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  Xcrawl NPC Folio, copyright © 2014 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-
  games.com
  XCrawl NPC Folio 
  Introduction
  The Maximum Xcrawl Kickstarter was a great success, and we thank all our backers for their support. One of the stretch goals that we cleared was a 
  book of NPCs for your Xcrawl games. This is that book! Herein you will ﬁ nd a selection of interesting personalities suitable for your home game. These 
  include an agent, a referee, and a talent scout, as well as several complete Xcrawl teams that can be friends or rivals to your own home team. Enjoy!
  Guy Freesh, Super Agent ...........................................................2
  Referee Daniel Ziegler  ...............................................................3
  Wendy Reischl.................................................................................4
  Gunter Gurnach .............................................................................5
  Ruska “Slamdog” Vlogg .............................................................6
  William “B. Cool” Essex ...............................................................7
  José “The Diceman” Marmolejo .............................................8
  Meena “Double Dutch” Silverwood .....................................9
  Gunter Gurnach .............................................................................10
  Arturo Thimus  ................................................................................11
  Lady Circe “The Siren” Decimus  ............................................12
  Centurion Maximus “The Phoenix”  Tiberius  ..................13
  Brother Marcus “The Minotaur” Fabius  .............................14
  Gallus “The Kracken” Longinius .............................................15
  Nero “The Strix” Pedius  .............................................................16
  NPC Portraits ............................................................................ 17-21
  Written by: Brendan LaSalle; Edited by: Jeff Erwin; Graphic Design by: Jamie Wallis; Published by: Goodman Games
  www.goodman-games.com
  Compatibility with the Pathﬁ nder Roleplay-
  ing Game requires the Pathﬁ nder Roleplaying 
  Game from Paizo Publishing, LLC. See paizo.
  com/pathﬁ nderRPG for more information 
  on the Pathﬁ nder Roleplaying Game. Paizo 
  Publishing, LLC does not guarantee compat-
  ibility, and does not endorse this product. Pathﬁ nder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathﬁ nder Roleplaying Game and the Pathﬁ nder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 
  the Pathﬁ nder Roleplaying Game Compatibility License. See paizo.com/pathﬁ nderRPG/
  compatibility for more information on the compatibility license.
  
  2
  Guy Freesh, Super Agent
  Male human professional (Agent) 6
  NG Medium humanoid (human)
  Init -1; Senses Perception +2
  DEFENSE
  AC 9, touch 9, fl at-footed 9 (-1 Dex)
  hp 32 (6d8+6)
  Fort + 3, Ref + 1, Will + 7
  OFFENSE
  Speed 30 ft.
  Melee improvised weapon + 3
  Ranged .25 pistol +2 (1d8, 19-20 x2, capacity 10, range 30’, 
  Str min 11)
  Special Attacks None
  STATISTICS
  Str 11 Dex 9 Con 13 Int 16 Wis 15 Cha 17
  Base Atk: +3; CMB +3; CMD 12
  Feats Catch Off  Guard, Leadership, Martial Weapon Profi -
  ciency (pistol), Skill Focus (Professional Skill: Agent), Xcrawl 
  Special: Bribery Expert (+2 sense motive & diplomacy)
  Skills Appraise +5, Bluff  +12, Diplomacy +14, Drive +5, 
  Intimidate +9, Knowledge (advertising) Agencies +9, Knowl-
  edge (contract law) +12, Knowledge (corporate America) 
  +9, Knowledge (Hollywood) +9, Knowledge (local (Los 
  Angeles)) +9, Knowledge (nobility) +9, Knowledge (religion) 
  +5, Knowledge (Xcrawl) +12, Profession (agent) + 11, Sense 
  Motive +13, Swim +2 (Class skills: Bluff , Diplomacy, Drive, 
  Intimidate, Knowledge (contract law), Knowledge (Xcrawl), 
  Profession (agent),  Sense Motive, Languages English and 
  basic latin. 
  Equipment Carried Decent suit, luxury wrist watch, brief-
  case with masterwork lock (Disable Device DC 30), 200-300 
  mastercraft business cards, wyvernskin wallet, 600-100 gp 
  in mixed bank notes. He owns a .25 Phang automatic pistol 
  and possesses a writ to carry it legally, but he rarely ever 
  carries it. 
  Notable Possessions Luxury condo, timeshare in Ft. Laud-
  erdale, luxury sedan
  Patron Eventus Bonus (minor deity of success)
  Actor David Jason
  Guy Friesch majored in business management at the Impe-
  rial University of Louisville, but he drew dungeons in the 
  margins of his notes during class. He loved Xcrawl from the 
  very beginning, marveling at the spectacle of the new-
  est sport in the Empire, and for a brief time entertained 
  thoughts of training and joining up with a squad, but in 
  his heart he knew his talents lay elsewhere. Eventually, his 
  cousin formed the Division IV Tunnelbusters, and asked if 
  Guy would manage their business aff airs. Guy found the 
  work exciting and fun, and a year later had parlayed the 
  Tunnelbusters’ modest success in the games into a lucrative 
  endorsement empire. He had found his calling! 
  Guy’s success with Xcrawlers springs from many factors. He 
  has a restless intelligence, and is always looking for new rev-
  enue streams and profi t opportunities. He has an amazing 
  memory for names and faces, and a genius for networking. 
  He is also a bit naïve when it comes to his personal safety 
  – he simply cannot imagine any of his spectacularly lethal 
  clients ever trying to actually kill him no matter how many 
  death threats he receives (he stopped counting years ago)– 
  and that earns him their respect. 
  Guy Friesch is personable, clever, probing, devious, and 
  overconfi dent of his ability to talk himself out of any con-
  ceivable dangerous situation. He has a fl exible view of loy-
  alty, and will drop poorly performing clients before you can 
  say “third place,” but on the rare occasions that he makes a 
  promise he does his best to keep it. He loves to earn money, 
  loves to fl aunt his success in front of other agents, loves to 
  name drop, but mostly he loves to put people together who 
  he thinks will match up in such a way as to earn him gold 
  later on. Guy created several Xcrawl squads simply by invit-
  ing a bunch of crawlers out for a night on the town, then 
  carefully steering the conversation towards combat synergy 
  and marketing potential, all the while complimenting them 
  and letting them know that with the right management 
  they could put together an outfi t that would go straight to 
  the top . . . 
  Guy is a 48-year-old human. He has been divorced twice (his 
  workaholic ways make maintaining a healthy relationship 
  a challenge; his drinking and philandering don’t help), and 
  has three children, none of whom he sees very often. He has 
  a little coterie of wannabe agents that hover around him 
  like greedy mayfl ies, and Guy keeps them busy with errands 
  and dirty work while he teaches them the business. For all 
  his success, his lifestyle is a bit seedy: he has a tiny, cramped 
  offi  ce in downtown LA, crammed with Xcrawl memorabilia 
  and piles of contracts, owns a swank condo on West 115th 
  Street that he almost never sees, and mostly lives in hotels 
  and Xcrawl green rooms. 
  
