TEXT: TM
  RAIDERS OF THE LOST MART
  CAMPAIGN STARTER KIT
  Unknown Armies Campaign Starter Kits help you get 
  started running your Unknown Armies campaign quickly.
  Each kit features the following:
  • Five characters, broken and damaged and ready to go
  • One group objective for the cabal to pursue
  • A first session scenario to get things moving quickly
  • GM hooks, additional objective ideas, GMCs, and 
  suggestions for the antagonist phase
  With this campaign starter kit, you have all that you need 
  to fuel your imagination and get things moving. The kit takes 
  the place of the initial planning and collaborative character 
  and setting creation system provided in Unknown Armies. 
  Players select a character, choose one or two additional rela-
  tionships with the other player characters, and make these 
  obsessed individuals their own.
  Raiders of the Lost Mart is about the night shift employees 
  at a bulk discount superstore whose shelves occasionally 
  manifest dangerous occult artifacts. Their cabal is one of 
  necessity and mutual employment, but as they dig further, 
  the magickal truths of the superstore’s nature are revealed.
  The characters are:
  • Tori Hill: An avatar of the Captain and young lead-
  er-by-default of the cabal.
  • Mike Shaw: A military vet who believes in the power 
  of destiny.
  • Ann Paddington: A hard-working employee who is not 
  at all who she appears to be.
  • Darby Carter: A rebellious former anthropology 
  student with a chip on her shoulder.
  • Dustin Druthers: A big, balding, broad-shouldered guy 
  with a sixth sense for magick.
  Like most Unknown Armies scenarios and stories, this kit 
  includes and deals with mature themes, characters, and situ-
  ations. Talk with your players if you are concerned about the 
  content, and be prepared to explore the world of the occult 
  underground through new eyes and alternate points of view.
  
  2
  THE CABAL
  Objective: Do a stock check on the weirdness of the All-Mart so they can get a handle on what’s going on. 
  Technically, the true name of the company is Allen’s 
  Universal Mart, but everyone calls it All-Mart. You know 
  the place — it’s a cavernous warehouse, a vast echoing barn 
  stuffed with… stuff. Everything under one roof, from root 
  vegetables to cellphones, from lawn flamingoes to fake 
  beards, from tractors to tiki heads, all for such low low prices 
  that you might as well add that industrial-sized roll of blue-
  berry-scented duct tape to your cart because, hey, maybe 
  you’ll find some use for it. There are astounding bargains to 
  be found at All-Mart, if you’ve got the dogged persistence 
  needed to roam those labyrinthine aisles. You can’t stop here, 
  this is alligator-themed toilet roll holder country. 
  There’s more here than bargains. Keep going, and you 
  might find the Grail. See, mixed in with all the drums of 
  baconaise and Three Wolf Moon adult-sized footy pajamas 
  are relics of genuine occult power. They resemble everyday 
  items — a screwdriver, a mirror, a novelty coffee mug, a gun 
  — but are always weirdly wrong and brimming with magickal 
  mojo. The player characters are the night shift crew at the 
  local All-Mart, and use those hours when the store is empty 
  of all but the weirdest customers to go prospecting for relics 
  in distant, perilous aisles. They call these relics exostock, 
  because the running theory is that they’re deliveries from a 
  parallel universe. 
  THE ALL-MART
  Honestly, about 50% of the campaign is going to take place 
  in the All-Mart; if you include the parking lot and the loading 
  dock out back, you can bring that number up to 75% easy. 
  It’s a vast, badly lit warehouse crammed with industrial 
  shelving units. The store’s at the edge of town, surrounded 
  by the remorseless desert of the parking lot. It’s open twen-
  ty-four hours a day, seven days a week, although those last 
  eight hours get frayed and weird. Delivery trucks offload at 
  the rear of the store. Inside, the store’s divided into seem-
  ingly endless aisles, with the occasional open area for special 
  displays or pop-up concessions. Larger aisles (action alleys, 
  in store jargon) divide sections of the store — groceries, 
  clothing, toys, hardware, and what’s euphemistically termed 
  “seasonal.” Much of the stock sold at the All-Mart is remain-
  dered stuff from other stores. Visit the All-Mart in October, 
  and the racks brim with swimwear and beach toys. Go there 
  in mid-December, and it’s all Nightmare Before Christmas 
  with old Halloween costumes. The All-Mart Christmas party, 
  meanwhile, is traditionally held around February. 
  There’s the employees-only back zone, an even more 
  confusing and poorly illuminated dungeon of offices, stock-
  rooms, loading docks, and the break room, furnished entirely 
  with damaged stock. If you’re lucky, you get to sit on the 
  slightly shopworn couch. Otherwise, it’s the slowly deflating 
  inflatable Hello Kitty chair for you, sinking beneath you like 
  your dreams. 
  The player characters aren’t the only staff on the night 
  shift — there are another few employees working the 
  grocery section, and the stock crew who actually unload the 
  delivery trucks. 
  THE GROCERY CREW
  The undisputed boss of the night-shift grocery crew is 
  paranoid Helen Lafferty, who blames the player charac-
  ters for anything and everything that goes wrong in the 
  store. As she puts it, a spilled drink is as bad as a blood 
  spill, which is a) not true and b) pretty disturbing when 
  you think about it. Her assistants include officious and 
  meddling pimple-faced youth Eric Lothamann (he’s got a 
  plan to be president by forty, and apparently conquering 
  the world starts with impressing the local Junior Chamber 
  of Commerce with his mastery of company regulations) 
  and shelf-stacker Mervin Glazer (whose long, seemingly 
  aimless nocturnal peregrinations of the store may conceal 
  a darker purpose).
  
  3
  THE STOCK CREW
  The leader and spokesman of the stock crew is Reynaldo 
  Parades, who somehow conveys the impression of being a 
  world-weary guerilla fighter in some South American civil 
  war, a Che Guevara of the stockroom. When he deigns to 
  speak on behalf of his crew of fiercely efficient and grimly 
  silent workers, he comes out with revolutionary koans. 
  For example:
  “Reynaldo, where the hell is the truck?”
  “Yesterday, I found a little bird with a broken wing. I 
  brought it home, and threw it from a high place so it could 
  know what it is to fly before it died. It lived more in that 
  soaring instant than a lesser man lives in a lifetime.”
  THE DAY SHIFT
  The day shift communicates with the player characters 
  through the medium of passive-aggressive notes left on 
  the break room refrigerator. There’s always a note or two 
  complaining about something minor — towering pyramids 
  of shopping carts in weird places, display TVs left showing 
  pornography, human feces in the middle of Aisle 8. 
  MANAGEMENT
  The store’s manager is kindly old Rex Hamblin, although 
  the player characters are only likely to run into him when 
  he plays Santa Claus at the company party in February. 
  Hamblin delegates most of the operations of the store to 
  his right-hand man Moses Pike (rumors about Pike, one 
  of which is true: he’s a former CIA interrogator, kicked 
  out because suspects kept dying; he eats exclusively raw 
  meat; he sleeps only two hours at a time because of the 
  nightmares, so he visits the store incognito to check up on 
  the night shift; he’s got a medical condition that means he 
  sheds his skin every three months, which is why he’s totally 
  hairless and really pale; he’s in the middle of the messiest, 
  shittiest, meanest divorce in human history, and takes his 
  stress out on the staff). 
  The All-Mart once employed a store detective, Lionel 
  Stenner, to watch for shoplifters and deal with problems, 
  but it’s now company policy to call the police with any 
  problem, no matter how minor, so the player characters are 
  more likely to run into one of the local cops who get called 
  to the All-Mart two or three times a day, like cynical Officer 
  Gina Ferris, the volatile Officer Steve Holland, and Tori’s 
  cousin, Officer Greg Hill. Stenner, the former detective, 
  lives in town and blames management for his forced retire-
  ment. Not a happy guy.
  Speaking of management, the owners of the All-Mart 
  chain, the Roscot family, happen to live near the store. 
  They’ve even visited once or twice, like gods descending 
  from Olympus. They’ve got a big mansion and private 
  compound, and value their privacy. Mervin Glazer, who’s 
  worked here as long as anyone, claims that the Roscots are 
  Satanists who sacrifice albino pigs on nights of the full moon. 
  REGULARS
  Night shift customers fall into a few buckets. There are the 
  shift workers from the factory, trying to live their regular 
  lives on a schedule time-shifted to Kamchatka, buying lawn 
  furniture or popcorn makers at four o’clock in the morning. 
  There are the college kids, sleepless or stoned or drunk, 
  bored out of their minds. There are desperate customers: 
  you know the guy in the soaking wet slippers buying plastic 
  sheeting and plumbing supplies at some ungodly hour is not 
  having a good night. And there are the regulars, the night 
  people, who return to the All-Mart night after night. 
  Some of these regulars might know something about the 
  exostock, or have maybe even bought one or more magick 
  items. There’s Holger Curran, who’s got a farmstead a 
  few miles outside town. He’s got issues with people, so he 
  comes to the All-Mart at night to maximize his chances of 
  avoiding all human contact. There’s Katie Green, who used 
  to be the queen of the high school — she was two years 
  ahead of Dustin, and he still dreams about her sometimes 
  — but the real world hit her hard, and now she walks off 
  her meth highs by spending nights wandering around the 
  All-Mart. Sometimes, when she’s in a good mood, she gets 
  it into her head that she’s a member of staff, and is aggres-
  sively cheerful and helpful to the other customers (“Hi! I’m 
  Katie! How can I help you tonight? It’s 5 AM! Can I sell 
  you this deck chair?”) Sometimes, you’ve got to get her 
  away from the power tools before she hurts someone.
  Other regular customers are known only by their nick-
  names. The FBI Agents are a middle-aged couple, both 
  nervous and super-skinny, always wearing rumpled busi-
  ness suits and carrying briefcases to store their groceries. 
  If Mulder and Scully went downhill fast for twenty years, 
  they’d look something like these two. The Count is like 
  them — he’s this old guy with a thick European accent 
  who comes to the store like he’s dressed for a funeral. He 
  says that he’s renovating a house in town, and comes to 
  the All-Mart to buy building supplies and tools. Don’t get 
  trapped talking to him — he comes in to buy a packet of 
  roofing nails, and he’s still there two hours later, telling 
  you some cosmically dull story about people you’ve never 
  heard of in some country that got bombed out of exis-
  tence in the 1940s. 
  Regular troublemakers? If you discount Dustin’s claim 
  about Fat Slenderman, then banes of the characters’ 
  lives include:
  • The Bike Raiders: A quintet of local middle-schoolers 
  who’ve worked out that if they time it just right, they 
  can cycle in through the front doors, zoom down the 
  main aisle, and then hang a hard right and shoot out 
  the side door before anyone can catch them. They 
  usually steal a few bags of chips or a bottle of soda as 
  they shoot by. Night shift policy is to find reasons to 
  set up barricades in the aisles to stop them — walls 
  of shopping carts, strategically placed displays, Mike 
  Shaw standing in the middle of the aisle with a 
  baseball bat — but those kids have a sixth sense 
  for obstacles.
  • Mr. Shits: Less a customer and more of a health 
  hazard, someone regularly leaves deposits of, ah, 
  biological material hidden in obscure places around 
  the store. It’s clearly being done deliberately, and 
  there seems to be some sort of pattern to where 
  the mysterious menace strikes. Certainly, there’s a 
  statistically significant correlation to finding one of Mr. 
  Shits’ little presents, and witnessing some supernatural 
  or important event while cleaning up the mess. 
  
