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Foreword
Initially, the Robin Hood Campaign © was designed for Rolemaster™ (Second Edition), Hero System™
users, and Middle Earth Role Playing™ System (MERP).1 Although, the campaign was superbly written (it
is after all the best role playing adaptation of Robin Hood) MERP users have had to filter through the
confusing and insufficient character generation rules to play the campaign. The purpose of this article is to
fill in character generation gaps and to clarify the rules. It is hoped that the article will allow players to
switch their characters from one campaign world to the next with no problems. Hence, MERP players
should be able to enjoy the Robin Hood campaign in many ways.
1
Staplehurst, Graham. Robin Hood Campaign. Charlottesville, VA: Iron Crown Enterprises, Inc., 1987.
Introduction2
This addendum clarifies character generation rules set forth in Robin Hood Campaign for MERP characters.
It also provides additional game mechanics for the Game Master to use in their Robin Hood games. Sections
1.0 and 3.0 flesh out and simplify the Character Creation rules presented in Robin Hood. They also provide
an additional Profession (Knight) and expand on the use of magic. Section 3.0 provides additional
information on the Background Descriptions, which were presented in the Campaign book. The GM can
elect to use all or part of the rules when creating a Robin Hood character.
Section 2.0 presents rules concerning languages in medieval England and how languages relate to
Background Descriptions. Section 4.0 provides a table of European and mystical herbs. Section 5.0
simplifies Medieval England exchange rates and their equivalent to the normal MERP rates. Section 6.0
provides role-playing statistic for fauna and human encounters in Robin Hood.
1.0 Character Creation
This section shows players how to create Robin Hood characters with MERP rules.
When creating a Robin Hood character, players follow the normal rules of MERP: rolling for stats,
developing skills, choosing professions, etc. However, magical abilities have been curtailed. In Robin
Hood, wizards and dragons do not exist. Instead, there are greedy barons and scheming sheriffs. Magic, if
there is any, is very limited in scope and power. In Robin Hood, the player must roll to determine the
character's magical potential as part of character generation to limit the use of magic. This will be discussed
later in section 1.5 Magic.
1.1 Creating a Robin Hood Character in the MERP System
The first part of creating a Robin Hood Character is to choose a background description. In Robin Hood, all
player characters (PC) are human and typically native to England. Robin Hood lacks any of the character
races normally found in MERP. The different character race descriptions have been substituted by
Backgrounds Descriptions. Backgrounds Descriptions represent the type of upbringing the character had. A
character brought up by monks would choose the Priest/Monk background. Similarly, a character brought
up as a serf would choose the Peasant background. Descriptions and more information on Background
Descriptions can be found in Section 3.0.
1.2 Rolling Stats & Choosing a Profession
The PC is constructed following the MERP rules for rolling stats. In choosing a profession, the PC is
restricted to the professions listed in Table 1.1 shown below. The background chosen by the player further
restricts the availability of these professions. Spell-users of Essense (and Mentalism) are unknown in Robin
Hood; therefore they do not exist—at least not as PC options.
Original material copyright © 2004 by Daniel M. Myers. Rolemaster™ and its component parts, including Robin
Hood Campaign, are the property of Iron Crown Enterprises. Fantasy Hero™ and its component parts are the property
of Hero Games. Both are used by the author in the context of producing a role-playing game supplement.
2
2
TABLE 1.1: MERP Professions in Robin Hood
Standard Professions
Optional Professions
Warrior
Knight
Animist
Rogue
Ranger
Conjurer
Scout
Scholar (Sage)
Bard
Civilian
Note: The Bard Profession can not learn any Bard or Essence spell
lists. The Conjurer Profession can not learn any Essence spell lists.
The Knight Profession is a new Profession and is discussed in detail
later in this section.
1.21 New Profession: Knight
In Robin Hood, Knights play a significant role in the ballads. Sir Richard of the Lee, Sir Guy of Gisburne
and Ivanhoe are all knights playing a crucial role in the stories of Robin Hood. The following provides a
description of the Knight profession.
 Knights are trained in the arts of combat and jousting. Their primary areas of development are weapon
skills, riding, and body development. It is difficult for knights to learn spells and magic; they have little
interest in or aptitude for such pursuits. Knights can use any weapon and any armor but favor chain or
plate armor and large weapons. Knights also must have Jousting as their secondary skill (see Robin
Hood Campaign ©).
Note: In Robin Hood, Knights are limited to PCs with Noble or Mercenary/Soldier backgrounds. Table 1.2
lists the Knight's Development Points and Profession Bonuses.
Table 1.2 Knight's Development Points and Profession Bonuses
Profession
M&M
Development Points: Skills
Knight
2
Weapon
Skills
General
Skills
Subterfuge
Skills
3
1
5
Magical
Skills
Languages
Spell
Lists
Body
Development
Secondary Skills
0
1
0
3
0
Profession Bonuses:
Realm
Prime Stat
Bonus
Knight
None
St
(+2) Weapon Skills, Body development, Ride, Perception
1.3 Background & Role Traits
The PC follows the MERP rules for obtaining background and role traits. A player may choose from six
options: special abilities, hobby skill ranks, stat increases, heirloom, magic potential improvement, and
languages. Each option is worth 1 Background Option Point (BGO). Table 1.3 provides Background
options.
Special Abilities give the character extraordinary talents that distinguish the PC from the rest of the
population. Hobby Skill Ranks give the player two options. He can increase one of the PC’s primary skills
by two ranks or one of his secondary skills by five. Stat Increases also give the player two options. He may
increase one of the PC’s stats by 2 points or three stats by 1 point each, to a maximum of 101. The
Heirloom category provides the player with exceptional items. The Magic Potential Improvement
category allows a player to receive an additional +10 to his roll when determining the magical potential of
the PC. The Languages category allows a character to learn one additional language to rank 3 (fluency).
Language ranks are handled differently in Robin Hood. For more information, see Section 2.0. The GM
may restrict which languages a character may learn, see Section 3.0.
3
TABLE 1.3: Robin Hood Background Options and Special Abilities
Background Option (each option costs 1 BGO point)
d100
01–20
21–40
41–50
51–60
61–65
66–70
71–75
76–80
81–85
86–90
91–95
96–00
Stat Increase
Increase one stat by 2 points; OR
Increase three stats by 1 point
Heirloom
Religious or Pagan artifact: protects the wearer (+10 to one RR type {Channeling, disease, or poison})
Heirloom of Superb craftsmanship: +10 OB with weapon, +5 DB with armor
Magic Potential Improvement
Increase roll by +10
Hobby Skill Ranks
Increase one primary skill by 2 ranks; OR
Increase one secondary skill by 5 ranks
Languages
Learn one language to rank 3
Special Abilities – PC must roll to determine Special Ability
Extra Skill: PC receives a special +5 bonus to any one primary skill.
Craftsman: PC receives a special +15 bonus to any one secondary skill.
Resistance: PC receives a special +10 to RRs versus diseases and poisons.
Nimbleness: PC receives a special +10 bonus to all Moving Maneuvers.
Observant: PC receives a special +10 bonus to Tracking and Perception skills.
Empathy: PC has empathy with any one type of animal. PC starts with one loyal companion animal of this type.
Charisma: PC receives a special +10 to all Influence skills.
Lightning Reactions: PC receives a +5 to all offensive and defensive bonuses.
Linguist: PC receives a special +1 rank to all known languages or two native languages.
Hardy: PC receives a special +2 per rank bonus to Body Development rolls for Hit Points.
Scholar: PC receives a special +1 rank to all scholarly Knowledge Skills.
Sixth Sense: PC receives a warning of danger to himself or one close to them immediately before the threat arises.
Such premonitions might be a tingling of the spine or a flash vision.
1.4 Skill Development
For skill development, follow the MERP format for developing Adolescence and Apprenticeship skills.
Secondary skills follow the normal MERP format.
Note: Robin Hood Campaign © has an expand list of secondary skills from which the PC can choose.
1.5 Magic
In the original legends references to magic are rare. In Graham Staplehurst’s Robin Hood Campaign, magic
plays a minor role. This is in keeping with the culture and atmosphere of 12th century England where belief
in superstitions, folklore and paranormal events are common. To stay in-tune with the flavor of the times,
magic is included and expanded. The section below describes how magic is handled in Robin Hood.