  3
  Referee Daniel Ziegler 
  Male human professional (Referee) 4
  LG Medium humanoid (human) 
  Init +0: Senses Perception +12
  DEFENSE
  AC 16, touch 12, fl at-footed 15 (+4 armor (permanent 
  mage armor), +1 defl ection, +1 dodge)
  hp 33 (4d6+8)
  Fort +3 Ref +1 Will +8
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +2 (1d3+1)
  Ranged .35 revolver +1 (1d10+1, 19-20 x2, capacity 6, range 
  30’)
  STATISTICS
  Str 12 Dex 11 Con 14 Int 14 Wis 14 Cha 10
  Base Atk: +2; CMB +3; CMD 13
  Feats Dodge, Iron Will, Skill Focus (Perception), Weapon 
  Profi ciency (Firearms)
  Skills Acrobatics +7, First Aid +9, Knowledge (arcana) +9, 
  Knowledge (aristocracy) +9, Knowledge (nature) +9, Knowl-
  edge (Xcrawl) +9, Perception +12, Profession (referee) +9, 
  Sense Motive +9, Survival +9
  Languages English, Orcish, Goblin, passing knowledge of 
  Giant 
  Equipment Carried Marjack Arms .35 revolver, huge shiny 
  whistle, referee outfi t, ring of protection +1
  Notable Possessions Condo in Shreveport, Writ of Weapon 
  Control, 2005 Imperial Grand Sedan, Time share in Boca 
  Raton
  Patron Sol
  Actor Brian Dennehy
  Daniel Ziegler fell into his profession. As a freshman in 
  high school he decided that refereeing for kid’s Action 
  League games was a better way to earn a little pocket gold 
  than mowing lawns or delivering newspapers. After three 
  years spent breaking up fi ghts between eight year olds, he 
  moved up to Division IV games. After years of interviews, 
  tryouts, and bribes, he received an assistant referee position 
  for the 12th annual St. Louis Crawl, the true beginning of his 
  professional career. 
  Ten years later, Daniel sees Xcrawl as just his job. Every 
  day he sees shocking ultra-violence, mind-bending magic, 
  horrifying monsters, and displays of the power of the Gods 
  themselves - and it’s just another day at the offi  ce. Daniel is 
  extremely hard to shock or startle.   
  Daniel is professional, impatient, exacting, brusque, and 
  extremely self-assured. He has stared down manticores, 
  broken up fi ghts between bugbears, and even shot a few 
  monsters, and one insane crawler. He both respects crawl-
  ers for their courage and skill, and hates them for being a 
  bunch of whiners who don’t pay attention to the instruc-
  tions, and then get mad when their leg gets ripped off . In 
  the short term, he would like to be made head of security 
  for one of the major sports auditoriums. In the long term he 
  is saving up to buy a sailboat, and he plans to take his wife 
  and kids on summer cruises around the Gulf. 
  
  4
  Wendy Reischl 
  Female human commoner 2
  CG Medium humanoid (human)
  Init +2 Senses Perception -1
  DEFENSE
  AC 12, touch 12, fl at-footed 10 (+2 Dex),
  hp 14 (2d6+2)
  Fort +4 Ref +2 Will -1
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +0 (1d3-1)
  Ranged whatever is handy -1
  STATISTICS
  Str 8 Dex 14 Con 13 Int 12 Wis 9 Cha 17
  Base Atk: +1; CMB +0; CMD 12
  Feats Hottie, Sex Symbol
  Skills Bluff  +8, Diplomacy +8, Drive +3, First Aid +3, Knowl-
  edge (Xcrawl) +6, Perform (dance) +4, Profession (beauti-
  cian) +4 (class skills: Bluff , Diplomacy, First Aid, Knowledge 
  (Xcrawl), Perform (dance), Profession (beautician))
  Languages English, enough Elvish, French, and Spanish to 
  order drinks
  Equipment Carried Stylish outfi t, ID, backstage pass, auto-
  graph book, 35mm camera
  Notable Possessions collection of Xcrawl player memora-
  bilia, apartment shared with two roommates, tricked out 
  motorscooter 
  Patron Vesta 
  Actor Gillian Anderson, circa Chicago Cab
  Wendy Reischl grew up on Xcrawl. Her home town was the 
  agricultural city of Tulsa, where she was the youngest of 
  fi ve siblings. Her parents were rabid Xcrawl fans who never 
  missed a match on TV. One of her earliest memories was 
  her father comforting her weeping mother after one of her 
  favorite players bled to death on TV. 
  As she got older, her fascination with The Games only grew. 
  She made a study of the off stage habits of Xcrawl heroes 
  and started hanging out where they hung out: gymnasi-
  ums, guild hall taverns, archery ranges, and casino bars. At 
  the age of 17 she started dating Buskaroo Ace, a Jammer 
  for the division III Tulsa Thunderbolts. After their explosive 
  breakup, she moved on, always fi nding new crawlers to 
  worship. 
  Wendy considers herself part talent scout, part life coach, 
  and part drug-fueled muse. She loves fi nding up and com-
  ing crawlers and seeing them through their early matches. 
  This lifestyle comes with built-in hazards, of course, and 
  Wendy had mourned more than her share of infatuated 
  young warriors. 
  Wendy is 22 years old. She is beautiful, personally magnetic, 
  fun loving, socially fearless, romantic, and relentless when 
  she sets her sights on a crawler. She works part time at a 
  unisex salon, and has a vague notion of one day being a 
  hair stylist for movies and television. With her mesmerizing 
  beauty and exuberant personality she could be doing many 
  things, but she is living her dream along the sidelines of 
  Xcrawl. 
  
  5
  The Disconauts, a  
  Division II Xcrawl 
  Team
  The Disconauts are industry survivors. Lndia “Groovinstein” 
  Blair, a disco geek, founded the team in 2003, believing a 
  theme team would make it easier to get into good events. 
  This belief was incorrect, but the name was already on the 
  bank account and so it stayed.
  Blair moved on from the Games years ago, and the current 
  Disconauts roster only contains one of its original seven 
  founding members, specialist William “B. Cool” Essex. The 
  old warhorse team won their only fi rst place victory in the 
  Las Vegas Crawl, bolstered by the addition of Brawler 
  Gunter Gurnach. 
  Krystal “ZoomarangSilverdown 
  Female gnome blaster 7
  CG Small humanoid (gnome)
  Init +1 Senses low light vision; Perception +6
  DEFENSE
  AC 14, touch 13, fl at-footed 13 (+2 defl ection, +1 Dex, +1 
  Size)
  hp 44 (7d6+14)
  Fort +7 Ref +5 Will +9 (+2 vs. Illusion)
  OFFENSE
  Speed 20 ft
  Melee +1 short sword +6 (1d6 dam, 19-20, x2) or mwk dag-
  ger +4 (1d4-1, 19-20, x2)
  Ranged mwk wrist rocket +7 (1d3 dam, x2, 30’ range)
  Spell like abilities: 1x/ day: dancing lights, ghost sound, 
  prestidigitation, speak w. animals,
  Blaster Spells Prepared (CL 7th, Concentration +11)
  4 (2/day) – greater invisibility, phantasmal killer
  3 (3/day) – displacement, haste, major image
  2 (4/day) – eagle’s splendor, make whole, mirror image, see 
  invisibility
  1 (5/day) – color spray, ray of enfeeblement x2, shield, silent 
  image 
  0 (at will) – acid splash, detect magic, mage hand, mending, 
  spellweaver cantrip
  STATISTICS
  Str 8 Dex 13 Con 16 Int 12 Wis 14 Cha 19
  Base Atk: +3; CMB + 1; CMD 9
  Feats Combat Casting, Improved Spellweaver Range, Spell 
  Focus (Illusion), Spellweaver Cantrip 
  Fame Feats Bring The Noise, Crowd Favorite, Rally
  Skills Acrobatics +9, Bluff  +12, Grandstanding +11, In-
  timidate +10, Knowledge (arcana) +9, Knowledge (gnome 
  culture) +4, Knowledge (Xcrawl) +6, Perception +6, Perform 
  (acting) +9, Profession (spokesperson) +11, Sense Motive 
  +6, Spellcraft +6, Stealth +7, Use Magic Device +10
  Languages English, Gnome, Elvish, Draconic 
  SQ +1 DC casting illusion spells, Pattern Focus, Cantrips, 
  Mystify, Spellweaver Blast Techniques: blinding technique, 
  force technique, precision technique, Greater Mystify 
  Equipment Carried +1 short sword, ring of protection +2, 
  ring of feather falling, cloak of protection +2, elixir of fi re 
  breath, wand of grease (7 charges), wand of mage armor (4 
  charges), 3 potions of cure moderate wounds, spell scrolls 
  (dispel magic, bull’s strength, shield, unseen servant),  mwk 
  adventurer’s outfi t with six sponsorship patches, waterproof 
  backpack, combat fl ashlight, masterwork lighter, 2 bang 
  bombs, 1 fl ash bomb, 2 alchemist charges, box of giveaway 
  merchandise including pens, temporary tattoos, and post-
  ers. She has six real tattoos, including a golden raccoon on 
  her shoulder
  Notable Possessions Town home in Philadelphia, luxury 
  sedan retrofi tted to allow a small humanoid to drive unim-
  paired, thousands of GP worth of Xcrawl prizes 
  Patron Jakeo Jewelries
  Actor Juliette Lewis
  Nobody has more fun crawling than Zoomarang. Krystal 
  Silverdown was born in Philadelphia to an infl uential clan of 
  gnomes that controlled much of the textile industry in that 
  city. She was a rambunctious prankster youth with obvious 
  magical talent. When she saw her fi rst Xcrawl match she 
  made herself a crawler outfi t out of a bathing suit and a 
  princess costume, and ran around in the yard blasting im-
  aginary monsters until her folks forced her to stop for sup-
  per. Her parents eventually gave up all hope that she might 
  someday go into the family business, and enrolled her in 
  the private Metairie Academy of Arcane Studies. A year later 
  she was the star of their Spellweaver track, but she never 
  earned her degree, having left early to join a fl edgling Divi-
  sion III squad who needed emergency arcane support.   
  Krystal joined the Disconauts a year before their remarkable 
  showing in Las Vegas. She had been a member of the popu-
  lar Tampa Bay Wave Ryders, but found it diffi  cult to be just 
  one among many superstars. She likes the team dynamic of 
  the Disconauts better – she sees herself as the biggest fi sh 
  in the pond, a belief given real credence by her sponsorship 
  earnings. 
  Zoomarang is shrewd, impulsive, reckless, gregarious, a bit 
  overconfi dent, and more than a little power mad. She loves 
  to spend money, and she spends much of her down time 
  courting new sponsors. She often laments not being more 
  “bookish,” as her natural inclination is to create some kind 
  of magical artifact that would let her detonate dragons and 
  reduce cities to ash. She claims to want to cross over into 
  movie and television production when she retires, but it 
  would take an extremely strong incentive to rip her away 
  from a job that lets her blow monsters to bits between 
  interviews. 
  Once the dungeon begins she casts mage armor, then 
  cheerfully hides behind the big guys, casting illusions or 
  blasting the stuffi  ng out of opponents as the circumstances 
  dictate. Her main fault as a crawler is her tendency to shoot 
  for the moon in every encounter – without careful manag-
  ing, Zoomarang tends to run out of spells way before the DJ 
  runs out of monsters.  
  