  4
  THE TOWN
  The All-Mart is at the edge of the town of Wellspring. The 
  default assumption is that Wellspring’s in Alabama, but it 
  can be transplanted anywhere as long as it stays rural and 
  has seen more prosperous times in its past. Wellspring’s a 
  typical medium-sized town — let the players fill in details as 
  needed as the campaign goes on. All of the player charac-
  ters live in town; notably, Ann Paddington stays in a trailer 
  permanently parked in the All-Mart’s parking lot. 
  The underlying dynamic of this campaign is “what if you 
  could buy magick — but caveat emptor.” Ordinary people 
  in Wellspring pick up exostock — sometimes unwittingly, 
  sometimes not — and their lives get blown apart by the 
  sudden intrusion of the unnatural. Think of King’s Needful 
  Things, only instead of the sinister proprietor carefully 
  matching customer to occult treasure, that little owner-op-
  erated corner store of horror has been undercut and 
  outcompeted by a giant chain that doesn’t care who buys 
  what, as long as they shop. So, whenever you need to juice 
  things up in Wellspring and throw in a complication, have 
  someone find a magick doohickey that solves their imme-
  diate problem but complicates life for everyone else. But 
  we’re getting ahead of ourselves.
  THE EXOSTOCK
  Call it exostock, call it reality flotsam, call it weird magick 
  junk on the shelves of the All-Mart — it’s the fuel that 
  drives this campaign. Exostock items show up for sale in the 
  All-Mart, delivered along with regular mundane products. 
  Most exostock consists of small items that look almost-but-
  not-quite like other things. For example, the All-Mart gets a 
  box that’s supposed to hold a hundred claw hammers, but 
  it actually contains ninety-something claw hammers, and 
  another dozen copies of something that looks like a hammer 
  only instead of a claw, it’s got a loop at the back — oh, and 
  when you use it to build a house, you tie yourself to the 
  health of that structure, and you live as long as it stands. 
  Exostock always has some sort of stigmata or malformation 
  that makes it subtly but visibly different than mundane 
  items. Exostock items are almost but not quite unique — 
  All-Mart deals in bulk, so there are usually a handful of the 
  same item in each shipment. 
  The running theory is that exostock comes from another 
  universe, and the best evidence for this is the branding. 
  Exostock often has weird labels or containers, or else has 
  variations in flavor or style that don’t show up anywhere 
  else. Bottles of Coke Ultra. Double-E batteries. Maps of 
  cities that don’t exist.
  Perhaps because of their extra-dimensional origin, or 
  maybe just because reality’s bored senseless and so overre-
  acts to novelty, exostock comes with a helping of magick 
  mojo. Think of it this way — some poor guy visits the super-
  market late at night and grabs a snack, and it turns out to 
  be a bag of kimchi-flavored potato chips called ZOGS. He’s 
  never seen them before, and will never see them again. 
  They’re like the story of the mysterious woman that the 
  traveler in a strange city meets on one enchanted night, 
  but he can never find her house again the next day. He just 
  ate one of only two bags of ZOGS in this entire universe. 
  And he doesn’t know it, might never know it, but he was 
  totally bulletproof as long as he had one of those delicious 
  fermented-cabbage-flavor snacks in his mouth. 
  (What happens to that second bag? What would you do 
  if you knew that talisman of invulnerability might be buried 
  somewhere in the snack aisle?)
  Exostock’s superficial weirdness doesn’t always correlate 
  with its supernatural abilities — the fact that an exostock 
  crowbar has a weird twist in it may have nothing to do with 
  the ability to see ghosts as long as you’re holding it. Half the 
  fun of exostock is working out what supernatural properties 
  it has (in the same way that half the fun of putting your face 
  in a blender is coming up with radical new smoothie recipes). 
  The only way to find out what a given chunk of weirdness 
  does is through experimentation. Oh, and most exostock has 
  a limited charge, so it runs out of power quickly once you 
  start using it. Bringing exostock back to the store can some-
  times give it a little extra oomph, enough for one last use.
  At the start of the campaign, only Dustin has a collection 
  of exostock items.
  THE RULES OF EXOSTOCK
  Mechanically, treat exostock as natural artifacts, with one 
  key exception — most exostock artifacts have only a few 
  charges before they run out of juice. Some keep working 
  indefinitely, but the majority work a few times and then 
  stop. They might recharge after a while (maybe it’s the 
  cosmic friction between the universe they came from and 
  our reality that gives them power), or stay dead forever — 
  it’s the GM’s call. 
  It’s likely that the player characters will build up quite a 
  collection of exostock over the course of the campaign — 
  which means they’ll learn that exostock artifacts affect each 
  other. If you’ve got enough of them in the same place, it’s 
  like having a big sweaty pile of uranium without any control 
  rods. Reality rots around them, attracting unwanted atten-
  tion and maybe even letting bad things in from outside.
  SAMPLE STOCK
  Below are some sample exostock items to get you rolling. 
  Remember, these don’t come with instructions — the player 
  characters have to figure out how the items work with a 
  combination of dice rolling and desperate experimentation. 
  ANIMATE LAWN CHAIR
  On the nights of the full moon, it unfolds into a monstrous 
  thing, like a six-foot moth monster with fabric wings, spindly 
  metal legs, and plastic jaws. The lawn chair flits around until 
  dawn, when it turns back into its usual non-animate self and 
  falls to Earth, prompting questions like, “Hey, how did that 
  lawn chair get stuck up on the roof?”
  For the rest of the month, the lawn chair bides its time, 
  listening to the conversation of the people sitting in it. If they 
  complain too much about someone, then the lawn chair is 
  likely to target that individual when the next killing moon rises.
  CERTAINTY CEREAL
   This cereal’s mascot is a toga-wearing cartoon of a Greek 
  philosopher, and the back of the box gives a simple introduc-
  tion to stoicism for kids. The cereal itself tastes like sugary 
  disappointment, but it’s got a handy magical effect — if you 
  eat a bowl of this cereal in the morning, you’ll also eat one 
  See “Natural 
  Artifacts” on 
  page 86 of 
  Book One: 
  Play.
  
  5
  tomorrow morning as long as there’s at least one serving left. 
  So, you’ve got twenty-four hours of relative certainty.
  What does that mean? Well, you won’t die, for one 
  thing. You can be fairly sure you won’t be abducted and 
  imprisoned, or maimed (unless your would-be abductor/
  jailer/machete-wielding freak knows about the cereal and 
  spoon-feeds you a bowl tomorrow morning). However, the 
  magick also means that you can’t acquire new charges or 
  complete any objectives during your day of dull grace. If 
  something happens that would break your protection — 
  say, you’re pushed off a cliff — then either the universe 
  will nudge things to keep your date with the cereal bowl 
  (you miraculously survive, but the hospital breakfast in the 
  morning is weirdly familiar) or reality will snap if there’s no 
  other alternative, likely resulting in a copy of you popping 
  into existence.
  The cereal won’t protect you from your own stupidity. 
  If you jump off that cliff willingly, or run onto that knife 
  of your own volition, then you just die, and no squares of 
  frosted wheat will save you. 
  A box of Certainty Cereal contains six servings. You have 
  to eat a USDA-approved single serving of the cereal for the 
  magick to work. 
  FINGER OF DEATH STICK
  It looks like a twisted and dried sausage of mystery meat, 
  strongly flavored with pepper and chilies. The packaging 
  shows an overweight, red-faced man devouring and being 
  devoured by a cartoon version of the sausage with wild eyes 
  and a huge toothy maw. 
  Point the sausage at someone and will them dead, and it 
  works like a significant blast — the target keels over with a 
  massive heart attack. They’re probably not dead, but they’re 
  definitely in need of serious medical treatment and/or more 
  health insurance.
  Unlike other exostock, the finger of death stick auto-
  matically recharges. The wrapper gives the game away: it 
  recharges by eating people. It doesn’t sprout arms and legs 
  or a little angry cartoon face, but it does have tiny little 
  needle-sharp teeth. It waits until the next midnight, and 
  then burrows into the flesh of the first living human it finds 
  and eats their heart. Extract it from the victim, and it can 
  be used again. If you don’t feed it promptly, it shrivels up 
  and dies. It can be, err, reconstituted, but to do that you’ve 
  got to convince someone to eat a gone-off sausage that 
  really wasn’t that appealing in the first place and then cut 
  the finger of death stick out of their chest cavity the next 
  morning, after the little bastard eats its way up from the 
  victim’s stomach and consumes the heart.
  