In Robin Hood, magic does not exist in the same form as it does in Middle-Earth. There are no evil Mages
or fire-breathing Dragons. Instead, magic is very subtle and rare. The very few mortals who can use magic
4
do so secretly, and live in fear of being captured in an inquisition or witch-hunt by the Church or local
population. Those rare individuals who use magic can only cast from the realm of Channeling. As far as the
PCs are concerned, the realms of Essence and Mentalism do not exist. They are forgotten arts, lost after the
passing of King Arthur and destruction of Camelot.
Furthermore, some spell lists and spells are prohibited in Robin Hood.
 Channeling Spell Lists that are prohibited:
Open:
Barrier Law, Creations
Closed:
Not Available for PCs
Cleric:
Channels, Communal Ways, Life Mastery, Summons
Evil Cleric:
Not recommended for PCs
 Other spells that are prohibited:
Windwalking and Fly are not available. If one wants to fly, one has to change oneself into a bird or
another flying creature.
Invisibility doesn't exist.
Water movement spells such as Swimming and Waterwalking do not work unless specifically
allowed.
Teleportation spells including Dimension Door and Gate do not work in Robin Hood.
Joining spells that re-attach body parts are not allowed, nor are any Lifegiving spells.
Note: The GM may wish to exclude all magic from Robin Hood. Those players who still wish to pursue a
magical track for their character might select 'magical' secondary skills to develop. These secondary skills
might give the impression that the PC has mystical powers. Often this impression is derived from possessing
knowledge of the 'old ways' such as knowledge of herbs or poisons and the ability to read ancient runes. The
use of herbs to cure wounds and sicknesses and for other purposes is one of the main forms of 'magic' known
to the people of England at this time. Secondary skills such as Herb lore, Saint & Holy Men lore, Poison
lore, and Magic Script and Runes lore will give the PC a distinct mystical impression. Table 1.4 provides
suggested list of ‘magical’ secondary skills. For more information see Section 2.5 of the Robin Hood
Campaign ©.
TABLE 1.4: “Magical” Secondary Skills
“Magical” Secondary Skills
Weather-Watching
Spirit Lore
Divining
Herbalism
Magic Symbols & Runes
Scripture
Saints & Holy Men Lore
Lays and Lore
Poetry & Lays
Meditation
Neums
Poison & Herb Lore
First Aid
Star-Gazing
1.51 Spell-Users
As part of the character generation procedure for all PCs (including Fighters, Scouts, and Rogues), the player
must roll to determine the character's magical potential on Table 1.5.
5
A roll of None indicates that the character has no
knowledge or ability of magic. The character can not
develop their Magical Skills. Therefore, the character
must transfer their Development Points for Magical
Skills to other primary or secondary skills.
A roll of Skill indicates that the character has some
skill in magic and, although the PC can not learn spells,
can develop magical skills and cast spells from runes or
other magical devices.
A roll of Ability indicates that the character has the
ability to cast spells and use magic. However, the PC
can only learn spells up to 5th level.
A roll of True Power indicates that the PC has true
magical abilities and is not restricted in his use of
spells. However, the PC still has to worry about witch-hunts by the Church and the local population who
believe all magic is a source of evil! A player who selects the Magic Potential Improvement from Table 1.3
adds +10 to the magical potential roll.
Example: Jack the Monk chooses to be a Conjurer. According to the Adolescence Table, Jack the Monk
begins with four BGO points (see section 1.7). He uses one BGO point on Special Abilities, another on Stat
Increase, and two BGO points on Magic Potential Improvement (see section 1.3). As part of the Robin
Hood character generation procedure, Jack the Monk must roll to determine his magical potential. Jack rolls
a 65. Since he has selected twice the Magical Potential Improvement for his Background Options, he adds
20 to his roll (remember each selection of Magical Potential Improvement adds 10 to the character’s Magical
Potential roll). This will brings his total roll value to 85. According to Table 1.5, Jack the Monk’s Magical
Potential is Ability. With Ability, Jack can develop his magical skills and learn spells only up to level 5.
Likewise, if Jack the Monk had rolled a 45, his total Magical Potential will be a 65, which is Skill. With
Skill, Jack the Monk can still develop his Magical Skills but will not be able to learn any spells but will be
able to cast any spells from runes and scrolls.
TABLE 1.5: Magical Potential Roll
d100
01-34
35-79
80-89
90-100
Magical Potential
None
Skill
Ability
True Power
Normal MERP rules still apply for learning spell lists and using spells.
1.52 Non-Spell-Users
Non-spell-user characters who wish to learn spell lists must also follow the rules above. The PC must score
an Ability or True Power on the Magical Potential Table (see Table 1.5) to be able to learn spell lists and
cast spells. Otherwise, non-spell-users follow MERP rules. Due to the rarity of magic in Robin Hood, the
GM may wish to further limit magic use by forbidding non-spell-users from learning any spells.
6
1.6 Racial Modification Table
In Robin Hood, all the PCs will be humans. Fairies and dwarves do not exist as PCs. Some faire beings
might be encountered by the PCs such as the Green Man but they should treat such beings with awe and fear.
The PCs are not accustomed to such beings. Also by incorporating such beings as fairies and the Green
Man, the Game Master will not be following the normal ballads and legends of Robin Hood.
The table below provides the MERP human racial modifications for Robin Hood.
TABLE 1.7: MERP Racial Modifications Table for Robin Hood
Human
ST
+5
AG
0
CO
0
IG
0
IT
0
PR
0
ESS
0
CHN
0
POS
0
DIS
0
1.7 Adolescence Skill Development Table
In Robin Hood, it is assumed that the PCs will be from England and thus the only differential factor will be
how the PC was brought up. A PC reared by a Saxon lord will be brought up in the same manner as a PC
reared by a Norman lord. A Norman and Saxon Peasant will have the same upbringing. Obviously,
someone from Arabia or North Africa would have a different Adolescence Table since Arabian culture
differs from medieval England. The table below presents MERP adolescence skill development points for
the background descriptions presented in Medieval England. Section 3.0 will provide describe the
background descriptions.
TABLE 1.6: MERP Adolescence Table for Robin Hood
Movement &
Maneuver
No Armor
Soft Leather
Rigid Leather
Chain
Plate
Weapon Skills
1-H Edge
1-H Concussion
2-Hand
Thrown
Missile
Pole-Arms
General Skills
Climb
Ride
Swim
Trickery Skills
Ambush
Stalk/Hide
Magical Skills
Read Runes
Use Items
Misc. Skills
Perception
Body Hits
Special
Languages
Background
Peasant
Soldier/
Mercenary
Noble
Apprentice
1
0
0
0
0
1
0
1
0
0
1
0
0
1
0
1
0
0
0
0
1
0
0
0
0
1
1
0
0
0
0
1
0
0
0
1
2
0
0
0
2
1
1
0
1
0
1
0
1
1
0
0
0
0
0
1
0
0
0
0
0
1
0
1
1
1
1
0
1
0
1
0
0
2
1
0
1
0
0
1
0
2
0
1
0
1
1
1
0
1
0
2
0
0
0
2
0
0
0
0
0
0
0
0
0
0
0
0
1
2
1
3
1
2
2
2
1
2
2
3
4
5
4
3
6
3
5
4
9
4
3
3
Priest/Monk Wild Man
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2.0 Languages
Since Robin Hood takes place in medieval England, it is recommended that every PC speak English. It is
also recommended that at least one character speak some French. It is, after all, the language of the
conquering Normans, the ruling class in England, who are more than likely the characters' antagonists.
During this time in England, literacy is very low. Only a few individuals, such as clergy and 'enlightened'
nobles, know how to read and write. Therefore, language ranks cost double. Table 2.0 explains the
language ability of each language rank.
TABLE 2.0: Language Rank Ability of Robin Hood
Rank
Understanding/Ability
1
2
3
Simple phrases only; not able to read or write
Allows speech on very simple subjects; not able to read or write.
Allows fluency with regional/foreign accent. Allows reading of simple words but few
details and no writing.
Allows fluency but without tonal abilities. Allows ability to read and write moderately
simple passages.
Allows absolute fluency with no accent and total literacy.
4
5
Table 2.1 provides a description of languages spoken during Robin Hood.