  6
  Ruska “Slamdog” Vlogg
  Male half-orc athlete 7
  LN Medium humanoid (human, orc)
  Init +3 Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 20, touch 15, fl at-footed 17 (+5 armor, +3 Dex, +2 natu-
  ral),
  hp 93 (7d12+21+7)
  Fort +8 Ref +8 Will +4
  OFFENSE
  Speed 45 ft.
  Melee Unarmed Strike +9 (1d6+4, x2) or mwk falchion +10 
  (2d4+4, 18/20, x2)
  STATISTICS
  Str 18 (20)  Dex 16 Con 16 Int 8 Wis 11 Cha 14
  Base Atk: +5; CMB +11; CMD 17
  Feats Improved Unarmed Strike, Iron Will, Giant Killer (cross 
  training), Feat of Strength (Cross Training)
  Fame Feats Battle Cry, Bring the Noise, Demanding Coach
  Skills Acrobatics +13, Climb +19, Grandstand +6, Intimidate 
  +6, Knowledge: Half-orcs +2, Knowledge (Modern Athletes) 
  +3, Knowledge (Xcrawl) +3, Knowledge (Zura’ah’zurah) +2, 
  Swim +15
  Languages Orcish, English
  SQ Orc Blood, Orc Ferocity, Improved Grapple, Training +3, 
  The Zone, Cross Training, Conditioning, Special Abilities: 
  Basic Boxing, Throw, Slam
  Equipment Carried +2 studded leather armor, masterwork 
  falchion, 3 potions of cure serious wounds, ring of evasion, 
  amulet of natural armor +2, gloves of swimming and climb-
  ing
  Notable Possessions shoebox apartment in Reno, 77” 
  screen AVS, a collection of mostly unopened and unused 
  prizes from Xcrawl matches, a Harley-Strohverson1440 cc 
  twin cam touring bike
  Patron Exofah
  Actor a very young Vin Diesel
  It happened very quickly for young Ruska Vlogg. Born and 
  raised in the mean streets of Orc City 1, he was singled 
  out for abuse from his kith and kin for his mixed blood. He 
  quickly became extremely adept at running, jumping, and 
  snapping necks. A few of the neighborhood elders saw his 
  potential, so they brought fake legal charges against him, 
  had him arrested, then sold his “criminal contract” to an 
  American talent scout, who gave him six weeks of formal 
  training before he placed him with the Disconauts. Orcs 
  prefer to take a name with some history, so Ruska decided 
  to call himself Slamdog, after a half-orc warrior from the 
  earliest years of The Games. He is the third crawler since 
  then to call himself that, and sometimes this can be confus-
  ing to those not familiar with orc traditions. 
  The NAE suits Ruska very well. He is naturally a very quiet, 
  introspective type, and it took him no time to acclimate 
  himself to the relatively mass-murder free environs of Reno. 
  Of course, when the air horn sounds and the monsters 
  come out he has no trouble tapping into the well of rage 
  and violence he brings with him from his childhood under-
  ground. 
  Ruska turned 16 years old in 2014, and is overwhelmed at 
  the major life changes that have happened to him in the 
  last two years. When he isn’t training or doing a dungeon 
  he spends a lot of time watching TV. In a dungeon, he plays 
  good soldier, following plans gamely as best as he could. 
  In the Zura’ah’zurah, all the orcs and goblinoids and alfar 
  assured one another that any half-orcs who are unfortunate 
  enough to get teamed up with elves and humans in the sur-
  face world’s sad gladiatorial pageant are quickly betrayed 
  and used up. It took Slamdog about fi fteen minutes to 
  realize that nearly everything he learned about the surface 
  world before coming to the Empire was a lie, and he sup-
  ports his teammates fi ercely.  
   
  
  7
  William “B. Cool” Essex
  Male human specialist 7
  LN Medium humanoid (human)
  Init +4 Senses Perception +11
  DEFENSE
  AC 19, touch 14, fl at-footed 15  (+5 armor +4 Dex)
  hp 45/51 (7d8+7/7d8+14)
  Fort +4 Ref +9 Will +3
  OFFENSE
  Speed 30 ft
  Melee +2 short sword +11 (1d6+4, 19-20, x2), or dagger +9 
  (1d4+4, 19-20, x2)
  Ranged +1 mighty composite short bow +10 OR +8/+8 
  (1d6+1, x3, 70’ range)
  Special Attacks sneak attack +4d6
  STATISTICS
  Str 14  Dex 18 Con 12 (14) Int 14 Wis 14 Cha 13
  Base Atk: +5; CMB + 7; CMD 21
  Skills Acrobatics +14, Bluff  +11, Climb +12, Craft (carpen-
  try) +8, Disable Devise +14, Escape Artist +14, First Aid +6, 
  Grandstanding +11, Knowledge (Xcrawl) +8, Perception 
  +11, Profession (handyman) +7, Sense Motive +11, Sleight 
  of Hand +12, Stealth +14, Swim +10, Tactics +10, Use Magic 
  Device +8
  Feats Improved Feint, Point Bland Shot, Precise Shot, Rapid 
  Shot, Weapon Focus (composite short bow)
  Fame Feats Rally, Regular Guy, Slick
  Languages English
  SQ trapfi nding, evasion, specialist abilities (trap radar, 
  bleeding attack, slow reactions, weapon fi nesse), uncanny 
  dodge
  Equipment Carried +2 short sword, +2 studded leather 
  armor, 2 potions of invisibility, 3 potions of cure moderate 
  wounds, effi  cient quiver, 1 +2 arrow, 26 masterwork arrows, 
  3 skyfi re arrows, adventurer’s gear, dungeon boots, 2 sets of 
  masterwork thieves tools, multipurpose knife, 100’ modern 
  rope, masterwork collapsible grapple, 2 X4 smoke bombs
  Notable Possessions decent apartment on the east side 
  of Philadelphia, thousands of gold pieces of Xcrawl prizes 
  including three sets of masterwork luggage and an amazing 
  living room set, a masterwork 12 speed racing bike
  Patron Apollo
  Actor Adam Scott
  B. Cool is a survivor of the highest order. He played Divi-
  sion IV Xcrawl through high school and into his twenties, 
  while he took day jobs as a handyman and carpenter’s 
  assistant. India “Groovinstein” Blair had been on a rival High 
  School team, and when she fi nally decided to go pro and 
  put together her own squad William was her fi rst choice for 
  a specialist. The Disconauts played in dozens of matches 
  through the years, with many personal losses and changes, 
  but never attained super star status. 
  B. Cool is the last original member of the Disconauts squad. 
  He is a loyal teammate, going so far as refusing to quit the 
  team having received a lucrative off er to go work in a non-
  lethal day job. He loves Xcrawl, loves the excitement and 
  the danger and the noise. When the action starts, a kind of 
  Zen calm comes over B. Cool, and no matter what monsters 
  are currently trying to eat him or what kind of lethal devise 
  he is trying to disarm, he always has a smile, as if he were 
  walking on the beach on a spring day. 
  Outside of the dungeon, B. Cool is quiet, romantic, nervous, 
  and a little fatalistic. Once The Games begin he is all cool-
  headed professionalism. In combat, B. Cool often goes for 
  fl anking raids, invisibly whenever possible, fi nding positions 
  to put his sneak attack to the best possible use. He is also 
  an excellent archer, although he rarely gets to demonstrate 
  his talents as the team needs him to go out into danger and 
  fi nd the weaknesses in the opponent’s line. He is a decent 
  strategist, and has devised some extremely clever plans 
  over the years that helped the Disconauts survive. 
   
