Armored Angels

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Front Cover

Pages: 78-92

Author(s): Gustaf Bjørksten

Artist(s): Chris Johnston, Gustaf Bjørksten, Martin Trengrove

Setting: 1920s (strictly, 1925)

Appears in: Fearful Passages


The investigators bounce across the Cradle of Civilization, to rescue valiant colleagues by wielding the latest in military arms.

The Investigators are summoned to troubled Iraq, where a scholar has requested their advice on an archaeological dig. They will be grateful for the British Army's presence before their adventures are over.


Spoilers - Keepers Eyes Only

Players should not read any further.


An RAF officer appears with a message from the British government, summoning the investigators to immediately travel to Iraq and providing the necessary transport. He also presents a letter from one Professor Powell, which hails them as Mythos experts and asks their immediate assistance.

Arriving in Iraq, they find that Powell's party has been missing for several days. A scout plane observed peculiar activity at their last known location - odd plant matter, strange noises and other oddness. His remaining notes describe a temple and its vanished cult at the site. In fact, Powell realised the temple's purpose, opened a Gate to Yuggoth. A dark young prevented them from travelling through, but not the mi-go who have seized the site, extracted the humans' brains, and wired them as control devices to their own armaments to defend the site from further meddling.

The local British military commander will send out a patrol, with or without the investigators, to investigate. They suspect guerillas have attacked Powell's group and captured the site. He will send armoured cars and troops to seize control and free any survivors. If investigators do not go, the first patrol will be massacred.

At the base, the group will be attacked by enslaved brains, which both control various weaponry, and attempt to telekinetically seize control of any abandoned vehicles. They will also have to content with six mi-go, a dark young, and a mi-go scientist. Their own party has heavy armament and air support to back them up. Once they defeat these adversaries, they can close the gate.


Player Handouts:

  1. Letter requesting assistance
  2. Excerpt from Powell's notes describing an interstellar gate
  3. Last page of Powell's diary
  4. Powell's notes on the Gate ritual

Locations: Kirkuk,

Creatures: Dark Young, mi-go, enslaved brains

Tomes and Artifacts: A number of archaeological texts, plus the tome Beschluss von Verehrung Gemass Lugalzaggisi Campaigns / Scenarios: None


  • Contains a brief overview of armoured cars, with diagrams.
  • Contains suggested rules for using armoured vehicles in Call of Cthulhu.
  • List of major archaeological digs in Iraq in the 1920s.
  • Small map of Iraq
  • NPC portraits
  • New spell, "Embue", allowing mi-go to turn extracted brains into slaves that can control devices for them
  • Map of dig site
  • Picture of battle between armoured car and dark young

Keeper Comments

"If chosen as an initial scenario for beginning players, Armored Angels may give an inaccurate impression of the intent of Call of Cthulhu, but it is also an unusually accessible adventure, dividing crisply between some modest investigation, and the deployment of vehicles and guns. The keeper must gauge his or her preferences against that prospect."

The scenario does not discuss possible options other than closing the gate. This could provide a linking scenario for an expedition to Yuggoth, or for a campaign based around mi-go incursions.