TABLE 2.1: Languages of Robin Hood
Region
In and Near England
English
Cornish
Welsh
Breton
Gaelic
French
Norse
Europe
Language Ranks for Starting Characters
Soldier/Mercenaries have one European or one additional 'In and Near England'
Language to rank 2.
Peasant 3, Wildman 3, Priest/Monk 4, Noble 2, Soldier/Mercenary 2,
Apprentice 3.
Noble 3.
Soldier/Mercenaries have one European or one additional 'In and Near England'
Language to rank 2.
Arabic (Spain, parts of Italy)
Flemish
German
Italian
Priest/Monks have one 'Dead Language' to rank 4.
Dead Language
Latin (necessary for certain lore)
Hebrew
Greek
Note: Subject to background language restrictions, all language ranks cost double.
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3.0 Background Descriptions
In Robin Hood, there are none of the race descriptions given in the MERP rules; all characters are humans.
Most will be native to England, although foreign characters are by no means barred. The different race
descriptions have been substituted by background descriptions. Whether they are Norman or Saxon, children
were reared quite differently in noble castles, in monasteries, in peasant farms, in towns, and so on.
Since all PC will come from England the physical and cultural descriptions are not necessary. These
segments are covered in Robin Hood Campaign ©. The following are descriptions of typical backgrounds
found in Robin Hood. Naturally, certain individuals will differ to varying degrees. Certain modifiers are
included for purposes of realism, but GMs should feel free to omit them if they consider them to be
unwieldy.
The information is intended to serve as a guideline for equipping and developing both player characters and
non-player characters. The outfitting and hobbies bullets have been generated to enhance the process by
which the living peoples of Robin Hood are translated into a game system. The bullets listed under each
background correspond to the generalities described or found in Robin Hood legends. However, individuals
may stray from the norms of their culture. A GM may allow a character to learn a language usually of little
interest. How much deviation from the norms is up to the GM. When a character does not follow the norms,
the GM needs to include plausible reasons for the differences in the character's personal history and
background.
Overview
For simplistic purposes, humans in Robin Hood are comparable to those of modern times in height, weight,
and many other attributes. They age at a normal (modern) pace; they achieve young adulthood around age
16, their prime around age 30, middle age around 45 or 50, and old age at 60.
All characters will be equipped with one 'large' weapon, such as a sword, spear, staff, or long bow, and one
'small' weapon such as a dagger, hand axe, club, or knife. Similarly, very few characters will have mail
armor unless they are of noble background. Larger weapons are all confined to castles and the fiefs of noble
lords. If characters want better weapons, they will have to beg, borrow or steal them! All characters will
begin with 20 pounds (or 20 silver pieces (See Section 5.0)) worth of goods or equipment. Some
backgrounds modify these general guidelines.
Peasant
Typically, a peasant is one who has worked the land for a knight or lord before becoming an outlaw. In
some circumstances, a peasant can be a freeman working his own farm or in a trade for the local village.
Other Factors
Profession Restrictions: Peasants can not become Knights, Conjurors, and Sages.
Languages: All Peasants speak English to rank 3. Peasants may learn the following extra languages:
Breton, Cornish, French, Gaelic, and Welsh.
Outfitting: Peasants use spears, daggers, quarterstaves, short- and longbows, clubs, and slings. For armor,
they typically wear soft armor or rigid armor.
9
Background
BGO Points: 5.

Hobbies: Peasants possess many hobbies, such as Foraging, Cookery, First Aid, Weather Watching,
Trickery, Husbandry, and Gambling. Artistic skills are Dancing and Singing. Craft skills are Leather
Working, Smithing, Masonry, Rope Mastery, Caving, and Carpentry. Lore skills are Herb lore, Poison
lore, Myths & Legends of England and local geography. Athletic skills are Sprinting and Jumping.
Influence skills are Public Speaking.
Soldier/Mercenary
This character is assumed to have some form of military
training prior to becoming an outlaw. This might include the
Crusades, the city guard, or a mercenary contingent.
Other Factors
Profession Restrictions: Typically Soldier/Mercenary are
Warriors, Knights, Scouts, and Rogues. A few can be
Rangers. They can not be Bards, Animists or Sages.
Languages: A Soldier/Mercenary will speak English to rank
and one additional language to rank 2 from the in and near
England languages or European languages. A
Soldier/Mercenary may learn the following extra
languages: any language in or near England and any
language in Europe.
2,
Outfitting: Soldier/Mercenary use spears, swords, quarterstaves, short- and longbows, clubs, daggers, and
slings. As armor they typically wear anything from nothing to leather armor and often use a shield.
Background
BGO Points: 3
 Hobbies: Soldier/Mercenaries possess many hobbies, such as Foraging, Signaling, First Aid, Unarmed
Combat, Siege Engineer, Military Organization, Torture, Law, and Gambling. Artistic skills are Singing
and Story Telling. Craft skills are Leather Working and Smithing. Lore skills are War Tactics and
Geography. Athletic skills are Sprinting and Jumping. Influence skills are Leadership, Interrogation,
Seduction, and Public Speaking.
Noble
This character is from the upper classes of society and therefore more than likely of Norman descent. Since a
noble can buy off punishment, a player choosing a noble should be rare. However, a character could be a
sympathetic noble to the cause of the common man or have been exiled for some misdeed.
Other Factors
Profession Restrictions: Nobles have no Profession Restrictions.
10
Languages: All Nobles speak French to rank 3 and English to rank 2. Nobles may learn the following extra
languages: any European and dead language.
Outfitting: Nobles use spears, two-handed swords, short swords, quarterstaves, short- and longbows,
javelins, clubs, daggers, and slings. As armor they typically wear anything from leather to chain armor
as well as shields and greaves.
Background
BGO Points: 3.
 Hobbies: Nobles have a wide range of secondary skills from fighting to administration. (Basically, all
the secondary and lore skills listed in Robin Hood Campaign ©.)
Apprentice
This character is from the trade classes and has worked to learn a craft or trade such as a merchant, smith, or
tanner.
Other Factors
Profession Restrictions: Typically an Apprentice possesses civilian professions such as a smith, merchant,
baker, artist, acrobat, or weaver. However, Apprentices can not be Knights.
Languages: All Apprentices speak English to rank 3. Apprentices may learn any extra languages listed in
section 2.0.
Outfitting: Apprentices use spears, short swords, hand axes, war hammers, quarterstaves, short- and
longbows, clubs, daggers, and slings. As armor, they typically wear armor leather.
Background
BGO Points: 4.
 Hobbies: Typically Apprentices have skills suited for their professions. A smith would have smithing
and leatherworking; a merchant would have appraisal and mathematics and so forth. However, the
secondary skills listed are skills that apprentices possess in general. Apprentices possess many hobbies,
such as Foraging, First Aid, Gossip, Masonry, Trickery, and Gambling. Artistic skills are Dancing and
Singing. Craft skills are Leather Working, Engineering, Carpentry, Navigation, Merchant, Law, Usery,
and Sculpting. Lore skills are Scripture, Myths and Legends, Herb lore, Poison lore, and Geography.
Athletic skills are Sprinting, Juggling, Acrobatics, and Jumping. Influence skills are Leadership,
Seduction, Trading, Diplomacy, and Public Speaking.
Priest/Monk
This character represents those with a religious upbringing. These characters tend to have specific skills such
as literacy and have access to knowledge through libraries.
11
Other Factors
Profession Restrictions: Priest/Monks are typically Animists, Sages, or Bards. They can not be Warriors,
Knights, or Rogues.
Languages: A Priest/Monk will speak English to rank 4, and one dead language to rank 4. A Priest/Monk
may learn any extra language.
Outfitting: Priest/Monks use daggers, hand axes, short swords, quarterstaves, clubs, and slings. As armor,
they typically wear only a robe.
Background
BGO Points: 4.
 Hobbies: Priest/Monks possess many hobbies, such as Foraging, First Aid, Animal Handling,
Mediation, Weather Watching, Scripture, Law, Administration, Gossip, and Gaming. Artistic skills are
Art, Dancing, and Singing. Craft skills are Leather Working, Poetry, Engineering, and Sculpting. Lore
skills are Ladies of the Court, Myths & Legends, History, Magic Symbols, Herb and Poison Lore and
Geography. Influence skills are Disguises, Acting, Leadership, Diplomacy, and Public Speaking.