  
  8
  José “The Diceman” Marmolejo
  Male human messenger of Fortuna 8
  NG Medium humanoid (human)
  Init +1; Senses Perception +3
  DEFENSE
  AC 21, touch 11, fl at-footed 18 (armor +10, Dex +1)
  hp 51 (8d8+16)
  Fort +9 Ref +7 Will +10
  OFFENSE
  Speed 20 ft.
  Melee +1 rapier +8 (1d6+3, 18-20, x2) or mwk lt. mace +8 
  (1d6+2, 20)
  Messenger Spells Prepared (CL 8th; concentration +11)
  4th – air walk, freedom of movementD, neutralize poison
  3rd – dispel magic, prayer, protection from energyD, water 
  breathing
  2nd – aidD, bull’s strength x2, consecration, shatter
  1st– bless x2, doom, obscuring mist, shield of faith, true strikeD
  0– detect magic, detect poison, guidance, light, mending 
  D Domain spell; Domains Healing, Luck
  STATISTICS
  Str 14 Dex 12 Con 14 Int 13 Wis 17 Cha 14
  Base Atk: +5; CMB + 7; CMD 18
  Feats Extra Holy Acts, Extra Holy Acts, Lightning Refl exes, 
  Selective Channel, Turn Undead
  Fame Feats Bring the Noise, Exalted Warrior, Regular Guy
  Skills Craft (write sermon) +7, Diplomacy +2, First Aid +13, 
  Grandstanding +10, Knowledge (football) +5, Knowledge 
  (religion) +10, Knowledge (Xcrawl) +6, Perform (oratory) +8, 
  Profession (chef) +10, Sense Motive +10, Spellcraft +9
  SQ Spontaneous Casting, Tasked, Holy Blood, Healing Do-
  main (Rebuke Death 6x/ day, Healer’s Blessing (Cure spells 
  are empowered), Luck Domain (Bit of Luck, 6x/ day, Good 
  Fortune 1x/ day)
  Languages English, Spanish, High School Level French
  Equipment Carried +1 rapier, +2 banded mail armor, mas-
  terwork shield, wand of cure light wounds (12 charges), +2 
  cloak of protection, potion of water breathing, scrolls (bless 
  x2, sanctuary, cure light wounds, bane), silver holy symbol, 
  copy of scripture, waterproof backpack, 3 vials of holy wa-
  ter, masterwork light mace, crowbar, mallet, 3 iron spikes
  Notable Possessions house in central Philadelphia, luxury 
  mid-size sedan, scant few Xcrawl prizes
  Patron Fortuna 
  Actor José Marmolejo
  José Marmolejo was perfectly content with his life before 
  Fortuna visited him in a dream, and informed him of their 
  divine bond of blood, and of his destiny: Xcrawl. He woke 
  up, decided that it had just been a mundane dream, and 
  went into work like nothing had happened. Then Fortuna, 
  all rage and fury, not only appeared to him in the restau-
  rant’s walk in cooler, she gave him a divine ass chewing and 
  told him to go join the team right away. José made exactly 
  one call – to Troy Sandler, manager of the Disconauts. Two 
  month later he was fi ghting ogres with his new team in St. 
  Louis. 
  José tries not to be resentful about this major change of 
  life. After all, how many people get chosen to be superstars 
  by saving lives? But he misses his family when he is on the 
  road, misses how he used to look forward to enjoying foot-
  ball season back before he had to train 50 hours a week and 
  do press conferences. He especially misses his restaurant, 
  and all the great people he used to work with. Every once in 
  a while Fortuna has to give him a little incentive to keep his 
  head in the game. 
  One thing José is dedicated to is saving lives on the bat-
  tlefi eld. He is a consummate healer who exposes himself to 
  danger again and again in order to keep his team going. He 
  is very humble about it all, but he is on track to becoming 
  a world champion healer. Of course it helps that his team is 
  always getting the tar walloped out of them. The Diceman 
  is also an extremely generous individual. He keeps almost 
  none of his Xcrawl prizes. Instead, he walks around in poor 
  neighborhoods, and gives them out to strangers, telling 
  them it’s their lucky day. 
  José is hardworking, loyal, spiritual, a tad world weary, but 
  still fun to be around when the mood strikes him. Now that 
  he has offi  cially been a messenger for more than three years 
  he tends to see all situations as manifestations of the will of 
  Olympus. While he loves his team, he dislikes the violence 
  of Xcrawl more than any of his teammates. Before Fortuna 
  called he had never had a worse fi ght than slap boxing 
  with his two brothers as kids. In his fi rst dungeon room he 
  slashed a goblin to death, and sometimes in his nightmares 
  he still hears the thud of the creature’s body hitting the 
  fl oor. It’s been a hard road for The Diceman, and he often 
  prays for Fortuna to allow him to move on from the glam-
  our and notoriety.  
  
  9
  Meena “Double Dutch” Silverwood
  Female half-elf jammer 7
  CG Medium humanoid (elf, human)
  Init +6 Senses low-light vision, Perception +10
  DEFENSE
  AC 20, touch 15, fl at-footed 15 (+5 armor, +3 defl ection (ki 
  pool), +2 Dex)
  hp 49 (7d8+7)
  Fort +5 Ref +9 Will +7 (+2 vs. enchantment)
  Immune sleep eff ects
  OFFENSE
  Speed 30 ft.
  Melee +1 magical beast bane short sword +8 (1d6+3 dam, 
  19-20, x2)
  Ranged mwk repeating crossbow +8 (1d10, 19-20 x2, 120’ 
  range, capacity 5)
  Special Attacks devastating attack +2d6
  STATISTICS
  Str 14  Dex 14 Con 12 Int 14 Wis 10 Cha 18
  Base Atk: +5; CMB +7; CMD 19
  Feats Acrobatic Steps, Extra Jammer Music, Improved Initia-
  tive, Nimble Moves, Skill Focus (Perform (oratory))
  Fame Feats Crowd Favorite, Fan Club, Rock a Crowd
  Skills Acrobatics +9*, Bluff  +14, Climb +9*, Diplomacy +14, 
  Drive +6, Grandstanding +14, Intimidate +14, Knowledge 
  (elvish culture) +5, Knowledge (Philadelphia) +5, Knowl-
  edge (Xcrawl) +7, Perform (oratory) +17, Perform (string 
  instruments) +10, Profession (bartender) +6, Sense Motive 
  +7, Stealth +9*, Swim +7*, Tactics +8 (*includes Armor 
  Check Penalty). 
  Languages English, Elvish
  SQ special weapon (short sword), Street Knowledge, 
  Jammer Music (Combat Rock +2, Battle, Move the Crowd, 
  Disrespect +4, Lionize, Shake ‘Em Up), Ki Pool 7
  Equipment Carried the +1 beast bane short sword known 
  as Slash Gordon, mwk repeating heavy crossbow, +1 chain 
  shirt, 2 potions of eagle’s splendor, potion of cure serious 
  wounds, cloak of resistance +2
  Notable Possessions penthouse apartment in downtown 
  Philadelphia, collection of classical guitars, classic 50’s era 
  roadster, huge collection of Xcrawl prizes
  Patron Apollo
  Actor Lisa Bonnet 
  Meena Silverwood, daughter of a human cartographer and 
  an elven artisan, grew up extremely shy, ashamed of her 
  mixed blood heritage and unsure of what her place in the 
  world was. Raised by her mother in Los Angeles, she had 
  almost no friends and spent most of her time reading or 
  playing with her cat. Concerned for her daughter’s develop-
  ment, Meena’s mother decided that performing might help 
  break her out of her shell. Meena came home from her fi rst 
  day of a children’s program at a local Summer Youth theater 
  a changed person – she found herself on the stage. Poetry 
  became her life, and as she entered her twenties she started 
  running with the 9th Avenue Crew, a fi ercely loyal gang of 
  musicians and writers that produced several Jammers that 
  went on to Xcrawl fame and fortune. The big kids in 9th 
  Avenue saw her potential, and quickly got her in front of 
  audiences all over Philadelphia. 
  Meena exceeded all expectations. One reviewer said, “this 
  young half-elf has the amazing gift of being able to connect 
  with an entire audience at once.” As she gained confi dence 
  and drew a following around her, she started to call herself 
  Double Dutch. Her Double Dutch persona seemed to have 
  a mind of its own, driving her into a frenzy of self-actualiza-
  tion. Three years of training and constant performing later, 
  Dutch was awarded Jammer status from the 9th Avenue 
  Crew, the youngest individual to ever learn the title. 
  Double Dutch performed a poem at the funeral of close 
  friend Neil Waltz who had been killed during a brawl back-
  stage at a concert. Neil had another friend, Xcrawl agent 
  Troy Sandlin. After watching her perform from the back of 
  the memorial service, Troy instantly recruited Double Dutch 
  for the Disconauts, and she has been a backbone of the 
  team ever since. 
  Double Dutch is an unpredictable opponent. She tries to 
  stay fl exible, using her Jammer Music to power her allies up 
  and staying open to help fl ank an enemy, or to block while 
  the Diceman or Zoomerang cast spells. She loves charging 
  frightened opponents in diffi  cult to reach places – tops of 
  stairwells or over rickety rope bridges. 
  Meena’s Double Dutch persona is like her second soul. Be-
  tween dungeons she is Meena – eyes on the ground, quiet, 
  mind in the clouds most of the times. But when the light 
  turns green she becomes the indomitable Double Dutch, 
  double trouble when she comes to rumble. Dutch is fear-
  less, precise, bold, utterly self-assured, and dangerous en 
  extremis. She is utterly devoted to her fans, and will hang 
  out for hours after a match signing autographs, or enter-
  taining small groups. 
  