  6
  INVASIVE SEEDS
  A packet of plant seeds; the packaging shows some sort 
  of zucchini-like plant with grey-purple skin, like a pumpkin 
  with cancer. The seeds are invasive — if you sow them, the 
  crop of ugly plants that sprouts rapidly takes over the field, 
  crowding out species native to this reality. And they keep 
  spreading, infiltrating the surrounding farmland. The plants 
  are edible, but they come from another universe where 
  evolution took a very slightly different route, and there’s a 
  good chance of contracting a nasty prion infection (think 
  mad cow disease). So, right from the start these things 
  are bad, and planting them likely means a visit from the 
  Department of Agriculture, and they’re probably going to 
  come back with flamethrowers. 
  The question is, are they able to find the farm? If enough 
  of these plants grow close together, their magick corrodes 
  reality and the farm falls right out of our universe, becoming 
  an otherspace. 
  SCREWDRIVER OF MIND ADJUSTMENT
  This little pocket screwdriver doesn’t fit any known screw-
  head — it’s a sort of half-moon shape with a little kink in 
  the middle. It’s too stubby to make for a good shiv, too, and 
  the fact that your first question was, “OK, what are rules 
  for stabbing people with this screwdriver?” says a lot about 
  your players. Anyway, press the screwdriver against some-
  one’s forehead. Press it hard enough to break the skin, but 
  not enough to cause serious physical injury. Now turn it to 
  cause serious psychological injury.
  In game terms, the screwdriver moves notches around 
  someone’s shock meters. You have to make a Connect roll 
  when you use the screwdriver. Succeed, and you can move 
  notches back and forth on one meter — if someone’s got 
  two hardened Violence notches, and four failed ones, then 
  a little twist of the screwdriver in just the right place could 
  toughen them right up by moving some of those failed 
  notches over to hardened ones. 
  Fail the Connect roll, and each wiggle of the screwdriver 
  shoves all the meters around. Your hardened Helplessness 
  total becomes your new failed Helplessness total; your 
  failed Helplessness total wraps around to become your 
  new hardened Isolation total, your hardened Isolation total 
  becomes your new failed Isolation total and so on, until your 
  failed Violence wraps around to become your new hard-
  ened Helplessness.
  Make the changes on the character sheet, then weep as 
  you work out all the exciting new psychological problems 
  you’ve got. Also, you’re going to be making a Helplessness 
  test right now, and there’s a big-ass Self test coming in 
  a few minutes when you discover your personality just 
  got adjusted.
  On a crit or matched success, congratulations — you get 
  to specify the effects of the changes in terms of outlook and 
  result, and the GM decides how to reflect that in terms of 
  notches. So, if you crit, you can say, “Now she hates me!” 
  and the GM says, “Sure!” and marks off a bunch of failed Self 
  checks for the poor girl, but that’s the extent of the changes. 
  On a fumble or matched failure, expect badness. You 
  know when you twist a screw too tightly, and strip the 
  head? It might be like that, rendering your subject incapable 
  of psychological change or growth. Or you’ve driven the 
  screw of your will at the wrong angle through the cheap 
  particleboard of their soul, and now it’s possession time. 
  You can try using the screwdriver again, but each attempt 
  carries a cumulative –25% penalty. 
  SHAMPOO OF SHAPESHIFTING
  Wash your hair in this stuff, and hold the image of someone 
  else in your mind as you rinse it off. (It has to be a real 
  person, although they don’t have to be alive). Until you 
  wash your hair again, you’re cloaked in a glamour that makes 
  people mistake you for the person you imagined. It’s not a 
  very strong illusion — if you give any reason for someone to 
  look closely at you, or even take a second glance, then the 
  spell is broken for that person but not for other observers. 
  The potency of the illusion is directly proportional to the 
  amount of hair washed, so you’re out of luck if you’re bald. 
  The shampoo doesn’t fool cameras, or even reflections. 
  SPACE HOPPER
  It’s a kid’s plastic space hopper decorated with a printed 
  image of the lunar surface, with a pair of handles to grab 
  onto and a big smiley man-in-the-moon face on the front. 
  It’s a tie-in product to some kid’s movie about the moon 
  that doesn’t exist in this universe. Bounce on the hopper 
  and close your eyes, and you teleport to the moon — you 
  vanish in a flash of sulfur, and reappear above the surface of 
  Earth’s moon. In the vacuum of space. Now, if you keep your 
  eyes closed, and — here’s the tricky bit — if you bounce 
  high enough off the lunar surface, you blip back to Earth 
  a moment later. If you don’t bounce high enough, or open 
  your eyes, or try to take a big lungful of cold vacuum, or die 
  in any of the many, many, many other ways that space can 
  kill you, you die and leave a very confusing corpse for some 
  future astronaut. 
  
  7
  FIRST SESSION BREAKDOWN
  The write-ups of the characters assume that they already 
  know about exostock and that we’re jumping in after their 
  initial exposure to the specific flavor of unnatural that this 
  campaign revolves around. Some players may like to start 
  from zero, and play through the discovery of exostock. 
  Do the characters already know about exostock, or are 
  they going to discover it in the first session? If your group 
  strongly prefers that second option, then treat the provided 
  descriptions as the state of the characters after two or three 
  sessions of play. You can use the starting scenario as an 
  “exostock of the week” threat, or their first encounter with 
  the All-Mart brand of discount weirdness.
  Next, run through the various GM characters living in 
  town, especially the other All-Mart staff. Then, have the 
  players fill in two of their incomplete relationships with 
  other player characters, and the rest with connections to 
  GMCs. Each player should also create at least one individual 
  or location to flesh out the setting. 
  THE SITUATION
  Night shift at the All-Mart. As dusk falls outside, the 
  building blazes with unearthly light. Assistant store manager 
  Moses Pike leaves a typed note on the break room refrig-
  erator for the night shift crew, informing them that there’s 
  an inspection tomorrow by senior management so the place 
  has to be spotless come dawn. He also points out that there 
  are very few shopping carts left in their pen. Shopping cart 
  round-ups are a regular chore in the All-Mart, requiring 
  the staff to corral carts from the furthest reaches of the 
  parking lot and the weirdest niches of the store. (How did 
  someone wedge an empty shopping cart into one of the 
  restroom stalls?)
  The grocery crew have already started scrubbing, and 
  there’s a growing moraine of trash on the border between 
  the grocery section and the rest of the store. A bottle of 
  some sticky orange soda has exploded and is leaking all 
  across the floor, and that’s a pain to clean up. Oh, and 
  there’s a delivery truck due at 3:00 AM, and space needs to 
  be cleared in Aisle 5 for the new stock. 
  Time for Tori to start organizing. Who’s on the shopping 
  cart hunt, who’s on cleanup, who’s on shifting stock — and 
  is anyone going to, y’know, serve customers?
  CUSTOMERS FROM HELL
  As the night goes on, three customers cause problems for 
  the player characters.
  CHUCK, THE NEW FATHER
  Chuck wanders into the store around 1:00 AM. He’s 
  sleep-deprived and punchy; his shirt’s stained with dried 
  milk. Chuck’s got a newborn and extremely sleepless baby 
  back home, his first. Time’s lost all meaning for Chuck, as 
  the baby wakes every two hours or so and screams her 
  little head off, which is why he’s shopping for necessities in 
  the dead of night. He half-fills his cart with groceries, then 
  heads down to the baby aisle, a realm where everything is 
  wipe-clean, pastel, and covered in bunnies. 
  Chuck hangs around the baby aisle for an hour or so. His 
  behavior is suspicious, but the truth is that he’s just over-
  whelmed (having a kid is a life-changing experience, and the 
  Unknown Armies rules note that life-changing experiences 
  hammer your Self and Helplessness stress meters). Play him 
  as a red herring at first, and as a potential collateral damage 
  once trouble starts.
  At one point, Chuck loses his shopping cart. He turns 
  around for an instant, and when he looks back, his cart is 
  gone. He assumes that one of the player characters moved 
  it and gets pissed at them, but if they stand up to him, he 
  crumples and figures that he’s just so exhausted he left it 
  behind somewhere. That one lost shopping cart expands to 
  symbolize all his fears and anxieties about failing as a father 
  and provider, so how do the player characters deal with the 
  thirty-something dude having a breakdown in the middle of 
  the store?
  (By the way, the missing shopping carts are foreshad-
  owing for the Ship of Shopping Carts that manifests later 
  in the campaign. Throughout the early sessions, keep 
  mentioning shopping carts clustering in odd places, as if 
  they’re herding together. The shopping carts never move on 
  their own when someone’s watching them, but given half a 
  chance they make a break for it, desperate to cram them-
  selves together into the form of a boat…)
  THE CRAZY CAT LADY
  She arrives around 1:30 AM. Her name is Mabel Rhinegold. 
  It’s hard to guess her age; she could be anywhere from a 
  really hard-lived mid-forties to somewhere in her seven-
  ties. Her coat is patched, torn, and has what looks like 
  burn marks in places, and she’s got dozens of crystals and 
  charms around her neck, including one big-ass glass sphere 
  containing a bird’s eye. Smells of incense and patchouli, but 
  you knew that already. Ominously, she’s holding an empty 
  cat carrier. 
  Back in the ‘90s, back before 03/03/03, Mabel ran the 
  Owl’s Eye café, a Rick’s-in-Casablanca for the occult under-
  ground. A neutral ground where mid-level chargers and 
  checkers could meet and trade gossip over artisanal coffee 
  products. At least, that was the idea — the Owl’s Eye got 
  firebombed, and Mabel got spiritually burned. She’s a 
  wreck now; she’s lost most of her spell-casting mojo, and 
  her obsession with tracing the occult history of magick got 
  shattered when, as far as she can tell, history changed. She’s 
  spent the last decade or so wandering the country, trying 
  to put the pieces of her soul back together, surviving on the 
  charity of old friends and occult contacts who still owed her 
  a favor. She does a little prognostication and card-reading, 
  and can still draw a horoscope that has bite.
  Some lingering sixth sense, some left-over gnostic gossip, 
  drew her to the All-Mart tonight. She believes there’s an 
  opening here, a deeply buried source of power. With her 
  