Wild Man
This background is suitable for characters that wish to have been living in the rough, or in very primitive
societies, from an early age. This sort of person will react badly to civilized surroundings and will be much
more at home in the countryside.
Fears and Inabilities: Wild Men fear towns and cities.
Other Factors
Profession Restrictions: They tend to be Rangers and Animists. Wild Men can not be Knights. Otherwise,
they have no restrictions.
Languages: All Wild Men speak English to rank 3. Wild Men may learn the following extra languages: any
dead language and any in or near England language.
Outfitting: Wild Men use spears, quarterstaves, short- and longbows, javelins, clubs, daggers, and slings.
For armor, they typically wear thick fur clothing, which acts as soft leather armor.
Background
BGO Points: 3.
 Hobbies: Wild Men possess many hobbies, such as Foraging, First Aid, Signaling, Omen Reading,
Weather Watching, and Gambling. Artistic skills are Dancing, Story Telling, and Singing. Craft skills
are Leather Working, Smithing, Navigation, woodcarving, and Sculpting. Lore skills are Myths &
Legends, Magic Symbols, Magic Runes, Saints & Holy Men Lore, Herb and Poison Lore, and
Geography. Athletic skills are Sprinting, Tumbling, Acrobatics, and Jumping. Influence skills are
Leadership.
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5.0 Herbs of Robin Hood
In Robin Hood, almost every midwife and clergy knows something about the local herbs in the area.
Oftentimes they would serve as the village doctor prescribing herbs like a modern doctor would prescribe an
antibiotic. Those with extensive knowledge of herbs and poisons were looked upon with suspicion,
especially those outside the Church. Below is a sample list of herbs that can be found throughout Robin
Hood. Some herbs, especially those marked in the Special section, are magical and can only be acquired
through special means, for example, as a gift from the mystical Green Man or on an old pagan hill.
TABLE 5.0: Herbs of Robin Hood
Herbs
Circulatory Repair
Amaranthus
Clown's Woundwort
Codes
Form/Prep
Cost
Effects
t-F-3
m-M-2
Flower/paste
Root/ingest
3sp
9sp
Heals 2 hits/rnd of bleeding
Heals all bleeding from one wound
Deadly-Nightshade
Wormwood
Yarrow
Concussion Relief
Bugle
Healwell
Bone Repair
Ribwort
Alexipharmics
Blessed Thistle
Napweed
Snakeweed
Spiderwort
St. John's Wort
Stinging Nettle
Burn and Exposure Relief
Aloe
Barberry
Hound's Tongue
Special
Herb of Life
Ambrosia
m-F-5
m-F-6
t-M-4
Leaf/ingest
Flower/paste
Flower/paste
15sp
10sp
5sp
5th level depressant causes sleep and doubles the rate of healing during sleep
Heals major wounds and heals 2–20 hits
Instantly heals all bleeding
m-F-5
m-t-3
Flower/brew
Leaf/brew
10sp
5sp
Heals 2–20 hits
Heals 1–10 hits
t-M-6
Root/brew
30sp
Heals any broken bone
m-D-2
m-S-6
t-H-5
t-M-3
t-D-6
m-C-3
Berry/ingest
Flower/brew
Leaf/brew
Root/paste
Nodule/brew
Nut/ingest
30sp
5sp
10sp
9sp
35sp
7sp
Cures the effects of any poison (5)
Reduces the effects of poison by half
Cures any snake bite (lvl 3)
Cures spider poison (lvl 3)
Cures any enchanted poison (lvl 8)
Cures any plant-based poison (lvl 4)
h-H-6
m-D-7
t-F-4
Leaf/paste
Berry/ingest
Root/brew
8sp
7sp
5sp
Doubles rate of healing for burns and minor cuts
Heals one burn area
Heals all burns and frostbite
9
9
Flower/ingest
Flower/ingest
N/A
N/A
Root/ingest
110sp
Heals any one non-fatal wound
Regenerates broken bones, torn muscles and vessels, and heals 3 hits/rnd for 30
rounds
Will dispel the first spell cast upon the user. Only one use per day. (lvl 12)
Root/brew
Leaf/lotion
Leaf/boil
10sp
8sp
5sp
Heals sprains and muscle wound at twice the normal rate
Relieves muscle aches (+10 to RR) and heals small cuts (1 hit/round)
Heals sprains and bruises
Stem/brew
30sp
Doubles rate of healing for healing for nerve damage
Root/ingest
Root/ingest
Leaf/ingest
10sp
80sp
50sp
Heals stomach flu and restores partial hearing loss to within 10% of normal
Heals lung damage
Heals minor organ damage
Moly
t-D-8
Muscle, Cartilage, & Tendon Repair
Ragwort
m-D-4
Witch Hazel
m-C-2
Agrimony
t-D-6
Nerve Repair
Burdock
m-S-4
Organ Repair &
Preservation
Calamus
t-F-7
Lungwort
t-T-6
Spring Adonis
m-F-6
Codes
Climate Codes
Locale Codes
Difficulty of Finding
The codes use a small letter for the
climate that the herb is normally
found in., a capital letter for the
type of locale that the herb is
normally found in, and a number
for the difficulty of finding a dose
of such an herb. These herbs are
but a small sample of the herbs
and poisons used in the medieval
England.
a.. arid
c.. cold
e.. everlasting cold
f.. severe cold (frigid)
h.. hot and humid
m.. mild temperate
s.. semi-arid
t.. cool temperate
A.. Alpine
C.. Coniferous forest
D.. Deciduous/mixed forest
F.. Freshwater coasts & banks
H.. Heath/scrub
J.. Jungle/rain forest
M.. Mountain
O.. Ocean/saltwater shores
S.. Short grass
T.. Tall grass
W.. Waste
Code
Difficulty
Mod.
1...........Routine. .................+30
2..........Easy......................... +20
3..........Light........................ +10
4...........Medium.................... +0
5...........Hard........................ -10
6..........Very Hard........….... -20
7...........Extremely Hard.......-30
8...........Sheer Folly..............-50
9...........Absurd.....................-70
13
6.0 Money & Equipment
For simplicity, the tables below provide exchange rates and their equivalent to the normal MERP rates
during Medieval England. For more information on coinage see section 4.11 of Robin Hood Campaign ©.
TABLE 6.0: English Coinage
Robin Hood Coin Type
MERP Equivalent
Penny (d)
Shilling (s)
Pound (£)
Copper Piece (cp)
Bronze Piece (bp)
Silver Piece (sp)
TABLE 6.1: Exchange Rate
Actual 12th Century Exchange Rates 3
Suggested Exchange Rates
12 Pennies worth 1 Shilling
20 Shilling worth 1 Pound
6 Pounds worth 1 Gold Mark
10 Pennies worth 1 Shilling
10 Shillings worth 1 Pound
10 Pounds worth 1 Gold Mark
Normal equipment such as weapons, armor and accessories found in Robin Hood is comparable to MERP.
The GM should use the prices listed on ST-4 Equipment and Price Table found in MERP 1st and 2nd ed. as a
basis for prices. In general, most of the weapons and armor will have zero bonuses. Most smiths possess
mundane skills. Their weapons while not frail just are not of high quality. In general the following
guidelines should be used:
 Expert craftsmen create +5 items. These items are most common. A lesser noble might have one
item with +5 bonus but no more. Common warriors finding a +5 weapon would be rare and
marvelous thing and likely, the handsomest weapon the warrior has ever seen.
 Really amazing craftsmen create +10 to +15 items. These items are expensive and rare. A wealthy
noble might possess one item with a +15 bonus.
 Items made from Toledo, Spain are known for its beauty and high quality during the early MiddleAges. Items made from Toledo Steel are typically +10 and weigh 1/3 less than normal. These items
do not break easily and normally cost three times their normal value.
Magical items in a Robin Hood are very rare if non-existence. If the GM does decide to have magical items,
it will not be in the form of flaming swords or magical wands of fire bolts. The most frequently mentioned
magical items are religious in origin or have some connection to paganism such as Celtic and Norse
mythology. Religious relics of saints, such as bones, crosses, robes and staffs, are found in churches or
monasteries as objects of pilgrimage. They are said to have great powers to heal or cure but their actual
effects depends on the GM. These magical items have a story behind them which should play into the
adventure or scenario.
