Army Green spray
Grey Castle
Gargoyle grey
Great Hall grey
Tundra Taupe
Dessert Yellow
Rough Iron
Gun Metal
Temple Gate Teal
Death Metal
Weapon Bronze
Brigandine Brown
Dusty Skull
Skeleton Bone
Black spray
Army Green spray
Grey Castle
Gargoyle grey
Great Hall grey
Tundra Taupe
Dessert Yellow
Rough Iron
Gun Metal
Temple Gate Teal
Death Metal
Weapon Bronze
Brigandine Brown
Dusty Skull
Skeleton Bone
Scenario Introduction: "The Vortex Awakens"
As the sun sinks low over the storm-glazed horizon, strange tides churn in defiance of the wind. The heart of the sea swirls unnaturally—an immense vortex spinning with a cadence that hums through hulls and bone alike. On opposite sandbars, old markers stand defiant: an Elven observation tower, slender and silver, its crystal vane spinning against the storm, and a crude Orcish monument—twisted coral and bone lashed into the grinning visage of what they believe to be the Kraken, but ancient texts name as Cthulhu. Neither side expected contact this far from contested waters, but as the pull of the vortex grows stronger, sails rise and drums beat. Something beneath the sea is stirring... and only one fleet will leave with its secrets.
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Tiny Cthulhu island! |
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The orcs plow straight for the elves |
After-Action Report: "The Vortex Awakens"
The sea boiled with fury as the two fleets clashed near the swirling heart of the vortex. From the outset, the Orcs charged forward with reckless aggression, their hulking warships pounding the Elven line with brutal efficiency. The Elves, graceful and precise, found themselves overwhelmed by the ferocity of the assault. Near the ancient monument, Orc shamans howled in triumph, believing the Kraken’s spirit stirred in their favor. The Elves held fast for a time, but ship after ship slipped beneath the waves or ran aground near the sandbars. Only a single support vessel, battered and smoldering, broke free of the carnage to warn the fleet beyond. As the waters calmed, the Orcs claimed the battlefield and whatever ancient whispers the vortex had to offer.
Adam and I have started a multi-part Armada campaign featuring my orc fleet and his brand new elves. The theme is...
The Kraken Wars
A powerful Kraken has been spotted in the deep waters between Elven and Orcish coastal territories. Both factions want to capture or kill it for vastly different reasons:
The elves wish to protect the creature, believing it to be sacred or magically connected to the ocean’s balance.
The orcs, quite rightly, want to hunt it and turn its carcass into armor, weapons, or an idol to their war gods.
The campaign structure will be six scenarios, as follows;
Campaign Act I – The Deep Stirs
Game 1: “Vortex” – First Encounter
Scenario: Vortex (Core Rulebook)
Narrative Hook: Mysterious whirlpools and turbulent waters draw both Orc and Elf fleets to a remote sea channel. Strange wreckage and magical interference hint at a slumbering power beneath the waves.
Objective: Secure control of the central vortex and survive the unstable seas.
Narrative Outcome: The victor gains first rumor or sighting of the Kraken and a +1 initiative bonus in the next scenario.
Game 2: “Claim the Wreckage” – Salvage Operation
Scenario: Salvage (Seas Aflame)
Narrative Hook: A destroyed third-party vessel—possibly attacked by the Kraken—carries enchanted harpoons and strange sea charts.
Objective: Capture salvage tokens and exit the board.
Bonus: Winner may select a unique “Kraken-Hunting Relic” upgrade for one ship.
Campaign Act II – Currents of War
Game 3: “Island of Echoes” – Strategic Landfall
Scenario: Control or Domination
Narrative Hook: Both factions seek a mystic island rumored to be sacred to sea creatures—and possibly the Kraken itself.
Bonus: Control grants naval repair bonuses and unlocks special campaign upgrades.
Game 4: “Tempest and Fire” – Maelstrom Battle
Scenario: Any scenario, but with Weather Rules (Seas Aflame)
Narrative Hook: Both fleets are caught in a massive magical storm stirred by Kraken activity.
Twist: Random sea hazards; ships may be damaged or relocated.
Outcome: Winner earns a “Tidecaller’s Boon” (allows reroll of one Sea Hazard or Weather effect per game).
Campaign Act III – Wrath of the Deep
Game 5: “Blood in the Water” – Major Engagement
Scenario: Big battle, all-in fleets. Optional monster ally (Kraken appears mid-game as neutral hazard unless captured in previous scenarios).
Narrative Hook: The Kraken is near. Orcs prepare war rituals, Elves summon sea druids.
Victory Bonus: Control of the Kraken in the final game (or increased chance of it attacking the enemy).
Game 6: “Final Tide” – Battle for the Beast
Scenario: Custom or heavily modified scenario
Narrative Hook: The Kraken rises. This final battle decides whether it’s slain, captured, or escapes to wreak havoc.
Twist Options:
The Kraken is a third-party NPC with its own turn.
Players may attempt to control the Kraken via boarding/ritual actions.