  8
  own magickal gift in ruins, she’s going old-school 
  in this last-ditch attempt to get that power 
  flowing. Blood sacrifice. Blood sacrifice always 
  works, right?
  She brought a cat along with the intention of 
  ritually murdering it and using its blood to mark the 
  threshold of the store, but the damned thing broke 
  out of the cat carrier and vanished somewhere in 
  the endless aisles. Mabel’s got a bad hip and can’t 
  go chasing a feral cat, so she turns to the staff for 
  assistance. Can they catch her cat and bring it to her?
  Point out, too, that “wild cat loose in store” and 
  “inspection in the morning” go together like gaso-
  line and a match. It’s in their interest to help the 
  old lady find her cat.
  If any of the player characters hint that they 
  know anything about the occult, then Mabel pays 
  them a lot of attention (she tries to be subtle, but 
  she’s lost that knack). She’ll eavesdrop, ask leading 
  questions, hint about her own weird visions, lie 
  through her teeth about how prophecy guided her 
  here and maybe it’s to help the player characters 
  — and all the while she’s got one hand clutching 
  the handle of the steak knife in her pocket. She 
  planned on killing the cat, but maybe the blood of 
  an adept would work even better…
  Finding the Damn Cat: It’s got Pursuit and Dodge 
  scores of 80%, and an obsession with throwing up 
  in awkward places.  
  MABEL RHINEGOLD
  Obsession: The history of magick.
  Wound Threshold: 50.
  Rage Stimulus: Unbelievers who mock or 
  profane magick.
  Fear Stimulus: Fire, especially when coupled with 
  confinement. She was nearly trapped and burnt to 
  death when they firebombed her coffee shop, and 
  the trauma lingers. 
  Noble 
  Stimulus: 
  Bringing 
  about 
  a 
  magickal renaissance.
  Cliomancy 60%*: Cliomancy is the magickal 
  tradition of drawing power from commonality and 
  historical events, though Mabel can’t do much 
  with it now (* obsession identity).
  Desperate Witch 60%: Coerces the Unnatural, 
  Substitutes for Secrecy, Substitutes for Struggle.
  If the characters do find the cat, she ritually 
  murders it near the store. It shows up in “The 
  Aftermath.” If they don’t find the cat, then 
  someone else may end up getting cut in “Dead Cat 
  Bounce.” 
  SHAWN AND LINDA
  The main event shows up around 2:00 AM. 
  Shawn’s in his mid-twenties. Buzz cut, tattoos, 
  wife-beater. His wife Linda is a few years younger; 
  she’s wearing Shawn’s leather jacket and a short 
  skirt. Heavy makeup on her face and arms fails to 
  conceal fresh bruises. Clutched in her hand like it’s 
  something precious beyond rubies is a little anima-
  tronic Cossack dancer, like the dancing Coke cans 
  of yore. The pair are drifters and petty crooks — 
  dealing meth, stealing cars, a bit of shoplifting. 
  A few days ago, they stopped at another branch 
  of All-Mart to pick up snacks. Linda got bored, 
  wandered off, and found this “cute little dancing 
  Russian.” Press a switch on the base, and the dancer 
  shakes its furry thang while a tinny version of some 
  Russian folk song plays. She collects knick-knacks 
  like that mainly because it drives Shawn crazy. I can 
  spare you the ins and outs of their deeply dysfunc-
  tional relationship, because it’s not especially 
  germane, but these kids are not all right. 
  Two days later, Linda discovered that if she held 
  the Cossack tightly, preventing it from dancing 
  when she pressed the switch, she became invisible. 
  It took her and Shawn several hours to make sure 
  that they weren’t crazy, or wasted. It took them 
  even longer to work out exactly how to reliably 
  trigger the effect. 
  If Linda had any sense, she’d have taken that 
  dancing Cossack, gone invisible, and walked out of 
  Shawn’s life. Instead, they messed around with the 
  figurine together, thinking about all the ways they 
  could use this new and impossible power — until it 
  stopped working. The little Cossack just stopped 
  dancing. Shawn didn’t take that well at all; when 
  the meth didn’t help with the pain of loss, he 
  threatened to take his frustration out on her.
  Linda saved herself by suggesting that they 
  could just go buy another one. The All-Mart where 
  they bought the Cossack was two hundred miles 
  in the rear view of their van, but All-Marts are 
  ubiquitous. There’s always another one. 
  So, the pair show up at the player characters’ 
  All-Mart in the dead of night, and start looking for 
  another little Cossack toy. When they can’t find it, 
  they ask one of the staff for help…
  MABEL RHINEGOLD
  Notches
  Violence 
  Unnatural
  Helplessness
  Isolation
  Self
  Hardened
  5 
  8
  4
  3
  6
  Failed
  4
  2
  2
  3
  2
  If you’re interested, check out 
  “Cliomancy” on page 121 of the 
  second edition of  Unknown 
  Armies.
  Detailed in “The Aftermath” and 
  “Dead Cat Bounce,” both on page 
  10 of this kit.
  
  9
  SHAWN
  Obsession: Getting what he deserves.
  Wound Threshold: 55.
  Rage Stimulus: His own fuck-ups.
  Fear Stimulus: Being exposed as a loser.
  Noble Stimulus: His word is his bond.
  Asshole 75%*: Coerces Violence, Provides Wound 
  Threshold, Substitutes for Struggle (* obses-
  sion identity).
  Jumpy Addict 50%: Provides Firearm Attacks, 
  Provides Initiative, Substitutes for Notice.
  THE CUSTOMER’S ALWAYS RIGHT
  There aren’t any little dancing Cossack figures for 
  sale in the All-Mart. There aren’t any little dancing 
  Cossacks in the stock database, either, and scan-
  ning the barcode sticker on the figurine’s base just 
  throws up an error message. Jumpy and paranoid 
  Shawn gets angrier and angrier — he’s convinced 
  that the player characters are holding out on him. 
  He just wants his goddamn Russian ass-dancer, 
  all right? Play this scene for laughs at first, then 
  let the humor drain away as it becomes clear that 
  Shawn’s going to cause a lot of trouble unless he 
  gets what he’s looking for.
  Some options:
  Call Security: Oops, the All-Mart doesn’t employ 
  private security any more. 
  Call the Cops: A better option. It takes Tori’s 
  cousin, Greg Hill, about thirty minutes to get to 
  the store if it’s just a complaint about a rowdy 
  customer, or ten minutes if Shawn’s actually 
  drawn his gun. 
  However, if the player characters threaten to 
  call the cops on Shawn, he’ll snap (see “Shawn 
  Breaks, Linda Runs”). The best approach is to 
  secretly call for help while distracting Shawn.
  Call the Other Store: The characters can try 
  calling up their counterparts in the upstate 
  All-Mart and ask about dancing Cossacks of 
  invisibility. Some guy called Bobby answers the 
  phone, and there’s an odd hesitation in the way 
  he answers questions about the figurine. He 
  denies knowing anything about such things, and 
  claims that his store doesn’t sell any, but there’s 
  something about his tone that’s untrustworthy. Is 
  there another cabal in that rival All-Mart? Is Bobby 
  hiding something? Or is he just trying to get rid 
  of an annoying phone call? In any case, Bobby’s 
  no help.
  Stall: Stalling requires Coercion — do they try 
  hitting Shawn’s Helplessness meter with Connect, 
  or his Violence with Struggle? Actually talking 
  Shawn down requires a matched success; a regular 
  success just buys a little time. Any failure triggers 
  a violent response. If the characters can stall him 
  for long enough, though, the 3:00 AM delivery 
  arrives, and hey, maybe there’s a magick Cossack 
  in there.
  Overpower Shawn: Did we mention he’s got a 
  gun? Because he’s got a gun.
  SHAWN BREAKS, LINDA RUNS
  When things go bad, they go bad quickly. Either
  a) Shawn snaps and draws his gun, and a terri-
  fied Linda runs;
  Or 
  b) Linda manages to get the Cossack working 
  again, and flees, and Shawn panics and pulls out 
  his weapon;
  Or, equally likely, 
  c) The players do something unwise and screw 
  things up.
  If she doesn’t have it already, Linda grabs the 
  Cossack. The lights in the All-Mart flicker for an 
  instant, and there’s a sudden yawning sense of 
  space, of a precipice, as if the whole building had 
  briefly tipped on its side, turning the aisles into 
  vertiginous, bottomless chasms. Then there’s this 
  chirpy-but-muffled electronic rendition of some 
  Cossack march, and Linda vanishes. All that is an 
  Unnatural (3-5) check, right there.
  Shawn pulls out a pistol from under his shirt and 
  waves it around menacingly. Anyone and everyone 
  nearby could be the object of his aggression — 
  Linda, for running away. The player characters, 
  for not helping him. Chuck, for coming around 
  the corner from the baby aisle at just the wrong 
  moment and getting a faceful of pistol. Ideally, 
  Shawn grabs Chuck or some player character as 
  a hostage, and demands that the other player 
  characters bring Linda back, or stop her from 
  escaping. Seal the doors. Drag her back here now, 
  or someone dies!
  FINDING LINDA
  The All-Mart has three exits — the main entrance, 
  the side entrance, and the employee-only back 
  zone. The doors can be remotely closed and 
  locked from either the security office or by Helen 
  Lafferty from her main register at the front; alter-
  natively, all of the player characters have keys 
  to lock the doors manually. If they don’t close 
  the doors, then Linda can just sneak out the 
  front door invisibly — good for her, bad for the 
  player characters.
  SHAWN
  Notches
  Violence 
  Unnatural
  Helplessness
  Isolation
  Self
  Hardened
  6
  3
  4
  5
  6
  Failed
  2
  1
  2
  1
  3
  