3
Graham Staplehurst, Robin Hood Campaign, Iron Crown Enterprises, Charlottesville, 1987.
14
The more useful ‘magical’ items will be in the form of potions (herbs & poisons), scrolls, odd magical
symbol, runesticks and charms. The effects of these magical items should be very limited or have a one time
use. Examples of the magical items are:
 Potion of Catatonic - instantly brings the drinker into a catatonic state.
 Potion of Cernunnos (or St. Ciaran) – instantly heals 4-40 hits and cures any magical enchantments.
 Swords of Wayland – these seven swords were constructed by a crusading knight long ago. They
should be treated as Toledo Steel (+10 OB) and are designed to uphold the ‘forces of light’ and
combat the “forces of darkness”. It is up to the GM to determine if this means the swords possess
‘magical’ powers. These swords were the main focal point in one of Robin of Sherwood4 episodes.
 Scallop Shells of Saint James of Compostella – these shells are symbols of the pilgrimage to
Compostella in Spain. The sea shells protect the owner from the effects of the weather while
traveling. The owner will need to be a Christian in ‘good’ standing.
 Bone of Saint Burgaweol – Burgaweol was a Saxon hero who defended the lands against invading
Danes. The bone located in a monastery. Any Saxon with reverence for St Burgaweol might
receive aid in the form of a cryptic premonition of doom and treachery or by strengthening their
sword-arm.
 Runestick of Herne – an ancient artifact of unknown origin in the shape of a silver arrow, it is
decorated with runes and symbols. It is a pagan symbol. It provides the user with +10 to morale
and +10 resistances against the magic of the dark forces.
 The Dark Boar’s Amulet – Created by a witch through animal
sacrifices for the forces of darkness the amulet possesses a dark
spirit in the form of a dark boar. It provides the wearer with +20 to
DB and +40 RR versus all magic. It’s powers are weaken in the
presence of holy items or places of power such as a church, a pagan
tree or any religious place.
 Cross of St Cornelius - this large cross contains a bone from the
Celtic Saint Cornelius who was said to heal the sick. Located in a
monastery deep in the forest away from the ‘power of church’,
touching the cross is said to cure illnesses and diseases such as
leprosy.
Of course the GM can say there is nothing supernatural about items listed above. Perhaps the potions are
nothing more than a mixture of herbs and flowers taken from the countryside. Or the ‘magical’ items mean
something to the local population or person, but actually have no powers. Perhaps the dark boar amulet is
being sought after by nefarious persons seeking it’s so called ‘mystical powers’ for evil purposes and the
PCs are called to stop them. Or the Cross of St Cornilius is stolen by the church because its clergy fear its
reputation as a ‘power outside’ the church and the PCs is asked by the local Celtic monks to retrieve before it
is destroy. It is the belief in their mystical powers that can make an adventure worthwhile.
4
Robin of Sherwood was a TV series broadcasted in 1980’s. It is known for its introduction of an Arab as a Merry Man
for the first time and for its pagan theme. The idea of several of the items listed came from the TV series.
15
7.0 Fauna and Non-Player Characters of Robin Hood
The following tables provide role-playing statistics for the fauna, humans, and Non-Player Characters of
Robin Hood. For more information on the fauna and human encounters see Robin Hood Campaign ©.
Fauna
The majority of dangerous encounters PC will face will be other people such as Barons, Sheriff's guards, and
Foresters. However, it does not hurt if the GM decides to throw in a fierce bear or a hungry pack of wolves
to add excitement. Unlike modern England, large predators such as wolves and bears roam medieval
England. The following provides statistics for the fauna PC might encounter.
TABLE 7.0: Natural Fauna of Robin Hood
Name
Bear, Brown
Bear, Brown, Cub
Boar
Bull
Cat, Wild
Deer, Red
Deer, Roe
Dog, Large
Dog, Medium
Dog, Small
Eagle, Golden
Horse, Large
Horse, Small
Large Whip Snake
Viper
Wolf, Gray
Lvl
4
1
3
4
2
3
2
3
2
1
4
3
2
3
1
3
Size
L
S
L
L
S
L
M
L
M
S
M
L
M
M
S
M
MM
20
20
30
20
40
30
35
30
30
30
30
30
30
25
20
15
Hits
160
34
110
160
20
90
70
70
50
30
50
110
90
35
5
95
AT
SL
RL
SL
No
No
No
No
No
No
No
No
No
No
No
No
No
DB
30
20
40
20
50
25
30
25
25
20
30
30
30
30
30
30
Shld
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
N
Melee OB
65/LGr 80/LCl
55/MGr
55/LHo
60LHo/55LBa
35MCl/40SBi
50LHo/40MBa
40MHo/30MBa
70LBi
50MBi
40SBi
50MCl/35SPi
45LBa
30MBa
45SBi
35SSt
65LBi
Notes
Lynx and other wild cats
Only males get antlers
Foreign horse
Domesticated horse
Venom with A crit or better
Hunts in packs; smell
Non-Character Players
The following table provides a cross section of inhabitants in Medieval England that a PC may encounter.
TABLE 7.1: Human Encounters of Robin Hood
Name
Rogue
Ruffian
Thief
Town Guard
Bowman
Sergeant
Men at Arms
Peasant
Fyrdman
Verderer
Forester
Merchant
Templar
Trader
Burgess
Monk
Chaplain
Noble (Minor)
Noble (Knight)
Noble (Baron)
Lvl
2
3
5
3
3
4
5
1
2
5
4
5
4
4
2
3
2
3
3
5
MM
5
10
20
5
0
10
10
10
10
10
5
10
15
5
10
5
0
5
0
5
Hits
30
45
60
65
65
75
75
21
30
65
55
35
65
58
35
30
30
45
60
75
AT
SL
RL
SL
RL
RL
CH
CH
No
No
RL
SL
No
CH
SL
No
No
RL
RL
CH
CH
DB
5
0
15
30
5
35
30
0
0
15
10
0
25
0
5
0
0
30
40
35
Shld
N
N
N
Y
N
Y
Y
N
N
N
N
N
Y
N
N
N
N
Y
Y
Y
Melee OB
25we/30we
35we/35we
60we/45we
45we/30cb
30we/45cb
60we/55cb
65we/40cb
15we/10we
25we/30we
60we/50bw
50we/50we
40we/40we
65we/45bw
35we/25we
20we/18bw
10we/10bw
15we/5bw
40we/35we
60we/40we
60we/65bw
Notes
Typical Bandit
Possible Sympathetic Englishman
Elite Guards, mostly mounted
Serfs
Not a serf
Patrols the King's forests
Religious Knight
Literate
Local Priest (also Pagan Priest)
Possess horse and men
Rich
16
8.0 Characters of Robin Hood
The following details the characters found in legends of Robin Hood that were not mentioned in the Robin
Hood Campaign. Some of the characters are recent additions to the legends such as Ivanhoe or Baron De
Belame. Others are outlaws though not as famous as Robin Hood who have their
own legends told about their deeds. Please note that there are numerous variations
upon and holes within the ballads. Where variations differ and holes appear,
logic, imagination, interpretations, and pure fantasy are used to fill in the holes.
Therefore, if some fact or detail about an Outlaw or Merry Men seems
implausible, it should by all means be changed. In addition, the description of the
characters is just a summary of events with many details left out. For an in-depth
character overview of a particular hero, consult a book on Robin Hood or
Medieval Outlaws. Refer to the bibliography for a sample of books to consult on
these topics.
The section, Other Outlaws, describes Medieval Outlaws that have made their
deeds into ballads outside the stories of Robin Hood and his Merry Men. The
sections, Merry Men and Tyrants, are characters that are mentioned in the legends
of Robin Hood. They either played a minor role in Robin Hood legends or were
recent addition to the legends. The section, Ivanhoe, details the characters
presented in the famous novel, Ivanhoe by Walter Scott in 1812. Although the
novel focuses on the adventures of a young knight named Ivanhoe, Robin Hood
and several of his Merry Men play a significant role in the story and thus the story
is part of the Robin Hood legends. The last section provides MERP/RM game
statistics for the mentioned characters.
8.1 Other Outlaws
Robin Hood is by far the most famous Outlaw but he is not the only Outlaw. Other Outlaws of lesser
renown defended the poor against wily Sheriffs and money hungry Barons and Counts. This section details
infamous contemporaries of Robin Hood; their game statistics are provided in Table 1.3. All the Outlaws
presented operated in or near England, and the GM could have the PCs encounter these Outlaws as foes,
rivals, or allies.