  10
  Gunter Gurnach
  Male dwarf brawler 7
  LN Medium humanoid (dwarf)
  Init +6 Senses darkvision 60 ft. Perception +2
  DEFENSE
  AC 23, touch 11, fl at-footed 18 (masterwork full plate +8, +2 
  masterwork heavy steel shield +4, Dex +1)
  hp 83 (7d10+14+7)
  Fort +8 Ref +5 Will +6
  OFFENSE
  Speed 20 ft.
  Melee masterwork dwarven war axe +11/ +6 (1d10+3, x3) 
  or masterwork dagger +11 (1d4+3, 19-20, x2)
  Ranged +1 heavy crossbow +10 (1d10+1, 19-20, x2, 80’)
  STATISTICS
  Str 17 Dex 14 Con 16 Int 12 Wis 15 Cha 8
  Base Atk: +7/+2 (+1 vs. orcs, goblins); CMB +10; CMD 22
  Feats Catch Off -Guard, Combat Pool Maneuver Defense, 
  Improved Initiative, Iron Will, Power Attack, Throw Anything, 
  Toughness
  Fame Feats Gunter begins the game with zero fame feats, 
  because he earned his level fi ghting outside the games. He 
  gains one Fame Feat per level he advances until he catches 
  up to the number of feats he would have had if he had 
  gained all of his levels during a standard Xcrawl career. 
  Skills Acrobatics +2*, Climb +5*, Craft (sculpting) +4, Grand-
  standing +3, Intimidate +9, Knowledge  (dwarf culture) 
  +4, Profession (miner) +8, Swim +1*, Tactics +9 (* includes 
  armor check penalty)
  Languages Dwarvish
  Special Qualities +4 AC vs. giants, +2 on appraise checks, 
  stonecunning +2, Combat Pool 4 (can be split between 
  attack checks, damage rolls, Willpower saves, and CMD), 
  Improved Unarmed Combat
  Equipment +2 heavy steel shield, masterwork full plate 
  armor, masterwork dwarven war axe, masterwork dagger, 
  lucky red union suit, silver holy symbol of Dumakrüm
  Notable Possessions rented room in Telluride, huge un-
  paid legal fi nes, masterwork living room set, year’s supply of 
  Empire Vineyards wine 
  Patron Dumakrüm 
  Actor Lee Marvin 
  Gunter Gurnach grew up in Telluride, taking up mining as 
  soon as he was old enough to hold down a job. He was 
  only a fair miner, but a spectacular drunk after the workday 
  whistle blew. Ill-tempered, pugilistic, and a fi rm supporter 
  of the revered dwarvish tradition of the tavern melee, he 
  became one of the most feared bar room brawlers in the 
  history of the American clans, spending more gold to pay 
  back victims and their families for work-stopping injuries 
  than the mining company itself. 
  One Saturday night after months of insults and threats, 
  there had been a kind of grudge match between Gunter 
  and his buddies, and a rival and her buddies. In the ensuing 
  hour-long tavern-smashing donnybrook, they had done 
  several hundred thousand gold pieces worth of damage 
  to the historic Singing Shovel Tavern and hospitalized 
  two-dozen dwarves, willing combatants and a few unlucky 
  bystanders alike.
  The Clan Elders decided they needed to make an example 
  out of Gunter. The Elders judged Gunter to be liable for all 
  of the damage to the property and the combatants. Gunter, 
  who at the time was earning seven gold an hour in a coal 
  mine, was sentenced to mandatory Xcrawl until he had paid 
  back all the injured parties. 
  Gunter was furious, resentfully training at Lord Tideswell’s 
  Academy for Fighters. One evening, he was woken by some 
  men who put him on a plane to Las Vegas. The next day he 
  fought in his fi rst Xcrawl match, alongside the Disconauts. 
  Gunter is aggressive, tough, quick to anger, and extremely 
  fast with his hands. A lifetime of bar room brawling taught 
  him to watch his back, and to do the unexpected to his 
  opponents before they get a chance to do it to him. Gunter 
  believes he should have been born before the Cataclysm, 
  perhaps during the Dwarf-Goblin wars, where he could 
  have lived and died on the battlefi eld as would have best 
  suited his nature. Xcrawl isn’t a life of valiant war in the ser-
  vice of dwarvenkind, but to Gunter’s thinking it will do until 
  the real thing comes along. 
  
