Sandboxing Call of Cthulhu Part Three — How to Build a Call of Cthulhu Sandbox Campaign

Raiders of R’lyeh: From the Tideless Sea Tramp Steamer Rules for d100 Games Based on H.P. Lovecraft’s ‘Call of Cthulhu’ and other pulp and weird tales

Our new upcoming expansion is now more than just a seafaring campaign. In fact, it comprises THREE BOOKS.

Don’t worry, the upcoming Kickstarter campaign will include a deluxe version of the campaign, combining all three books into one tome.

The player’s book includes:

  • Rules for the creation of merchant steamships (‘tramp steamers’) and their crews, and customization options based on in-game experience and rewards; also included are thorough rules for creating any vessel type of the era from a rough schematic, or even from a vessel’s gross tonnage — plus options for artillery and other customizations applicable to the players’ ship and to a wide variety of other ship types found in the setting.
  • New seafaring backgrounds, skills, and other options for players including an upgraded mariner background plus resources for creating over 80 new professional backgrounds including ship personnel, passengers, and other ship-based adventurers.
  • Various new game mechanics relevant to a seafaring campaign, in alphabetical order for easy reference, covering things such as: Communication and Sight at Sea; Damage & Repair (of ships experiencing things such as collisions, fouling, grounding, storms, etc.); Diving (and the creation and customization of diving equipment); Naval Combat (including artillery, torpedoes, mines, and even harpoons); Scaled Forces (including titanic monsters capable of threatening ships); and Survival (including new rules for survival horror at sea); to name only a few categories.
  • Options for merchant campaigns, including voyaging, charters, and seafaring missions — plus an entire structure for running a tramp trade — moving cargo and passengers throughout the world — and leading a merchant vessel crew (or even a shipping company).

The gamemaster’s guide includes:

  • Exhaustive setting information, character and faction generation tools and rules (including ship and character tables for creating on-the-fly stats and names of ships, crew members, and passengers from a multitude of countries), an encyclopedia of ship types — including warships, gunboats, submarines, merchant vessels, and a host of auxiliaries, among others — and other elements (e.g., custom houses, diplomatic missions, pirates, navies), plus an entire campaign creation section (with myriad tables for generating enemies, timelines, missions, plot hooks and more), to name only a few of the resources.
  • Creation tools for ports of call, including a system for statting up various types of ports and other seafaring regions — plus a quick-reference table of over 140 ports, hideaways, and lost worlds of the era.
  • Step-by-step instructions for creating a wide variety of (mythos- or adventure-based) seafaring missions, mission nodes (for investigations, explorations, voyages, etc.), and plot hooks — and includes an example scenario outline (‘Secrets of the Sargasso Sea’) illustrating the scenario creation process.
  • An epic, world-spanning campaign involving Ancient Ones and other evils, powerful conspirators, seafaring cults, mythos minions, and an assortment of interrelating factions — with a lonely, isolated cargo liner caught in the middle of the chaos. And designed as a sandbox of tools (not as a railroad) — this is YOUR CAMPAIGN.
  • New spells, occult paths, and monster rules for hordes and titanic-sized, ship-threatening horrors, among other resources.

The world sourcebook includes:

  • Over 65 heavily-researched, multi-page write-ups of ports of call, maps of key ports drawn from historical sources, campaign hooks (to be integrated into the world-spanning campaign, used independently, or synchronized with third party settings), faction leader dossier for every circle of influence, and hundreds of pages of information about the historical era.

Other resources include a bibliography of sources, characters sheets, campaign maps, and other gamemaster tools — including complete stats for the merchant vessel, Shantung, plus character sheets for her key crew members.

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Raiders of R’lyeh: From the Tideless Sea Sandboxing Locations from Call of Cthulhu and Other Mythos Stories

Posted on March 10, 2022. Contains 609 words and is a 3 minute read.

Raiders of R’lyeh

The year is 1910.

It is an age of crumbling empires, dangerous adventures, and rotting decadence. Rifles crack across the untamed Khyber pass, sorcerers stir from eldritch crypts, and dark things dream and lurk in secreted, fetid corners of the globe.

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.

The game is crafted for compatibility with other d100 percentile systems. It emulates not only adventures 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 weird and pulp stories.

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Raiders of R’lyeh: From the Tideless Sea

The year is 1900.

It is an age of imperial intrigues, daring missions, and creeping dread. Steamships ply the farthest feral seas, and explorers stir the darkest sorceries from forgotten, sunken eons.

From the Tideless Sea is a seafaring expansion for the tabletop roleplaying game, Raiders of R’lyeh. With it, mercenary rogues captain weather-beaten ships, travel strange seas, and challenge shadowy conspiracies.

The expansion includes new rules and toolkits for:

  • Playing a world-spanning, epic sandbox
  • Operating merchant steamships and leading crews
  • Navigating to far-flung ports and lost worlds
  • Running trade and missions in hostile foreign territories
  • Handling adventures in mysterious ports of call
  • Battling seafaring cults and other menaces — both human and inhuman — hidden across the globe
  • Salvaging secrets from eldritch ruins
  • Investigating an existential and conspiratorial threat overshadowing the world

Inspired by H.P. Lovecraft’s ‘Call of Cthulhu’ and Lovecraft’s circle of influences, sea adventures, and especially the Sargasso Sea tales of William Hope Hodgson, the expansion provides everything a gamemaster needs when players ditch dreamy Arkham to investigate the missing HMS Terror, to pursue coordinates found in an 18th-century wreck pointing to fabled R’lyeh, or to smuggle contraband out of Cairo right under the nose of the British Empire.

Best of all, From the Tideless Sea expands on the rich Edwardian setting and lore established in Raiders of R’lyeh — offering a new seafaring sourcebook for players wishing to expand their preexisting Mythos campaign, as well as modular mission and campaign resources for gaming in 1900-1914.

(Note that From the Tideless Sea is not a stand-alone roleplaying game, but rather an innovative expansion to be used with Raiders of R’lyeh and other d100 systems based on H.P. Lovecraft’s ‘Call of Cthulhu’ or on other pulp adventures.)

Coming soon in PDF to legacy Raiders who supported the original game, and as a 280 pp nearly 500 pp NEARLY 600 pp (!) hardcover book to new backers via Kickstarter!

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