8.1.1 Eustace the Monk
Famed conjurer, renegade monk, outlawed knight and daring pirate describe the various careers of a
historical figured named Eustace the Monk. Through the centuries the ballads of Eustace’s exploits have
been exaggerated and transformed into the stuff of legends. A contemporary of Robin Hood, Eustace sold
his naval expertise to the highest bidder working under the payment of King John of England or Prince
Louise of France. His only real passion was to wage war against the powerful Count of Boulogne who had
cheated him out of his family inheritance.
This renegade was once the son of a knightly house in the province of Boulogne, France. As a young man,
he was very ambitious, gaining admission to a cryptic monastery in Toledo, Spain. There he learned magic
arts from his abbot and became something of a conjurer, performing feats of magic and trickery. He later
retreated into a monastery in Boulogne next to his father's lands, to become a monk. His father was
ambushed and killed in a land dispute. Eustace left the monastery to claim his inheritance and to demand,
unsuccessfully, justice for the murder of his father from the Count of Boulogne, Renaud. The Count who
17
coveted his father’s land, took the fief as his own and falsely accused Eustace of wrongdoing. Eustace
escaped to the woods to become a trickster outlaw using trickery and enchantments to rob merchants and the
Count's men. His fame grew as an outlaw and was recruited by both the King of England and the Prince of
France to terrorize the English Channel. He was probably the greatest sea captain of his generation razing
several ports to the ground. His name was enough to strike terror into the hearts of seamen. As an outlaw,
Eustace took up the causes of the poor and those oppressed by the tyrannous Count.
8.1.2 Adam Bell, Clim of the Clough, and William of Cloudesley
These three English yeomen were born on small farms in Cumberland, located north of Nottingham. They
were spied hunting deer in the King's forests, which carried the penalty of death, but avoided capture. They
fled to Inglewood Forest and became outlaws. Like Robin and his men, they began to prey on merchants,
abbots, and the sheriff's men while assisting the destitute. In time, they became famous for their archery and
daring exploits.
Adam Bell is the oldest and leader of the band. William of Cloudesley is the youngest; hot headed, arrogant
and very much the family man. Whenever he gets a chance, he visits his devoted wife, Alice, and his three
sons. Of the three, William is the best archer. Clim of Clough is the trickster of the group, often donning
disguises and mimicking officials in his deceptive schemes. He is level headed and down to earth although
his one blinding fault is his hatred of Normans.
In some ancient ballads and modern stories, Adam Bell and his band interact with
Robin and his Merry Men either as rival outlaws or allies. The GM could have Adam
Bell and his gang compete with PCs in some fashion.
8.13 Eric o’ Lincoln
Eric o’ Lincoln is neither an outlaw nor villain but is noted here simply because he is
mentioned in several tales. In the tales, Eric challenges one of the Merry Men to a
match of staves. He is reputed to be the best wrestler in Lincoln and can be found
during fairs and festival challenging anyone to a wrestling match or a match of staves.
Eric is as loud and boisterous as he is big. He is almost as big as Little John is. His
confidence can be mistaken as arrogance. In truth, he likes to compete and have fun
regardless of whether he wins or loses. He always carries a staff, which he uses with
great skill. While not a Merry Man, Eric is no friend to the Sheriff of Nottingham
either. He is his own man.
The GM can have the PCs meet Eric at a fair challenging the largest of the group to a
wrestling match or match of staves. Or the PCs as outlaws could try to rob Eric while
he travels through Sherwood Forest, only to realize too late that they are facing the
renowned Eric of Lincoln!
8.14 George-a-Green (of the Geen)
George-a-Green lived in Wakefield, a small town near Sherwood Forest. Although mentioned in ballads of
Robin Hood, he is a hero of his own set of tales outside the Robin Hood legends. As a youth, he was often in
trouble with the law. He was placed at school under a surly tutor but ran away. When he grew up, Robin
Hood, who was always on the lookout for spirits of this kind, secured him a place as one of the Merry Men.
He served with Robin for some time until he commenced a small revolt against the local authorities, which
was promptly put down.
18
He later became a Pindar, a town official whose duty is to watch over the livestock and protect the local
crops. In some tales, he is referred to as the Jolly Pindar of Wakefield. His most famous deed was protecting
Wakefield manor from Robin and his Merry Men. While acting as a Pindar, he challenged and defeated
Robin, Little John and Will Scarlet in a duel over the town’s property. Although they did fight, Robin Hood
holds no grudges and still assists George-a-Green in some of his adventures. At best he is considered a semimember of Robin’s band. He will assist them in times of need; but only if it does not contradict his public
duties as Pindar, which is to protect Wakefield. He knows most of the Merry Men personally since he
adventured with them in the early part of his life. Others he has known since childhood such as Much the
miller’ son who also grew up in Wakefield.
George-a-Green is a jolly fun-loving man sporting a thick curly mop of hair and beard. He is in his late
twenties and his hair is sprinkled with gray. He has some convictions and prefers to handle things on his
own. But he is no fool; if he thinks he will need help he will ask. He enjoys a good laugh and rarely is still
for long. As Wakefield’s Pindar, he carries a sword, which he uses with great skill, and a yew bow. The
GM can insert George-a-Green as either the PCs’ ally or an opponent who later becomes a friend of the PCs.
8.2 The Merry Men
The Merry Men are not your average peasants. They are highly skilled middleclass yeomen who, due to chaotic social conditions of the times, took to the forest
to protest the repressive regimes of greedy Barons and power hungry knights.
Merry Men are comprised of tradesmen, potters, tanners, cobblers and farmers.
Even though they are members of Robin’s outlaw band, many still ply their trade
with the locals. Due to their various talents, they are able to maintain a decent
standard of living deep in the heart of Sherwood Forest. Things they cannot make
or grow in the forest, they are able to barter for with the locals. After awhile
some even return to their respective line of work as the village cobbler or tanner.
The legends state that Robin Hood and his Merry Men are seven score strong.
And despite modern tales, they lack horses. Horses are not mentioned in the old
ballads. The reason for this is that horses are time-consuming to maintain, hard to
hide, and expensive to feed in a dense forest with underbrush.
Merry Men are not just skilled craftsmen but hardy warriors. All carried a long
bow that is used with great skill and most had a stout staff, which serves more as
a deadly weapon than a walking stick. Most Merry Men have a history of
disobedience (the reason why Robin Hood recruited them). The locals are
sympathetic to their cause and situation. The following is a list of the more
prominent Merry Men that have made their name into ballads and songs.
8.2.1 Arthur A’Bland
Nearly as tall and strong, but not as sharp, as Little John, Arthur A’Bland is Little John’s cousin. He is a
stocky muscular man with wide shoulders and a deep chest. His hair is dark and curly and he sports a rough
black beard. A tanner by trade, he joined the Merry Men when he bested Robin Hood in a combat of staves.
He carries a stout black staff and wears a hardened cowhide cap, which he tanned himself and which protects
him as a helmet would. Despite his menacing appearance, Arthur is an easy-going, good-natured fellow.
19
8.2.2 David of Doncaster
Although withdrawn and quiet, he is popular with the locals and often acts as a spy for Robin Hood by
venturing into villages to obtain information. David is one of the youngest members in the band. He is so
young that he has yet to grow facial hair. He is a rather good-looking chap with corn blonde hair and deep
blue eyes. Like most Merry Men, he is a craftsman, a cobbler by trade. An excellent shot with the long
bow, he is one of the better archers in the group and partakes in nearly all of Robin’s schemes. He is a
valuable friend to Robin Hood.
8.2.3 Much
He goes by many different names such as Much, Midge, and even Nick. In the modern tales, Much is
portrayed as a dim witted puny young man. This portrayal is inconsistent with the early ballads. In the early
ballads, Much appears as the miller’s young son and is a wily and dear friend of Robin Hood. He is
generally mild mannered unless provoked, when he possesses a violent temper. He plays an integral part of
most of Robin’s adventures and schemes. One thing that has not changed through the ages is his portrayal as
the youthful mascot of the band. He represents the little people that tyranny steps on. Much appears as a
small energetic youth with curly blond hair and blue eyes. He normally carries a short sword and longbow.