  10
  Finding the invisible girl may be easier than finding 
  that damned cat. The figurine keeps playing music even 
  when invisible, but it’s muffled by Linda’s death grip on 
  the Cossack, so it can only be heard a few feet away. It’s a 
  Notice test to find her, but it’s at –20% unless the players 
  take steps to make the place dead quiet (convincing Shawn 
  to shut the hell up, turning off the in-store Muzak, maybe 
  killing the rumbling air conditioning and so on). 
  If the doors aren’t closed, then Linda heads for the 
  nearest exit. If the characters seal the doors, then she just 
  hides in a rack of clothes, curling up like a scared child. 
  What do the characters do when they find her? Coerce 
  her into handing over the figurine to Shawn? Use the 
  one-shot gift of invisibility to take Shawn down? Help 
  her escape?
  Meanwhile, Shawn keeps threatening people, and he’s 
  on a hair-trigger. Any sudden moves, and he’ll fire wildly. 
  Fortunately for all concerned, he’s a terrible shot so it’s 
  unlikely that anyone dies in session one unless they do 
  something very foolish. If the characters do as he demands, 
  and get him Linda and the Cossack, then he backs out of 
  the store, still aiming his gun vaguely in their direction, then 
  turns and runs, squeezing the little figurine so hard his hand 
  bleeds as he tries to make the invisibility spell work again. 
  Even just finding Linda is enough to get rid of him; he grabs 
  her and drags her out of the store. Terror makes her go limp 
  once he has her, and she doesn’t resist. 
  DEAD CAT BOUNCE
  The other complication is Mabel Rhinegold. That owl’s eye 
  pendant she wears isn’t exostock, but it is a low-level magick 
  artifact that she made when she was younger and stronger. 
  It can see through the invisibility spell protecting Linda.
  However, what Mabel wants here is blood sacrifice, 
  remember. Her ideal outcome in all this is: lots of blood gets 
  spilled on the floor, and she leaves with the magick Cossack. 
  So, she might:
  • Help one of the player characters find Linda, in 
  exchange for the Cossack.
  • Lead a player character to Linda’s hiding place, stab 
  them in the back when they’re distracted,  grab the 
  Cossack and flee. 
  • If all the player characters are distracted by Shawn, 
  then she might just murder Linda quietly and 
  flee invisibly.
  THE DELIVERY
  At 3:00 AM, the delivery truck arrives. If he’s still a factor, 
  then Shawn demands that the player characters look 
  through the new stock for another Cossack; maybe, he 
  shouts through the tears and the murderous rage, the other 
  All-Mart got their delivery in early, and there’s a whole 
  carton of magick Cossack toys waiting in the back for him. 
  Luring Shawn into the back zone means the characters 
  can call Reynaldo Parades and his crew for help. Reynaldo, 
  unflappable as always, can help the player characters disarm 
  the intruder with a well-placed crowbar to the hand. 
  AFTERMATH
  Afterwards, when Moses Pike shows up in the early hours 
  of the morning, Eric Lothamann tries to get the player char-
  acters in trouble by saying that poor customer service is to 
  blame. If only they’d gotten Shawn what he wanted when 
  he first came into the store, then everything would have 
  been fine. 
  If Mabel Rhinegold was able to murder her cat (or 
  Linda), then she leaves the blood smeared across a suitable 
  threshold — the gap between two aisles, perhaps, or the 
  side entrance of the All-Mart, or the entrance to the loading 
  bay at the back. There’s a shimmering, like a heat haze, on 
  the All-Mart side of the blood, and the characters can sense 
  that some seal has been broken. The exostock comes faster, 
  now, after this.
  If Darby is one of the player characters, then she spots 
  symbols daubed on the wall that remind her of the ones 
  carved into Stuart’s skin.  
  
  11
  THE CAMPAIGN 
  EARLY SESSIONS
  Run a few exostock-of-the-week sessions for the first few 
  games. In each episode, someone — either a player char-
  acter or some random customer — finds an artifact in the 
  All-Mart that gives a temporary magick blessing. Each 
  of these episodes should either advance the characters 
  towards their objective of doing an occult stock check: 
  each unnatural intrusion should either be clearly connected 
  to the All-Mart’s brand of weird, or obviously be artisanal 
  homebrewed magick that didn’t come from the store. 
  For example:
  LAWN CHAIRS OF THE NIGHT
  A customer buys a quartet of lawn chairs. Next day, he 
  returns one with a complaint — when he opened up the 
  fabric covering the chair cushion, he discovered a mess of 
  bones and meat inside, like a half-digested dog. He only just 
  bought the chairs, so clearly someone at the store left these 
  disgusting remains inside his chair. 
  The chairs are all animate lawn chairs; all four went 
  hunting last night, but only one managed to find prey. 
  Tonight, the other chairs take to the skies over the town of 
  Wellspring again, and this returned chair tries to rejoin the 
  flock. It’s up to the player characters to contain the returned 
  chair and stop the other three from killing. 
  Milestone: Discover the existence of another cabal, the 
  Mystery Shoppers, who are tracking the exostock. 
  STUART’S GHOST
  A display television set in the store starts picking up 
  transmissions from the afterlife after midnight. Rumor 
  of this spreads to the residents of a retirement home in 
  Wellspring, so every night a small gaggle of widows and 
  widowers gather in the AV section, hoping for a glimpse 
  of their departed loved ones. A demon trapped in the 
  television takes advantage of their grief, and attempts to 
  trick them into getting it a suitable host — like one of the 
  player characters.
  Milestone: See Stuart Walepeg’s ghost show up on the tele-
  vision dropping hints about his murder by the Claimjumpers. 
  ERIC LOTHAMANN’S PAPER CROWN
  Loathsome Lothamann finds a paper hat from a kid’s 
  birthday party that makes him True King of Wellspring. The 
  player characters are immune as long as they’re under the 
  aegis of Tori’s Captain avatar, but everyone else is compelled 
  to indulge Lothamann’s whims. He’s unaware of his new 
  power, but when Rex Hamblin invites him to a dinner at the 
  Roscot mansion, the characters discover the sinister connec-
  tion between the Mystery Shoppers and the Roscot family.
  Milestone: Discover that the owners of the All-Mart are 
  running the Mystery Shoppers, and that they know about 
  the weirdness being generated by their stores. 
  THE MID-GAME
  Here’s where the cabals that have been in the shadows 
  during the early sessions start bumping up against the 
  player characters. Possibly mid-game objectives might 
  be: “Assemble an exostock arsenal,” “Find out where Ann 
  Paddington came from,” or “Build a network of allies among 
  other All-Mart staff.”
  THE ROSCOT FAMILY
  The secretive Roscots own the All-Mart chain. They’re 
  old-school occultists — the family patriarch, Quentin 
  Roscot, was an adept back in the 1940s, and while his chil-
  dren and grandchildren aren’t necessarily spellcasters, they 
  know the power of the invisible world. Quentin discovered 
  a method for punching through the fabric of reality to reach 
  a previous iteration of the universe, but it was beyond his 
  capability to exploit. The All-Mart chain is his solution to 
  that problem — each store is precisely aligned according 
  to geomatic calculations, and everyone who walks through 
  the doors unwittingly donates a little magickal power to the 
  ongoing ritual. 
  Right now, the All-Marts work like a prospector’s pan in 
  the river of time. They dip into the cascading chaos beyond 
  existence, into the infinite swill of failed universes and 
  discarded shells of reality, and see what gets caught in the 
  mesh of base physicality. 
  Why build their past-reality-salvaging-machine in the 
  form of a chain of bulk discount superstores? Because 
  they’re trying to recover magick artifacts and relics that 
  might have currency in our reality, which means they need 
  stuff that’s at least broadly similar to the current iteration 
  of the universe. They’re looking for flotsam from alternate 
  realities that are close to this one, universes where the last 
  member of their Invisible Clergy ascended roughly around 
  the end of the 20th century, when consumerism was the 
  dominant paradigm. They’re not going to find anything 
  comprehensible trawling for debris from some universe 
  where the last-but-one archetype was the Squid-Fucking 
  Squonkle. 
  The Roscots’ real, ultimate goal may be to build an escape 
  route. They know that our Clergy is nearly full, that the 
  current era of upheaval and uncertainty reflects the last 
  crazy round of celestial musical chairs before it all stops. 
  None of them are going to ascend, there’s no Rich White 
  Sociopath archetype, but maybe they can use the All-Marts 
  to escape the end of the world and start over somewhere 
  shiny and new, but sufficiently similar to our reality that 
  they still have, y’know, department stores and capitalism 
  and dollars. 
  Their short-term goal is to keep anyone from uncovering 
  the secrets of the All-Mart, and to ensure that any weird-
  ness can’t be linked back to them.
  The Mystery 
  Shoppers are 
  described over 
  on page 12.
  
