Monday, 5 May 2025

The Kraken Wars Campaign: Introduction

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.



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