8.2.4 Sir Richard of Lee
Sir Richard is not a Merry Men but a sympathizer of Merry Men’s cause. Several
times, he has given Robin and his Merry Men sanctuary in his castle during times
of need. He is a respected knight who once fell heavily in debt to the local abbot.
Robin caught him in the woods, listened to his sad tale and helped Sir Richard
repay his debts. Ever since, Sir Richard has helped Robin and his Merry Men. He
appears as a tall well-mannered knight and carries himself with pride and dignity.
An honorable man, his word is his bond. His son, Walter, is currently crusading in
the Holy Lands. When not wearing chain mail, which he covers with a white
embroidered robe, he wears a cotton shirt and leather embroidered doublets. His
favorite weapon is his two-hand sword, which he uses with great skill.
8.2.5 Nasir
Nasir is a recent addition to the legends of Robin Hood. Nasir is a Saracen with a
past as a professional assassin in Palestine before having been captured by a
European crusader and user of black magic, called Baron de Belame. Nasir was
put under some sort of evil spell by the Baron and brought back to England to
work as his henchman. He is eventually freed from the spell by Robin Hood and,
having found respect for Robin during a crucial sword fight, decides to join Robin's band of outlaws in
Sherwood Forest and help to fight for the rights of the common people in medieval England. Nasir has
always remained a mysterious character to the other Merry Men. His distinct looks and his quiet demeanor
does not endear him to the other Merry Men. However, most Merry Men consider him to a fair and
honorable man.
8.3 The Tyrants
In the twelfth century, the King’s authority only extended so far, and it was up to the local barons and
knights to govern their lands as they see fit. They raised their own illegal taxes and hired men like the
20
Sheriff of Nottingham to maintain their power on the lands. It was because of their repressive actions that
middle class yeomen like Robin Hood and Little John rose up and took to the forest to combat their
tyrannical regimes. The following are some of the tyrannical Barons and Knights that Robin Hood and his
Merry Men faced.
8.3.1 Baron de Belame
Baron de Belame appears as a respected and upstanding Norman Noble with considerable wealth, which he
gained by exploiting peasants and yeomen. He dresses, as one would expect a Baron to, in rich black tunics,
ermine-tipped cloaks and fine leather boots with a lot of gold jewelry such as chains and rings. In
appearance, he is gray haired, lean and often scowling. Abbot Hugo considers Baron de Belame an
honorable person and often confers with him on his schemes against Robin Hood. A close cohort of De
Belame is Sir Roger of Doncaster. Sir Roger has played a part in some of his more nefarious plots.
Unbeknownst to all, he dabbles in dark arts and is wicked. The locals call his residence, Belame Castle or
the ‘Evil Hold’ and fear to tread near it citing strange incidents, which occur at night and during the summer
solstices. Baron de Belame’s one passion in life is power. It is his passion for power that drove him to the
‘dark ways.’ And it is Robin Hood who thwarts his plans time and time again. If the Abbot or the Sheriff
ever found out about his ‘nightly activities,’ they would be very shocked and the Baron would be in trouble.
Baron de Belame is a relative new addition to the Robin Hood legends. In some stories he is an evil man
with few moral values and in others he dabbles in dark magic. The statistics provided in the Table 1.1 are
for the Baron as a magic user. If the GM does not want to have magic used in his campaign then simply
make the Baron, a scholar with mystical knowledge of such mysteries as herb or potion lore to give him a
‘magical feel.’
8.3.2 Sir Roger of Doncaster
Because of his violent and bullish behavior, Sir Roger of Doncaster is sometimes
referred to as ‘Red Roger.’ He is a cruel and vile knight from Doncaster. Roger
and David of Doncaster know each other well as they are from the same village. It
was Sir Roger’s malevolent reign over Doncaster that forced David to join Robin’s
Merry Men. He has dark features: tall, husky, strong, and sporting a stylish goatee.
He often acts as a henchman for Baron de Belame and partakes in some of his
nefarious plots. His ambitions are wealth (lots of it) and power. Robin has had
several nasty run-ins with Sir Roger. In the ballads, Sir Roger badly injures Robin
and on being taken to Kirklees Abbey for attention, is bled to death by the Prioress
through a plot hatched by Prioress of Kirklees and Sir Roger. In earlier tales, Sir
Roger is said to be a cleric.
8.4 Ivanhoe5
There are many adaptations, changes and additions to the Robin Hood legends. One of the most popular
additions to the legends is the story of Ivanhoe where Robin Hood, along with Friar Tuck and Allan-A-Dale,
play a minor supporting role. Written by the great Walter Scott in 1812, Ivanhoe became an instant classic.
5
Editor's note: This article is a supplement to the article "Robin Hood for MERP", which appeared in the
September 2004 issue of The Guild Companion and “Merry Men” which appeared in April 2005 issue .
21
In a short time it became part of the ever-evolving legends of Robin Hood. Several adaptations of Ivanhoe
have made their way into TV shows and movies. It is a tale of chivalry, jousts, burning castles, and damsels
in distress.
Ivanhoe is set in the 12th century after the Third Crusade. Wilfred, commonly known as Ivanhoe, is the hero
of the story. He returns to his pastoral home after venturing to the Crusades with King Richard. He seeks to
reconcile with his father and marry his childhood love, Rowena whose ward is Ivanhoe’s father Cedric.
Cedric, a Saxon noble, is a strong supporter of Saxon rights and heritage. He disinherited Ivanhoe for
joining King Richard, a Norman King, to the Crusades. Ivanhoe, through a series of adventures, reconciles
with his father and rescues and marries his childhood sweetheart, Rowena. Along the way, Ivanhoe is helped
by an unusual cast of characters including the Jewess, Rebecca, who heals Ivanhoe from injuries sustained in
a tournament, a disguised King Richard, and Robin Hood and his Merry Men.
Ivanhoe is set in the Robin Hood Campaign © setting. This article was written to allow the GM to introduce
characters from Ivanhoe into their Robin Hood Campaigns. There are tons of storyline possibilities for the
GM. The PC could be called (as in the original Ivanhoe) to rescue a local Saxon lord’s daughter from De
Bracy and his band of mercenaries. Or the PCs are all that stand in the way of the evil Reginald Front-deBoeuf and his evil henchmen from raiding churches and yeomen’s homes.
The below are descriptions of the major characters in the Ivanhoe.
sections Heroes and Villains.
They have been divided into two
8.4.1 The Heroes
8.4.1.1 Wilfred of Ivanhoe
Wilfred is the hero of Ivanhoe. He represents the epitome of the knightly
code of chivalry, heroism and honor. Ivanhoe is the son of a proud Saxon
lord, Cedric who claims to be descendant of the famous Saxon freedom
fighter, Hereward the Wake, who fought against the Norman Invasion of
England. Cedric disinherited Ivanhoe when he joined the Crusades with King
Richard. Ivanhoe is a good friend of the king and is deeply loyal to him.
During the Crusades, Ivanhoe gained fame for his bravery and skill in arms.
He is in love with his father’s ward, the beautiful Rowena, a noble directly
descended from the last Saxon king.
Ivanhoe returns from the Crusades disguised as a pilgrim to seek amends with
his father and to marry Rowena. He joins a jousting tournament disguised as
the Disinherited Knight and wins. But in the process he is badly injured. The
Jewess Rebecca fails in love with him and heals him of his wounds.
However, he does not return her affections. Through some twists and turns,
Brain de Bois-Guilbert, the Templar Knight, kidnaps Rebecca. Ivanhoe
ventures to the Templar’s headquarters and rescues Rebecca. Afterwards, he
reconciles with his father and marries Rowena.
Ivanhoe appears as a rather slim figure with wide shoulders and of average height. Despite his lanky
appearance, he possesses a tough sinewy strength. He often travels in disguise such as a pilgrim or as the
Disinherited Knight. Due to his travels, he is more open than most to foreign cultures and speaks several
languages. The GM might have the PCs encounter Ivanhoe in one of these disguises where they are asked to
help him in a task such as a tournament or rescuing a damsel. Or the GM might have introduced a disguised
22
Ivanhoe as an NPC helping the PCs in their quest unbeknownst to them that they have the renowned Ivanhoe
in their group.