  12
  The public faces of the family are Eugene Roscot and his 
  sister Melinda Roscot, but other members of the inbred 
  and, ah, eccentric family lurk in their compound outside of 
  Wellspring. Eugene runs the company; Melinda’s the secret 
  controller of the Mystery Shoppers. 
  THE MYSTERY SHOPPERS
  The Mystery Shoppers are the Roscot family’s agents in 
  the field. Their job is to visit the All-Marts, find “anomalous 
  items” AKA exostock, purchase it, and then bring it back 
  to the Roscots or sell it at an occult swap meet or dispose 
  of it safely. A few of the Mystery Shoppers are ex-New 
  Inquisition — when Alex Abel’s organization fell apart, some 
  of his operatives switched from one wealthy and sinister 
  employer to another. 
  The FBI Agents are typical Mystery Shoppers; they’ve 
  been told by higher-ups that their briefcases are enchanted 
  to contain and suppress dangerous artifacts (they don’t, 
  or at least not for long). Some shoppers are employed to 
  watch a particular All-Mart; others rove around the chain. 
  None of the Mystery Shoppers are All-Mart employees — 
  the Roscots want to keep the two halves of the operation 
  completely separate.
  There’s also a troubleshooting squad, consisting of:
  • Pieternel van Merne, ex-drug smuggler, ex-TNI, the 
  team’s ruthless leader.
  • Mark Giotti, ex-cop, ex-TNI, current avatar of the 
  Executioner and the squad’s muscle.
  • Kevin Toob, a voyeuristic cameraturge.
  And held in reserve most of the time:
  • The Hollow, a sentient humanoid absence somehow 
  made by Quentin Roscot back in the day. It looks 
  like a Predator-esque distortion in the air, a ripple 
  of man-shaped vacuum. It can hear and see without 
  eyes or ears, but can’t speak or communicate except 
  though gestures (the team usually dumps a bucket of 
  water or sand into it so they can see it more clearly 
  when they need to talk to it). If the Hollow touches 
  you, it sucks — a brief contact means serious bruising 
  as the vacuum draws you in. If it gets you to the end 
  zone on the grapple gridiron, you’re dead — it’s a hole 
  in the universe.  
  THE CLAIMJUMPERS
  The Claimjumpers are a loose cabal of chargers who’ve 
  figured out that something is going on at All-Mart, and 
  that there’s a regular flow of magick artifacts through the 
  stores. The Claimjumpers don’t trust one another, but have 
  agreed to work together against what they suspect to be a 
  common foe or interloper. They’re responsible for the ritual 
  murder of Stuart Walepeg. 
  Mabel Rhinegold may become a member of the 
  Claimjumpers if she survives the introductory scenario. 
  Other members include:
  • Holger Curran, a solomancer. He gains power from 
  time spent alone, from eschewing contact with other 
  humans. He spent years in Alaska, but now he needs 
  to be a little closer to civilization to pick up his insulin 
  prescription. The solomancer major charge requires 
  one to be more than 3,333 miles away from another 
  living human, which means that Curran would be very 
  interested if he discovered there’s a gate to another 
  universe at the All-Mart.
  • Piggy, a demon-summoner. He’s got a nasty thau-
  maturgical ritual to call up demons, and a ward from 
  All-Mart that keeps them from possessing him. He’s 
  the head of a Satanic “coven” of some kids from his 
  high school, but now that Piggy’s got real power, 
  they’re becoming something to be reckoned with. 
  • Ann Paddington’s creator, a mechanomancer named 
  Josef Lintz, was a member of the Claimjumpers before 
  he got trapped in the Archipelago of the Lost.
  The FBI Agents 
  are mentioned 
  back under “The
  Regulars” on 
  page 3.
  
  13
  THE ARCHIPELAGO OF THE LOST
  Reality inside the All-Mart is already a little porous. With a 
  push in the right place, and a way to survive the transition, 
  you can break right through to the Archipelago of the Lost. 
  It’s not exactly an otherspace — it’s not a space at all. 
  It’s the detritus and flotsam of previous realities. However, 
  because the characters entered it via a department store, it 
  takes on the appearance and qualities of a store. Imagine an 
  infinitely large store, filled with strange aisles crammed with 
  salvaged junk. A cross between a shipwreck, a shopping mall, 
  and Max Ernst’s Europe After the Rain II. 
  There are people — and things — living here. Some are 
  sorcerers who tried to pull the same trick as the Roscots, 
  escaping the destruction of their home universes by leaping 
  to another iteration. Others are really unlucky Neverwhen 
  People who got stuck between realities instead of landing 
  in this one. Still others are things that never existed in the 
  first place. These survivors have washed up on the coast of 
  our universe; they can’t get in yet, but maybe if the All-Mart 
  effect were more powerful, they could get scooped up like 
  living exostock. They linger here, hoping for rescue or a 
  chance to slip past the borders. Until then, they survive on 
  scavenged snacks that fall from the shelves of the All-Mart 
  and roll out of reality. 
  To reach the Archipelago, the player characters need:
  THE SHIP OF SHOPPING CARTS
  Josef Lintz was the first of the Claimjumpers. He’s an old 
  mechanomancer, and he was the first to recognize that 
  the All-Mart stores are all part of a single huge machine, a 
  thing not of cogs and wheels, but of concrete and money. 
  He took up residence at the Wellspring store, sending little 
  clockwork probes and scouts into the void. Finally, he dared 
  to go exploring. He built a mechanomantic device out of 
  the very stuff of the store, jamming shopping carts together 
  into a ship that could sail the river of time. On his first 
  voyage through the All-Mart to the Aisles of the Blessed, he 
  got shipwrecked and stranded on the wrong side of reality.
  The spell he used to create the Ship of Shopping Carts 
  still lingers, and is now reasserting itself. It accretes around 
  Tori Hill — she’s an avatar of the Captain, and a ship needs 
  a Captain. It’s a sympathetic channel, the path of least resis-
  tance for the magick. The shopping carts at the store want 
  to become a ship again, and they want her to sail that ship 
  down the halls of the All-Mart and beyond the shores of the 
  universe. 
  In terms of the campaign, the manifestation of the Ship 
  of Shopping Carts gives the player characters a chance to 
  compete with the Claimjumpers and Mystery Shoppers, 
  and shoves the campaign towards the cosmic. Up until this 
  point, they’re outgunned and outweirded, but now they’re 
  the ones with an edge. Do they rescue Lintz and throw their 
  lot in with the Claimjumpers? Do they try to forge an alli-
  ance with the Roscots, who might want to use the Ship as 
  their escape route when this universe dies? Can they find 
  allies among the denizens of the Archipelago who might 
  help them predict the final ascension and the closing time 
  of the universe?
  See “Neverwhen
  People” on page 
  65 of Book 
  Three: Reveal.
  
  14
  TORI HILL
  Tori’s in her early twenties. Dark brown skin, hair tied back 
  in a ponytail under a baseball cap, walkie-talkie in hand. She 
  probably owns clothes other than her work uniform, but 
  can’t remember the last time she wore them. 
  Obsession: Protecting her crew.
  All-Mart Worker 40%: Evaluates Helplessness, Provides 
  Initiative (in All-Mart only), Substitutes for Pursuit.
  Avatar of the Captain 40%*: See “The Captain” on page 98 
  of Book One: Play. (* obsession identity).
  Not Going to Take This Shit Any More 40%: Protects Self, 
  Substitutes for Lie, Therapeutic.
  PASSIONS
  Fear: (Helplessness) That no matter how hard she pushes, 
  life drags her down to mediocrity.
  Noble: Inspiring people to see their worth. 
  Rage: Wanton cruelty.
  RELATIONSHIPS
  One is provided, choose two more.
   