  11
  The Heroes of Legend, 
  Division III Xcrawl 
  Squad
  The Heroes of Legend is the brainchild of the Arturo Thimus 
  Talent Agency. Thimus decided a gimmick team was just 
  what he needed, so he rounded up a bunch of crawlers 
  that fi t his template and put them together. The Heroes of 
  Legend are an unstoppable force in Xcrawl that is just about 
  to take off  . . . just ask them! They have yet to be tried in bat-
  tle so only time will tell if their clever marketing strategy will 
  make them all superstars.
  Arturo Thimus 
  Male human professional (Agent) 3
  LN Medium humanoid (human)
  Init: +0 Senses Perception +7
  DEFENSE
  AC 10, touch 10, fl at-footed 10
  hp 18 (3d8+3)
  Fort +2 Ref +1 Will +4
  OFFENSE
  Speed 30 ft.
  Melee Improvised Weapon +0
  Special Abilities Skilled
  STATISTICS
  Str 8 Dex 10 Con 12 Int 14 Wis 13 Cha 17
  Base Atk: +1; CMB -1; CMD 9
  Feats Simple Weapons, Alertness, Skill Focus (Diplomacy)
  Fame Feats Hottie, Refi ned
  Skills Appraise +8, Bluff  +9, Craft (visual arts) +8, Diplo-
  macy 12, Drive +3, First Aid +4, Intimidate +9, Knowledge 
  (contract law) +8,  Knowledge (Xcrawl) +8, Linguistics +8, 
  Perception +7, Profession (agent) +7, Sense Motive +7 
  (class skills: Appraise, Bluff , Craft (visual arts), Diplomacy, 
  Intimidate, Knowledge (contact law), Knowledge (Xcrawl), 
  Linguistics, Profession (agent), Sense Motive)
  Languages English, Latin, Alfar, Elven, Orcish, Gnomish
  Equipment Carried Decent suit, luxury wrist watch (fake), 
  Gold and Ruby Pink Ring (fake), briefcase with average lock 
  (disable device DC 15), 200 business cards, large box of 
  giveaway merchandise including pens, tee shirts, temporary 
  tattoos, CDs and posters, 100 gp in mixed bank notes.
  Notable Possessions Xcrawl - The First Season Auto-
  graphed Collectors Cards (complete set), Economy Van, 
  Mwk Visual Arts Studio
  Patron Fortuna
  Actor Jay Mohr
  Arthur Thimus grew up poor in the slums of Detroit. The 
  oldest of three children, Artie (as he is called by his friends) 
  always had big dreams. His parents were personal servants 
  to a minor noble family, well treated and respected. Artie 
  would often spend his days talking with the noble lord 
  about all manner of topics. What interested him most was 
  business - he had natural skill with math, and found balanc-
  ing books, making graphs, and charts an easy and fun past 
  time. He was also extremely personable, and the aging lord 
  found him promising and took him under his wing.
  With sponsorship from the noble, Artie was able to attend a 
  fi rst class imperial college, the fi rst in his family to go on to 
  higher education. During his time at university he became 
  enchanted with the ancient epics and stories of monsters 
  great and small. This love easily led him into watching 
  Xcrawl and dreaming of someday becoming a major force 
  in the games.
  After graduation he worked as a business manager for a mi-
  nor noble from Dallas, Lord Franklin Decker. He worked for 
  Lord Decker for a few years, but never gave up on his dream 
  of working in the games. When the noble’s daughter won 
  Empire Idol, Artie saw his chance. He approached the noble-
  man about his idea of starting an Xcrawl team featuring the 
  musical talents of his daughter, and based around the leg-
  ends of ancient monsters from the stories of his youth. Lord 
  Decker was intrigued by this idea, and gave Artie a small 
  stipend to assemble his team and promote them, provided 
  of course that his daughter was the star. Artie agreed, and 
  began a whirlwind campaign to create the most over hyped 
  and fabulous team ever seen in Xcrawl history.
  Artie is a 30-year-old human. He has never been married 
  but does date often, especially if he can catch the arm of 
  a media darling. His sole patron is Lord Decker, but he has 
  big plans for expanding his clientele once the Monsters of 
  Legend hits it big. He operates out of carefully organized 
  offi  ce on the Decker compound in Dallas. He lives in a small 
  apartment above his offi  ce and does all of the promo and 
  poster art for the team himself.
  
  12
  Lady Circe “The Siren” Decimus 
  (Lady Circe Decker) Winner of the fi rst season of Empire Idol 
  Female half-elf Jammer 3
  NG Medium humanoid (elf, human)
  Init: +1 Senses Low light vision Perception: +5 
  DEFENSE
  AC 15 touch 11, fl at-footed 14 (+4 armor, +1 Dex),
  hp 18 (3d8+3)
  Fort +2 Ref +4 Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk trident +2 (1d8 20 x2 10’ range) or dagger +2 
  (1d4 19-20 x2 10’ range)
  Ranged Light Crossbow +3 (1d8 19-20 x2 80’ range)
  Special Attacks devastating attack +1d6, Disrespect -2
  STATISTICS
  Str 10 Dex 13 Con 12 Int 15 Wis 8 Cha 16
  Base Atk: +2; CMB; +2 CMD 13 
  Feats Simple Weapons Profi ciency, Martial Weapon Pro-
  fi ciency (Trident), Hand Guns Profi ciency, Shotgun Profi -
  ciency, Light Armor Profi ciency, Medium Armor Profi ciency, 
  Shield Profi ciency (except Tower), Skill Focus: Perform 
  (Sing), Xcrawl Special (Song and Dance Gal) (+2 Perform 
  (Sing) +2 Acrobatics), Extra Jammer Music
  Fame Feats Bring the Noise
  Skills Acrobatics +9, Bluff  +3, Climb +0, Craft (songwriting) 
  +8, Diplomacy +3, Drive +1, Grandstanding +9, Intimidate 
  +3, Knowledge (Xcrawl) +8, Knowledge (elven culture) 
  +5, Knowledge (Dallas) +5, Linguistics +2, Perception +5, 
  Perform (sing) +14, Profession (singer) +9, Sense Motive +5, 
  Stealth +1, Swim +0, Tactics +7, Use Magic Device +9
  Languages English, Elven, Latin, Greek
  SQ Adaptability, Elven Immunities, Elf Blood, Multitalented, 
  Street Knowledge, Jammer Music (14/ day), Combat Rock 
  +1, Battle, Move the Crowd, Ki Pool (4)
  Equipment Carried masterwork trident, dagger, light 
  crossbow, 10 bolts, chain shirt, masterwork adventurer’s 
  outfi t, waterproof backpack, combat fl ashlight, masterwork 
  lighter, multi purpose knife, whistle
  Notable Possessions Father’s Mansion in Dallas, Trophy 
  for winning Empire Idol season 1, 3 album singing contract 
  with Empire Albums
  Patron Apollo
  Actress Hilary Duff 
  Circe Decker was born into a small noble house based in 
  Dallas, Texas. Her great grandfather had been instrumental 
  in making a set of accords with the native tribes in the Texas 
  District, so he had been granted a minor title. Circe’s mother 
  died during childbirth, causing her father to withdraw 
  from society. He overcompensated for his loss by buying 
  his daughter every conceivable thing she could want. By 
  the time she was ten Circe owned a small stable of ponies, 
  several pets, and had four personal servants.
  Her one true love was singing. Her grandmother on her 
  mother’s side, an elven bard named Shaelynn Blackriver, 
  encouraged her, and helped her develop her talent in to a 
  voice and stature befi tting her noble nature. On her 18th 
  birthday Circe was allowed to perform the Imperial Anthem 
  at a local Division IV Xcrawl. Her rendition brought much of 
  the crowd to tears and gained her the notice of her father’s 
  business agent, Arthur Thimus. With the support of her fam-
  ily Circe auditioned for Empire Idol and was deemed one 
  of the most talented singers the judges had ever seen. She 
  swept the competition, winning the fi rst season and earn-
  ing the right to perform for the Emperor himself.
  Shortly after performing for the Emperor, Thimus ap-
  proached her and her father about starting an Xcrawl team. 
  She thought the idea was fantastic and begged her father 
  to let her join. As was his way her father gave in to his 
  daughter’s wishes. Her fi rst album released just days before 
  her fi rst event and sales were exceptional.
  Circe Decker is a 20-year-old half-elf, and is unaccustomed 
  to hearing people tell her no. She believes that she can 
  accomplish anything she sets he mind to. She’s not afraid 
  of hard work or long hours of practice. She lives with her 
  father on the family compound in Dallas and delights in 
  wearing the latest fashions, and helping set the local trends. 
  
