Raiders of R’lyeh – Sean’s Pick, 100218

While not strictly Western, Raiders of R’lyeh has that feel through-and-through and can certainly take that spin with all the material and rules presented. It’s a stand-on-its-own, old-school Runequest-driven RPG where your group can explore “forbidden frontiers” in the years between 1900-1913. Considering there were still cowboys and bandits riding the wilds at that point, this is a fine way to mix wild west and eldritch horror (which seems to be a popular way to explore the Wildest of the West for most designers and gamers).

RAIDERS of R’LYEH is a stand-alone roleplaying game and sourcebook in which mercenary rogues explore forbidden frontiers, unearth ancient artifacts, and outwit villainous scum. Derived partly from the Runequest rules that have been released under the Open Game License, the game is crafted to emulate not only adventure in the CTHULHU MYTHOS of H.P. Lovecraft and his circle of influences, but especially the savage and evocative feel of Robert E. Howard’s Mythos and Weird menace stories.

Attention has been made to keep the game mechanics compatible with other percentile systems — while innovating additional rulesets unique to the setting and atmosphere — so those players wishing only to use Raiders of R’lyeh as an Edwardian era adventure sourcebook will have a massive global setting to explore and use in their preexisting Mythos campaign, as well as modular adventure, monster and scenario resources for gaming in 1900-1913. Those players wanting a standalone rulebook with its adventure modes of play, will have a complete toolkit for interacting with the Cthulhu Mythos.

  • A complete sourcebook for expeditions, intrigues and adventures in the pre-Great War Edwardian period (can be used as a rules-independent sourcebook)
  • A wealth of resources about technology, inventions, architecture, weapons, gear, currencies, class structure, etiquette, vehicles, mounts, ports of call, and travel for the period
  • An expansive monster construction kit, with new weird monsters and twists on old favorites from the Mythos, drawn from the works of Lovecraft, Robert E. Howard, M.R. James, William Hope Hodgson, Clark Ashton Smith, Algernon Blackwood, Lafcadio Hearn, among others
  • Hundreds of pages of GM support and world building resources for developing adventures, enemies and organizations
  • A global network of back-alley criminals, controlling gentry, avaricious smugglers and a campaign-spanning conspiracy known only as “The Glove,” drawn from the pre-War era and tradition of Weird adventure
  • Setting creation support — including a collection of organizations from the era, from intelligence agencies to detective bureaus and secret society lodges, as well as ideas for secret factions and cults within these organizations or as separate entities, NPC stats for warlords, criminals, soldiers, spies, thugs, beasts…all the added Kickstarter-backed NPCs and organizations…and more
  • Faction rules, with a complete toolkit for developing your own factions
  • Guidelines for facilitating node-based investigation, using Circles of Influence (derived from other systems), Clue Webs and Scenario Nodes, Networking and Connections rules, and Organization Responses and Hierarchies
  • A robust and extensive chapter on magic, sorcerers, occult works and artifacts from the world of 1910
  • A simple yet robust sanity system integrated into the PC and NPC motives and bonds
  • Options for “pulpier” occultists and occult detectives adventurers — akin to much of Lovecraft’s original material and most of Howard’s, and to the occult detectives in the works of various weird writers such as William Hope Hodgson, Arthur Machen, and so on — for players who want to incorporate pulpier magic into their mythos game
  • New adventurer roles, drives, bonds, and special abilities for players that emulate the period and feel of Weird menace and adventure
  • And much more: new skills, new gear, basic and tactical combat rules, chase rules, etc.
  • Includes an OGL and bibliography of sources, with support for open-ended customization, enabling designers to adapt the game and hack their own settings and derived rules

As a bonus, you receive with your purchase “Dark Swamp,” a 27-page introductory scenario plus an expanded toolkit for developing and using the artifacts, legends, minions and magic of Tsathoggua in your campaign

At over 500 pages, BW, Raiders of R’lyeh comes with a vast assortment of toolkits to build and run your own adventures set in the Mythos!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

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