  Favorite __%
   
  Guru __%
   
  Mentor __%
   
  Protégé __%
   
  Responsibility: Dustin 45%
  Wound Threshold: 50.
  Possessions: None of note. 
  Important Locations: The All-Mart.
  Everyone on the night shift defers to Tori despite her rela-
  tive youth. She blazes with competence and composure; she 
  gives the impression that she’ll be running the country in a 
  few years, like you’re watching the first stage booster burn 
  of a very big rocket. She can feel it too — it’s like something 
  in her caught fire when she first put on the store uniform. 
  Ever since she joined All-Mart, she’s been full of this energy, 
  this drive. She hears the corrugated-steel roof of the store 
  creaking in the night, and it sounds like sails billowing in the 
  wind; her mop bucket shines like a glorious battle standard; 
  and that “shift captain” star on her name tag blazes with its 
  own inner light. 
  The assistant store manager, Moses Pike, doesn’t like her, 
  she can tell. She doesn’t know if it’s because she’s a girl, or 
  because she’s black, or because he fears she’s going to burn 
  past him, but she’s right at the top of his shit list, and she’ll 
  have to be ten times better than every other employee just 
  to keep her job.
  You know what? That’s not going to be a fucking problem 
  for her.
  Shock Meter
  Hardened
  Failed
  Abilities
  Helplessness
  3
  1
  Fitness 50%
  Dodge 30%
  Isolation
  1
  0
  Status 60%
  Pursuit 20%
  Self
  4
  1
  Knowledge 45%
  Lie 35%
  Unnatural
  4
  0
  Notice 45%
  Secrecy 35%
  Violence
  2
  1
  Connect 55%
  Struggle 25%
  
  15
  MIKE SHAW
  Mike’s in his early 30s. Quiet and efficient, unfailingly polite, 
  and seemingly tireless. He walks with a limp; he’s missing his 
  right leg from the knee down, and wears a prosthesis. Mike’s 
  unflappable — no matter what, he’s seen worse than this.  
  Obsession: Finding his true destiny.
  Phantom Destiny Syndrome 20%: Vague information (intu-
  itions and feelings).
  Survivor 40%*: Protects Helplessness, Protects Isolation, 
  Substitutes for Secrecy (* obsession identity).
  Veteran 40%: Provides Firearm Attacks, Protects Violence, 
  Substitutes for Fitness.
  PASSIONS
  Fear: (Self) Becoming reliant — or worse, a burden — on 
  others 
  Noble: Heroism. Mike puts his life on the line for 
  what’s right.
  Rage: Heedless, careless people — consequences matter. 
  People who don’t think about the results of their actions 
  infuriate Mike. 
  RELATIONSHIPS
  One is provided; choose two more.
   
  Favorite Darby 40%
   
  Guru __%
   
  Mentor __%
   
  Protégé __%
   
  Responsibility __%
  Wound Threshold: 50.
  Possessions: Beretta M9. 
  Important Locations: The All-Mart.
  The night before he shipped out to Fallujah, Mike had a 
  dream — a nightmare, really. He remembers it vividly, like 
  it’s an actual memory and not a dream. How the grenade 
  landed in front of him. How the blast lifted him, broke him. 
  How his leg got the worst of it. He remembers the strobing 
  shadows of the medivac helicopter’s blades. That was just a 
  dream, though. The weird thing is, he doesn’t remember the 
  actual injury at all: they tell him he walked straight out in 
  front of a car in Memphis.
  Like he was sleepwalking, they said.
  The surgeons couldn’t save his leg. He ended up at the 
  VA hospital, learned to walk again alongside guys who’d lost 
  limbs the way Mike now realizes he was supposed to. That 
  injury was preordained, somehow — he knows that’s true, 
  it’s true the way his phantom leg still aches. He dodged 
  the blast in Fallujah, so it found him in Memphis. Now, his 
  limping path has led to him to this All-Mart; if there are 
  other predestined events in his future, maybe they won’t 
  find him here. 
  Shock Meter
  Hardened
  Failed
  Abilities
  Helplessness
  4
  2
  Fitness 45%
  Dodge 35%
  Isolation
  3
  0
  Status 50%
  Pursuit 30%
  Self
  3
  1
  Knowledge 50%
  Lie 30%
  Unnatural
  2
  0
  Notice 55%
  Secrecy 25%
  Violence
  5
  1
  Connect 40%
  Struggle 40%
  
  16
  ANN PADDINGTON
  Ann looks to be in her mid-40s. She’s eerily pale, with big 
  ‘80s hair and a clipped, precise way of speaking. She seems 
  faintly surprised and horrified by everything, as if there’s 
  some platonic ideal of reality out there, but this universe is 
  falling short. “Oh no,” she says, “that’s awful. Awful.”
  Obsession: Finding her origin.
  “Ann Paddington” 40%*: Evaluates Violence, Protects Self, 
  Substitutes for Lie (* obsession identity).
  Clockwork Physique 50%: Concealed finger blades (unique), 
  Provides Initiative, Substitutes for Struggle.
  Not Human 30%: Vague protection (inhumanly resilient).
  PASSIONS
  Fear: (Self) Forgetting herself.
  Noble: Emotional honesty — Ann loves people most when 
  they’re at their most human and vulnerable, and tries to 
  reciprocate. 
  Rage: Heat — literally. Hot conditions warp the wax person-
  ality-records in Ann’s clockwork brain, making her tetchy.
  RELATIONSHIPS
  One is provided; choose two more.
   
  Favorite __%
   
  Guru Mike Shaw 35%
   
  Mentor __%
   
  Protégé __%
   
  Responsibility __%
  Wound Threshold: 50.
  Possessions: Her trailer in the parking lot.
  Important Locations: The All-Mart.
  Here are the things Ann knows: she woke up in the 
  hardware section of All-Mart fifteen years ago. She’s not 
  human — there are pistons and gears beneath her “skin”. 
  Her memory is recorded on wax cylinders in her skull, and 
  it’s dangerous for her to stay outdoors during the day, or the 
  heat makes her forget. 
  She went looking for her creator a few years ago. Never 
  found him. She returned to the All-Mart and got a job 
  there, figuring that he’d (she guesses it’s a he) come back 
  for her. At first, she just showed up there every day when 
  the store opened and waited patiently until it closed around 
  her — back before it went to twenty-four hours a day — but 
  that got suspicious, so she ended up getting a job here. 
  Sometimes, at the end of a long shift, when she’s worked so 
  hard that the effort softens the wax in her clockwork brain, 
  she almost manages to forget that she’s not human. Those 
  are the best days.
  Shock Meter
  Hardened
  Failed
  Abilities
  Helplessness
  0
  0
  Fitness 65%
  Dodge 15%
  Isolation
  2
  1
  Status 55%
  Pursuit 25%
  Self
  0
  1
  Knowledge 65%
  Lie 15%
  Unnatural
  6
  1
  Notice 35%
  Secrecy 45%
  Violence
  5
  0
  Connect 40%
  Struggle 40%
  
  17
  DARBY CARTER
  Darby’s in her mid-20s. Does the employee dress code 
  prohibit visible tattoos, piercings, or smelling of weed? No? 
  Then guess what Darby looks like.  
  Obsession: Finding the truth about Stuart’s death.
  College Dropout 70%: Coerces Self, Evaluates the 
  Unnatural, Substitutes for Knowledge.
  Rebel 50%*: Evaluates Violence, Protects Helplessness, 
  Substitutes for Lie (* obsession identity).
  PASSIONS
  Fear: (Isolation) Losing her friends.
  Noble: Using her intellect and expertise to help people.
  Rage: Small-minded people.
  RELATIONSHIPS
  One is provided; choose two more.
   
  Favorite __%
   
  Guru __%
   
  Mentor Ann Paddington 60% 
   
  Protégé __%
   
  Responsibility __%
  Wound Threshold: 50.
  Possessions: Laptop computer.
  Important Locations: The All-Mart.
  Six months ago, Darby was an anthropology post-grad. 
  One night, she and her friend Stuart Walepeg came up 
  with the then-hilarious idea of doing an anthropology field 
  trip to All-Mart. Treat it like an expedition to some uncon-
  tacted tribe in the Amazon rainforest. Set up blinds and 
  camouflaged observation posts in the homeware section. 
  Watch these primitive, violent hominids in their natural 
  environment. 
  They found Stuart’s body in a ditch a mile west of the 
  All-Mart. They said it was suicide; that he’d stolen a knife 
  from the store and used it to carve symbols into his arms 
  and chest, before he finally opened up his wrists. Shaken, 
  Darby dropped out of college; she didn’t know where else 
  to go, so she stayed here. If there is something occult going 
  on here, then maybe she’s the one with the critical tools and 
  academic background to find out the truth. 
  Shock Meter
  Hardened
  Failed
  Abilities
  Helplessness
  3
  1
  Fitness 50%
  Dodge 30%
  Isolation
  1
  0
  Status 60%
  Pursuit 20%
  Self
  2
  0
  Knowledge 55%
  Lie 25%
  Unnatural
  2
  0
  Notice 55%
  Secrecy 25%
  Violence
  1
  1
  Connect 60%
  Struggle 20%
  
  18
  DUSTIN DRUTHERS
  Broad-shoulders, broad smile, big belly, and balding prema-
  turely. Up until recently, Dustin was generally considered an 
  amiable idiot who’d be stacking shelves at the All-Mart until 
  the day he died. Only a few people have noted the sudden 
  intensity in his eyes.
  Obsession: Getting into the secret world.
  Nose for Magic 40%*: Specific information. Smell exostock 
  and other magick artifacts, and can sometimes even guess 
  what they do or how to activate them (* obsession identity.)
  Occult Wannabe 20%: Casts Rituals, Use Gutter Magic, 
  Substitutes for Knowledge.
  • At the start of each session, Dustin can roll his Occult 
  Wannabe identity. If successful, he’s found a piece of 
  exostock with one charge left. The nature of the item 
  is up to the GM, and it only works once (twice on a 
  matched success, a few times more on a crit).
  Tougher Than He Looks 60%: Protects Violence, Provides 
  Wound Threshold, Substitutes for Struggle.
  PASSIONS
  Fear: (Self) Dustin wants to have his cake and eat it — he 
  wants magickal power, but not at the cost of his relation-
  ships with family.
  Noble: Dustin believes magick can be wonderful, and hates 
  it when people use it to hurt others.
  Rage: Being treated as dumb or irrelevant.
  RELATIONSHIPS 
  One is provided; choose two more.
   