  13
  Centurion Maximus “The Phoenix”  
  Tiberius 
  (Maxwell Tyler) The Everlasting Warrior of the Empire
  Male human athlete 1/soldier 2
  CG Medium humanoid (human)
  Init +4 Senses Perception +6
  DEFENSE
  AC 17,, touch 10, fl at-footed 17 (+5 armor, +2 shield)
  hp 26 (2d8+4+1d12+2+3)
  Fort +7 Ref +2 Will +1
  OFFENSE
  Speed 35 ft. (25 ft.)
  Melee mwk long sword +6 (1d8+3 19-20 x2) or dagger +5 
  (1d4+3 19-20 x2 10’ range)
  Ranged heavy crossbow +2 (1d10 19-20 x2 120’ range)
  Special Attacks grapple damage 1d6
  STATISTICS
  Str 16 Dex 10 Con 15 Int 8 Wis 12 Cha 13
  Base Atk: +2; CMB +5; CMD 15
  Feats Light Armor Profi ciency, Medium Armor Profi ciency, 
  Shield Profi ciency (except tower), Firearms Profi ciency, Sim-
  ple Weapons Profi ciency, Power Attack, Improved Grapple, 
  Improved Initiative, Born Athlete, Martial Weapon Profi -
  ciency (Long Sword)
  Fame Feats Badass
  Skills Acrobatics +4, Bluff  +1, Climb +3, Craft (traps) +2, 
  Drive +0, Grandstanding +5, Intimidate +5, Knowledge (ath-
  letics) +5, Knowledge (Xcrawl) +3, Perception +6, Profession 
  (soldier) +6, Survival +5, Swim +3, Tactics +4 
  Languages English
  SQ Skilled, Training +1, Fast Movement +5’
  Equipment Carried masterwork long sword, dagger, heavy 
  crossbow, breastplate, heavy steel shield, 10 bolts, mas-
  terwork adventurer’s outfi t, waterproof backpack, combat 
  fl ashlight, masterwork lighter, multi purpose knife
  Notable Possessions Max owns a .45 pistol and 16 gauge 
  shot gun and appropriate permits as a former member in 
  good standing of the Imperial 7th Legion, a Centurion’s 
  base access card allowing him housing and rank granted 
  privileges at any Imperil Military facility in the NAE, the 
  Order of the Silver Laurel
  Patron Mars
  Actor Frank Grillo
  Max was born and raised in a military family stationed at 
  the Groom Lake Training Base in the California District. His 
  father died during one of the border skirmishes with South 
  American rebels and he, his mother, and his older sister all 
  had to live on his father’s Imperial pension. At age 16, he 
  forged permission from his mother and joined the Imperial 
  7th legion, following in his father’s footsteps. 
  Max turned out to be an exemplary soldier. Not too intel-
  ligent, but tough as nails and stubborn as a mule. He passed 
  basic training with honors and was assigned to the South-
  ern Command. Just six months after he received his station 
  a border war broke out. Max spent the next fi ve years in the 
  deep jungles of South America rooting out the insurgents 
  that had attacked the NAE. During his tour of duty Max was 
  declared dead a total 17 times. Each time he managed to 
  revive and heal enough to return to duty. He became a leg-
  end in the 7th Legion; the centurion who could not die. He 
  reenlisted twice with a one-year extension due to wartime 
  conditions before he was granted an honorable discharge 
  and the Order of the Silver Laurel for bravery above and 
  beyond the call of duty. To this day he holds the honor of 
  being called The Everlasting Warrior by the Emperor himself.
  Max found civilian life to be quite dull. He spends most of 
  his time working as private security or in the gym. Arthur 
  Thimus eventually approached Max about joining a newly 
  formed Xcrawl team. Having nothing better to do, and 
  enticed by the chance use his combat skills, Max accepted 
  and became the front liner of the newly formed Monsters of 
  Legend.
  Max is a 30-year-old human soldier through and through. 
  His life is as regimented as it was in the military, only now 
  his training revolves around studying which monsters may 
  try to kill him instead of which group of rebels. Max is cov-
  ered in scars all over his body and knows the story behind 
  each one. He has no home of his own, instead using his 
  Imperial pension and base access to get barracks quarters 
  in any city he visits.
  
  14
  Brother Marcus “The Minotaur” 
  Fabius 
  (Marcus Fabian) The Righteous Hammer of Vulcan
  Male human messenger of Vulcan 3
  LG Medium humanoid (human)
  Init +0 Senses Perception +2
  DEFENSE
  AC 20, touch 10, fl at-footed 20 (+7 armor, +3 shield),
  hp 21 (3d8+3+3 toughness)
  Fort +4 Ref +1 Will +7
  OFFENSE
  Speed 30 ft  (20 ft)
  Melee Ember Strike (masterwork warhammer) + 4 
  (1d8+2/20/x3)
  Ranged throwing club + 2 (1d6+2 20 x2 10 ft. range) or fi re 
  bolt + 2 (1d6+2 20 x2 30 ft. range)
  Special Attacks fi re bolt (5/day)
  Messenger Spells Prepared (CL 3rd; concentration +5)
  2nd – bull’s strength, lesser restoration, wood shapeD
  1st –bless, remove fear, shield of faith, burning handsD
  0 – guidance, light, resistance, detect poison
  D domain spell Domains Artifi ce, Fire
  STATISTICS
  Str 14 Dex 10 Con 13 Int 10 Wis 15 Cha 12
  Base Atk: + 2; CMB + 4; CMD 14
  Feats Light Armor Profi ciency, Medium Armor Profi ciency, 
  Heavy Armor Profi ciency, Shield Profi ciency (except tower), 
  Simple Weapons Profi ciency, Martial Weapon Profi ciency 
  (warhammer), Shield Focus, Toughness, Iron Will
  Fame Feats Divine Presence
  Skills Craft (weaponsmith) +3, Diplomacy +1, First Aid +2, 
  Grandstanding +7, Knowledge (religion) +6, Knowledge 
  (Xcrawl) +0, Linguistics +1, Perform (sing) +6, Profession 
  (weaponsmith) +8, Sense Motive +8, Spellcraft +0
  Languages English, Latin
  SQ Skilled, Spontaneous Casting, Tasked, Holy Blood, Do-
  mains (Artifi ce, Fire), orisons, Holy Act (5/ day), mending (at 
  will)
  Equipment Carried Ember Strike, splint mail, heavy steel 
  shield, masterwork adventurer’s outfi t, waterproof back-
  pack, combat fl ashlight, masterwork lighter, multi purpose 
  knife
  Notable Possessions Ember Strike (masterwork red steel 
  warhammer, counts as holy symbol), courtesy accommo-
  dations provided by the Adventure’s Guild, scriptures of 
  Vulcan
  Patron Vulcan
  Actor Rick Fox
  Marcus Fabian was abandoned at a temple of Vulcan as in 
  infant. He grew quickly into a lanky and sickly youth, but 
  his faith in Vulcan was profound. He spent many days in the 
  temple proper praying for the Lord of the Forge to show 
  him his life’s purpose. 
  Upon the night of his 16th birthday Marcus, diligently 
  praying, received a vision of a mighty hammer forged of 
  red steel. That morning he went to the forge and like, a man 
  possessed, spent two full days creating the mighty weapon 
  of war that was shown to him. The forge fathers of the sect 
  viewed the weapon upon completion and named it Ember 
  Strike, for it was the color of glowing coals and rang true 
  upon the anvil.
  Marcus sought out the council of the forge fathers, who told 
  him that Vulcan had chosen him to begin training to bring 
  the word of hammer and fi re to the masses. For four years 
  he studied the scriptures of Vulcan, the combat arts, and in 
  how to be personable to people of diff erent faiths. While 
  he never excelled at any one discipline, his broad range of 
  talents made him well suited for the life of a cleric.
  Marcus is a 20-year-old human follower of Vulcan and is tru-
  ly devout in his faith. He believes that all things are possible 
  through hard work and commitment, and that if you simply 
  believe the gods will see you through to your purpose. The 
  forge fathers made contact with the Adventurer’s Guild and 
  they, in turn, paired up Marcus and Arthur Thimus to bring 
  his talents to the greatest show on earth.
  