  Favorite Darby 60%
   
  Guru __%
   
  Mentor __%
   
  Protégé __%
   
  Responsibility __%
  Wound Threshold: 60.
  Possessions: All-Mart Uniform.
  Important Locations: Dustin’s family home.
  In Dustin’s life, there’s before and after. Before’s not really 
  worth talking about — Dustin grew up here in town, got a 
  summer job working in the mart, and now works there full-
  time. There wasn’t anything to say about Dustin; he was a 
  generic, mass-produced American selling generic, mass-pro-
  duced goods. 
  Then, one hot day, he grabbed a bottle of cola off the 
  shelf to drink with his lunch break. Opened it as he walked 
  though the store. The cola was… ambrosia. Perfection. Like 
  every fizzy bubble was a universe exploding on his tongue 
  and ricocheting around his brain. The green glass grail. For 
  about fifteen seconds, Dustin Druthers drank the soda of 
  the gods.
  Then this thing — he calls it Fat Slenderman — slith-
  ered out from between Aisle 16 (Plumbing) and Aisle 17 
  (Electrical Fittings and Screws). It grabbed the half-finished 
  cola drink out of Dustin’s hands with one leather tentacle, 
  then drained the rest of the bottle and belched in his face 
  before vanishing. Like it was pissed that someone as irrele-
  vant, as unworthy, as generic as Dustin had dared taste that 
  forbidden fruit (or carbonated beverage. Whatever.)
  The experience left Dustin with a sixth sense for magick. 
  Something guided his hand to pick that one special bottle 
  out of the cooler, and the same gift stays with him now. It 
  also left him with the deep conviction that the only way he 
  can be special is by finding more of that magick…
  Shock Meter
  Hardened
  Failed
  Abilities
  Helplessness
  1
  0
  Fitness 60%
  Dodge 20%
  Isolation
  1
  0
  Status 60%
  Pursuit 20%
  Self
  3
  0
  Knowledge 50%
  Lie 30%
  Unnatural
  4
  2
  Notice 45%
  Secrecy 35%
  Violence
  3
  1
  Connect 50%
  Struggle 30%
  
  TORI HILL
  All-Mart Crew
  Do a stock check on the weirdness of the All-Mart 
  so you can get a handle on what’s going on.
  Tori’s in her early 20s. Dark brown skin, hair tied back in a ponytail 
  under a baseball cap, walkie-talkie in hand. She probably owns clothes 
  other than her work uniform, but can’t remember the last time she 
  wore them. 
  Wanton cruelty.
  Inspiring people to see their worth.
  (Helplessness) That no matter how hard she 
  pushes, life drags her down to mediocrity.
  Dustin
  45
  The Captain
  ALL-MART WORKER
  40
  NOT GOING TO TAKE THIS SHIT ANYMORE
  40
  Always counts as a trusted authority when coun-
  seling one of her crew, can use avatar identity as 
  if it had Therapeutic feature
  Reject challenge 
  to authority, must 
  agonize over 
  crew, don’t leave 
  anyone behind
  Stars, two bars, 
  a sword crossed 
  over a battle flag, 
  usual captain shit
  50
  X
  X
  X
  X
  X
  Pursuit
  Evaluates Helplessness
  Provides Initiative (in All-Mart only)
  Lie
  Resists Challenges to Self
  Therapeutic
  40
  X
  X
  X
  OBSESSION IDENTITY
  
  MIKE SHAW
  All-Mart Crew
  Do a stock check on the weirdness of the All-Mart 
  so you can get a handle on what’s going on.
  Mike’s in his early 30s. Quiet and efficient, unfailingly polite, and 
  seemingly tireless. He walks with a limp; he’s missing his right leg 
  from the knee down, and wears a prosthesis. Mike’s unflappable — no 
  matter what, he’s seen worse than this. 
  Heedless, careless people.
  Heroism, putting your life on the line.
  (Self) Becoming reliant — or worse, a burden 
  — on others.
  Darby
  40
  SURVIVOR
  40
  VETERAN
  40
  PHANTOM  
  DESTINY  
  SYNDROME
  Provides hints, clues, and insight, but no specific information.
  Fumble: See something nightmarish, take a Helplessness (4) or 
  Violence (4) check (GM picks) and describe nightmare future you’re 
  trying to avoid.
  Matched Failure or Failure: Answer hazy, try again later.
  Success: A hunch on your next roll and some vague insight into what 
  is going on.
  Matched Success: GM gives a giant hint, and you get a hunch for 
  your next roll.
  Crit: GM gives a giant hint, and you get a hunch for your next two 
  rolls.
  50
  X
  X
  X
  X
  X
  Secrecy
  Resists Challenges to Helplessness
  Resists Challenges to Isolation
  Fitness
  Provides Firearm Attacks
  Resists Challenges to Violence
  20
  XX
  X
  X
  X
  OBSESSION IDENTITY
  X
  
  ANN PADDINGTON
  All-Mart Crew
  Do a stock check on the weirdness of the All-Mart 
  so you can get a handle on what’s going on.
  Ann looks to be in her mid-40s. She’s eerily pale, with big ‘80s hair and a clipped, 
  precise way of speaking. She seems faintly surprised and horrified by every-
  thing, as if there’s some platonic ideal of reality out there, but this universe is 
  falling short. “Oh no,” she says, “that’s awful. Awful.”
  Heat—Literally, hot conditions warp the wax 
  personality records in her clockwork brain, 
  making her tetchy
  Emotional honesty—Loves people most when 
  they’re at their most human and vulnerable
  (Self) Forgetting herself.
  Mike Shaw
  35
  “ANN PADDINGTON”
  40
  CLOCKWORK PHYSIQUE
  50
  NOT HUMAN
  She’s a clockwork person cleverly disguised as a human being.
  This identity works just like Dodge, but Ann can also “dodge” poisons 
  and diseases, rolling this identity’s percentile to avoid the effects.
  50
  X
  X
  X
  X
  X
  Lie
  Evaluates Violence
  Resists Challenges to Self
  Struggle
  Concealed Finger Blades (unique)
  Provides Initiative
  30
  X
  X
  X
  OBSESSION IDENTITY
  X
  X
  
  DARBY CARTER
  All-Mart Crew
  Do a stock check on the weirdness of the All-Mart 
  so you can get a handle on what’s going on.
  Darby’s in her mid-20s. Does the employee dress code prohibit visible 
  tattoos, piercings, or smelling of weed? No? Then guess what Darby 
  looks like.  
  Small-minded people.
  Using her intellect and expertise to help 
  people.
  (Isolation) Losing her friends.
  Ann
  60
  COLLEGE DROPOUT
  70
  REBEL
  50
  50
  X
  X
  X
  X
  X
  Knowledge
  Coerces Self
  Evaluates the Unnatural
  Lie
  Evaluates Violence
  Resists Challenges to Helplessness
  X
  X
  OBSESSION IDENTITY
  
  DUSTIN DRUTHERS
  All-Mart Crew
  Do a stock check on the weirdness of the All-Mart 
  so you can get a handle on what’s going on.
  Broad-shoulders, broad smile, big belly, and balding prematurely. Up 
  until recently, Dustin was generally considered an amiable idiot who’d 
  be stacking shelves at the All-Mart until the day he died. Only a few 
  people have noted the sudden intensity in his eyes.
  Being treated as dumb or irrelevant.
  Believes magick can be wonderful, and hates 
  it when people use it to hurt others.
  (Self) Wants his cake and eat it too—wants to 
  have magick but not at cost of his family.
  Darby
  60
  OCCULT WANNABE
  20
  TOUGHER THAN HE LOOKS
  60
  NOSE FOR 
  MAGICK
  Smells out exostock and other magickal artifacts, and even guesses 
  what they do or how to activate them.
  Fumble: Comes to the attention of some powerful person, entity, or 
  force which now seeks to use Dustin’s powers as part of a grand cos-
  mic scheme.
  Matched Failure and Failure: Nothing, maybe a mild headache.
  Success: Smells out target with so-so clarity for about 60 seconds.
  Matched Success: Smells out target clearly for fifteen minutes.
  Crit: Smells out target clearly for as long as he wants.
  60
  X
  X
  X
  X
  X
  Knowledge
  Casts Rituals
  Use Gutter Magick
  Struggle
  Provides Wound Threshold
  Resists Challenges to Violence
  40
  XX
  X
  OBSESSION IDENTITY
  Roll this at the start of each session. If successful, 
  Dustin has found a 1-charge piece of exostock.
  X
  X
  
  Unknown Armies created by Greg Stolze and John Tynes
  Writing and design: Gareth Ryder-Hanrahan
  Editing: Colleen Riley
  Unknown Armies graphic design: Thomas Deeny
  Layout: Cam Banks
  Art: Shutterstock
  AG6037 | Digital Edition 1.0
  www.atlas-games.com
  © 2017 Trident, Inc., d/b/a Atlas Games. All rights reserved.
  Unknown Armies is a trademark of Greg Stolze and John Tynes, used under license by Trident, Inc., d/b/a Atlas Games.
  This work is protected by international copyright law and may not be reproduced in whole or in part without the written consent of 
  the publisher.
  
SOURCE: textdata/thevault/Unknown Armies [multi]/Unknown Armies [3rd ed]/AG6037 - Campaign Starter Kit - Raiders Of The Lost Mart.pdf