  15
  Gallus “The Kracken” Longinius
  (Gary Long)  Sticky Fingers and Criminal Intent
  Male halfl ing rogue 3
  CN Small humanoid (halfl ing)
  Init +3 Senses Perception +10
  DEFENSE
  AC 18, touch 13, fl at-footed 15 (+4 armor, +3 Dex, +1 Size)
  hp 18 (3d8+3)
  Fort +3 Ref +7 Will +2
  OFFENSE
  Speed 20 ft.
  Melee Dagger +3 (1d3 19-20 x2) 
  Ranged Dagger +6 (1d3 19-20 x2 10 ft. range)
  Special Attacks sneak attack +2d6
  STATISTICS
  Str 10 Dex 16 Con 13 Int 15 Wis 10 Cha 10
  Base Atk: +2; CMB +1; CMD 14
  Feats Light Armor Profi ciency, Simple Weapons Profi ciency, 
  Rogue Weapon Profi ciency (hand crossbow, rapier, sap, 
  shortbow, short sword), Alertness, Deft Hands
  Fame Feats Excellent Agent
  Skills Knowledge (halfl ing culture) +5, Grandstanding +3, 
  Craft (locksmithing) +8, Acrobatics +11, Appraise +8, Bluff  
  +0, Climb +8, Diplomacy +0, Disable Device +11, Disguise 
  +0, Escape Artist +3, Intimidate +0, Knowledge (San Fran-
  cisco) +8, Knowledge (Xcrawl) +2, Linguistics +2, Percep-
  tion +10, Perform +0, Profession (thief) +6, Sense Motive 
  +8, Sleight of Hand +11, Stealth +13, Swim +6, Use Magic 
  Device +0 
  Languages English, Halfl ing, Goblin, Orc
  SQ Small Size, Reckless, Halfl ing Luck, Keen Senses, Sure 
  Footed, Weapon Familiarity, Trapfi nding, Evasion, Trap Sense 
  +1, Rogue Talent (Quick Disable)
  Equipment Carried Six daggers, chain shirt, masterwork 
  adventurer’s outfi t, waterproof backpack, combat fl ashlight, 
  masterwork lighter, gnomish third hand knife, Lockpick kit,
  Notable Possessions Magical Monitoring device (inden-
  tured to service for 10 years to Arthur Thimus), Arthur 
  Thimus’s Xcrawl - The First Season Autographed Collectors 
  Cards Card 16, 
  Patron Ellahmina
  Actor Martin Klebba
  If you were to look up the phrase “unrepentant thief from 
  San Francisco,” you’d fi nd a book with a missing page. But 
  if you found the page, it would have a grinning picture of 
  Gary Long on it. Gary has been stealing to survive, stealing 
  for profi t, and stealing just for fun since before he could 
  walk. Even as a child Gary went out of his way to prove the 
  stereotype of halfl ings as criminals with great gusto. Like 
  many of his people, he is disgruntled with the way his race 
  is treated in the Empire as a whole, but unlike many of the 
  Halfl ings who are trying to work for change, Gary would 
  rather take what he needs and let the cards fall where they 
  may.
  Gary spent the fi rst 15 years of his life as a petty thief. He 
  quickly learned that people who lived in tall buildings 
  usually had a lot better stuff  than those who lived in the 
  ground. So he learned to climb. By the age of 17 he was a 
  successful cat burglar, the focus of investigation of several 
  police detectives. 
  Gary enjoyed robbing hotels most of all, specializing in the 
  out-of-towners who often packed a large supply of loose 
  cash and jewelry. During his last break in he misjudged the 
  sound of a bathroom door for the sound of someone leav-
  ing, and entered into an occupied room. Arthur Thimus had 
  been washing up after a business meeting and interrupted 
  Gary rifl ing through his bags. Arthur smashed a large clay 
  pot over Gary’s head and called the police. During his trial 
  the judge was planning on giving him 20 years hard labor, 
  but Artie spoke up and off ered a diff erent solution; he 
  would take Gary as his indentured servant for 10 years and 
  use him as a specialist in his Xcrawl team. The judge agreed, 
  and Arite and Gary became partners after a fashion.
  Gary Long is a 32-year-old halfl ing, a proud career criminal. 
  He often comments that once his term of service is done 
  the fi rst thing he plans on doing is robbing Artie blind - 
  most of the time he’s joking. In truth, Gary feels that he has 
  found the Promised Land; he gets to steal on national TV 
  and have people cheer him for it. 
  
  16
  Nero “The Strix” Pedius 
  (Nathan Peters) ‘The Desert Predator’
  Male human monk 1/sorcerer (arcane bloodline) 2
  LN Medium humanoid (human)
  Init: + 2; Senses Perception +5
  DEFENSE
  AC 13, touch 13, fl at-footed 10 (+2 Dex, +1 Wis)
  hp 13 (1d8+2d6)
  Fort +2 Ref +4 Will + 6
  OFFENSE
  Speed 30 ft.
  Melee unarmed attack +1 (1d6+1 20 x2) or club +1 (1d6+1 
  20 x2)
  Ranged javelin +2 (1d6+1 20 x2 30’ Range) or ray of frost +2 
  (1d3 20 x2 30’ Range)
  Special Attacks Flurry of Blows -1/-1, unarmed damage 1d6
  Sorcerer Spells Known (CL 2nd, concentration +5)
  1st (5/day) – shocking grasp, chill touch
  0 – disrupt undead, prestidigitation, mage hand, touch of 
  fatigue, ray of frost
  STATISTICS
  Str 13 Dex 15 Con 10 Int 8 Wis 12 Cha 16
  Base Atk: +0; CMB +1; CMD 13
  Feats Simple Weapons Profi ciency, Monk Weapon Profi cien-
  cy (club, light crossbow, heavy crossbow, dagger, handaxe, 
  javelin, kama, nunchaku, quarterstaff , aai, shortspear, short 
  sword, shuriken, siangham, sling, spear), Improved Grapple, 
  Improved Unarmed Strike, Combat Expertise, Improved Trip, 
  Eschew Materials
  Fame Feats Crowd Favorite
  Skills Acrobatics +2, Climb +5, Craft (jewelry making) +8, 
  Escape Artist +2, Grandstanding +6, Intimidate +3, Knowl-
  edge (history) +2, Knowledge (religion) +8, Perception +5, 
  Perform (martial kata) +7, Profession (jeweler) +6, Ride +6, 
  Sense Motive +1, Stealth +6, Swim +1, Appraise -1, Bluff  +7, 
  Fly +2, Intimidate +3, Knowledge (arcana) +3, Spellcraft -1, 
  Use Magic Device +7 
  Languages English
  SQ Cantrips, Bloodline Power (Arcane Bond: Ring), Skilled, 
  Stunning Fist
  Equipment Carried Arcane Bond ring, 3 javelins, master-
  work adventurer’s outfi t, waterproof backpack, combat 
  fl ashlight, masterwork lighter, multipurpose knife
  Notable Possessions Arcane Bond Ring, a Strix’s Feather, 
  holy symbol of Pluto, old pickup with camper top
  Patron Pluto
  Actor Lucas Till
  Nathan Peters was born to Nancy and Dale Peters, two 
  wizards specializing in rare desert ingredients. Both parents 
  were incredibly intelligent, and the talent for wizardry had 
  been passed down in the family for three generations. 
  When he was two, Nathan was in an accident that resulted 
  in brain damage. His parents were devastated, believing 
  their child would be forced into a life of insignifi cance by his 
  perceived disability.
  As Nathan grew he developed a witty sense of humor, and 
  spent a great deal of time in the desert alone, as his parents 
  were always busy with work. When he was 10 he came 
  upon an old native man sitting alone on a mesa. Being 
  the curious type he sat down in front of the old man and 
  waited, as he was also raised to be polite and not interrupt 
  people when concentrating, he sat there for 5 hours, just 
  watching the old man and listening to the wind. Near dusk 
  the man opened his eyes and spoke, saying that Nathan 
  had the spirit of a patient hawk. He walked Nathan home 
  and the two became fast friends.
  The old man was a hermit monk named Albert Stone Crow. 
  With permission from Nathan’s parents he took the boy un-
  der his wing and taught him the ways of the desert. When 
  he was 14, Nathan started displaying magical ability even 
  though he had never studied the art. Stone Crow made no 
  mention of it, and simply wove it into Nathan’s training. By 
  the time he was 18, Nathan was a serene pool in the hectic 
  world of his parents’ life. Stone Crow introduced Nathan to 
  an old friend of his, Arthur Thimus, who he thought could 
  help the young man advance in the world. When Nathan 
  turned 20 he convinced his parents to let him join Xcrawl 
  and explore the world with the help of Artie.
  Nathan is a 20-year-old human monk sorcerer who embrac-
  es his spiritual side and nature. He is a good natured, com-
  pulsive joker and endless wisecracker. He enjoys spending 
  his private time in the desert alone listening to the night. 
  He knows that he is not as smart as most other people, but 
  has never let it slow him down, instead letting his shining 
  personality glow through. He worships Pluto and feels that 
  life is to be lived now as death comes for us all in the end.
  
  17
  Reporter
  Noblewoman
  Referee
  Gnome Kim Kardashian
  Halfling Rogue
  HalfOrc Gangster
  
  18
  Human Biker Outlaw
  Well Dressed Athlete
  Female Elven Archer
  Dwarf Soldier
  HumanTeenybopper
  Half-Elf Blaster
  
  19
  Apollo Messenger
  Monster Game Hunter
  Human Jammer
  Monica Silverstring
  DJ HatTrick
  Emperor Reagan
  
  20
  Female Half-Orc Brawler
  Asian Specialist
  Cheerleader
  Gnome Messenger
  Half-Elf Athlete
  Halling Jammer
  
  21
  Middle-Eastern Blaster
  Paramedic
  Butch Warrior
  Bouncer
  Cleric of Discordian
  Captain Howdy
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/XCrawl (DCC,d20,PF)/XCrawl NPC Folio (PF).pdf