8.4.1.2 Gurth
Cedric’s swineherd, Gurth is the faithful servant of Ivanhoe. He is a tall lanky fellow wearing a brass collar,
which denotes that he is a serf (to Cedric). He longs for nothing else but freedom.
In the story, he deserts his master and disguises himself in order to become Ivanhoe’s squire at the
tournament. He finally obtains his freedom after he helps orchestrate the attack on Castle Torqulstone to free
his master, Cedric, and Ivanhoe. After this, Cedric frees him and Ivanhoe refers to him as his squire. He is
quite skilled with the quarterstaff although he is reluctant to face opposition head on. Gurth should more
likely be introduced along with Ivanhoe as his helper or assistant.
8.4.1.3 Rebecca
Rebecca, the daughter of Isaac of York, is a beautiful virtuous Jewish maiden. She
is the tragic heroine of the story who falls in love with Ivanhoe despite knowing that
Ivanhoe would never return her affections. De Bois-Guilbert becomes infatuated
with her and kidnaps her, which eventually leads to her being accused of sorcery by
the Grand Master of the Templar Order. In the end, Ivanhoe rescues Rebecca from
the Templars.
Rebecca is a strong-willed woman with an extraordinary degree of self-control,
dignity and courage. She has exceptional skill with healing having been taught by
one of the great Jewish healers of her generation. Her healing gift has permitted her
greater liberty than was usually indulged to those of her sex during the MiddleAges. She appears as a tall dark-haired woman wearing make-up that accentuates
her lovely facial features. She normally dresses in Eastern clothing, which marks her as different from the
general population. As a Jew in Christian England, she endures many prejudices from the local inhabitants.
Eventually, this constant discrimination forces Isaac and Rebecca to move to Spain, which had a more
heterogeneous society.
In the Middle-Ages, Jews lived in a segregated society apart from Christians. Rebecca would not be
encounter by PCs unless in public settings or in a formal business setting such as requesting medical
assistance. Still, Rebecca would be very distant to the PCs unless they have shown great compassion to
others regardless of sex or religion and are honorable persons. The GM could have the wounded PCs be
healed by Rebecca at York, where her father has some businesses.
8.4.2 The Villains
8.4.2.1 Brain de Bois-Guilbert
A knight of the Templar Order, he is Ivanhoe’s archetypal nemesis. He joined the Templar, a powerful
international militaristic/religious organization, not for spiritual idealism but because he was betrayed by the
woman he loved. He went to the Crusades where, like Ivanhoe, he gained fame for his bravery and courage.
He is a weak moralist consumed by ambition and often lets his temptations take control of him. He allied
23
himself with Prince John, the greedy brother of King Richard. He falls in love with Rebecca and kidnaps
her. Although she does not return his affections, she brings out his more admirable qualities.
He appears as a tall muscular man, past forty, with darkly tanned skin from constant sun exposure while in
the Holy Land. He has great skill with the sword and, like Ivanhoe, knows several exotic languages. Unlike
Ivanhoe, he is prone to prejudices, which are common during the times. He tends to look down on Saxons
and other cultures not equal to his Norman upbringing.
They are tons of possibilities for introducing Bois-Guilbert into a Robin Hood Campaign. The PCs could be
looking for a lost religious relic only to find out that Bois-Guilbert and his Templar-Knights have taken it.
Or Bois-Guilbert has hatched up a plot with Prince John to get rid of Robin Hood and his gang of Merry
Men, and it is the up to the PCs to warn Robin and stop Bois-Guilbert from succeeding.
8.4.2.2 Maurice De Bracy
Maurice De Bracy, a Norman knight, is an unscrupulous pleasure-seeker who is the leader of a band of
mercenaries called the Free Companions. De Bracy has sold his services to Prince John who has promised in
return to marry Maurice to Rowena. De Bracy becomes impatient and kidnaps her with the help of de BoisGuilbert and Front-de-Boeuf. Despite his devious ways, he is humane and holds true to chivalric values. De
Bracy is a rather good-looking man. He has long luxuriant hair and a closely shaved beard. His clothes and
weapons are made from the finest materials.
8.4.2.3 Reginald Front-de-Boeuf
Reginald Front-de-Boeuf is a man that has spent his life in battles, feuds, and other disputes. He is ruthless
with no scrupulous about hurting others who are in his way to power or wealth. He is even accused of
killing his own father and is the most brutal villain in the story of Ivanhoe, practically a psychopath. The
local inhabitants vilify his men; they are just as cruel as he is.
In appearance, he is gigantic, his face scarred from numerous battles and his presence is intimidating. He
favors sable robes or armor. He is lord of Castle Torquilstone, which his descendants violently took from a
Saxon lord.
8.5 Tables of Outlaws, Merry Men, Tyrants and Ivanhoe
The tables below provide statistics for NPCs taken from the Outlaw legends and Ivanhoe. Some of the NPCs
such as Baron de Belame are derived from modern interpretations of the Robin Hood legends. Others, such
as Much the miller’s statistics, are derived from the early interpretations. The Tyrants represent the villains
in the legends whereas the Merry Men are the heroes of the Robin Hood tales. Those NPCs not listed above
have been listed in the Robin Hood Campaign and are included here for quick reference. Ivanhoe represents
characters from the novel, Ivanhoe.
24
8.5.1 Ivanhoe
The table below contains the game statistics of the above-mentioned Ivanhoe characters.
TABLE 1.1: The Characters of Ivanhoe
Name
Lvl
MM Hits AT
DB Shld Melee OB
Notes
8
15
88
CH
35 Y5
85sw, 88ml, Noble, Knight. A courageous disinherited Saxon Knight
Wilfred of
65lb
a friend of King Richard.
Ivanhoe
Normally when not in disguise, he will carry a sword and dagger. He speaks English, France, Arabic and Spanish. Joust +35
Gurth
4
5
48
SL
15
N
56st 47lb
Peasant, Thief. Companion of Ivanhoe and swineherd to
Ivanhoe’s father.
6
10
52
NO
20
N
25da -25da
Apprentice, Animist. A beautiful Jewess. Daughter of
Isaac of York, a wealthy Jew. (Magical ability Skill)
Carries a staff.
Rebecca
Carries numerous herbs. First Aid +60, Herb Lore +25, Poison Lore +15,
8
15
85
CH
30 Y
92 2H, 80ml, Noble, Templar. Hypocrite Knight-Templar.
Brain De
58cb
BoisGuilbert
+5 two-handed sword, chain armor, and war-horse. During tournaments he will wear Plate armor. Wears a white shirt with red
cross on his chest. He speaks France, English and Arabic. Military tactics +20, Magic & Symbols +15, Joust +25
15
78
CH
45 10Y 81sw, 68ml,
Mercenary, Knight. Brash and arrogant knight. Leader of
Maurice De 7
48cb
a Mercenary group called Free Companies.
Bracy
+5 Spanish sword, +10 Spanish chain armor, and war-horse. During tournaments he will wear +10 Spanish Plate armor. Military
tactics +15, Joust +20
3
5
40
CH
25 5Y
48bs 35cb
Mercenary, Warrior. Typical Soldier from De Bracy’s
Free
Free Companies. There are 20–120 men at one time.
Company
Soldier
All men carried fine +5 Spanish-made arms and armor.
8
10
113 CH
Reginald
Front-deBoeuf
Sword, Chain armor, and crossbow.
30
Y
98bs 55cb
Noble, Warrior. Evil Lord of Torquilstone Castle. Hardy
25
8.5.2
Tyrants
The table lists not only the mentioned Tyrants in the article but also other villainous characters
found in Robin Hood Campaign.
TABLE 1.1: The Tyrants of Robin Hood
Name
Lvl MM Hits AT
DB Shld Melee OB
Notes
10 0
35
No
10
N
30sw 35da
Noble, Evil Cleric. An evil Norman dealing in dark
Baron de
Magic. Wants to marry Maid Marian. True Power
Belame
Very tall man, +5 short sword. Various potions and scrolls of minor power (level 5 max). PP20. DS 85 BS 10. Knows 3 Open
Channeling to 5th level and all Evil Cleric list to 10th level.
9
15
113 Pl
25
Y
101sw 63cb
Sir Roger
"the cruel"
of Doncaster
Cruel knight. Plate amour, +5 long sword and war-horse.
Prince John
10
10
109
Pl
Mercenary, Warrior. An Ally of Baron Simon and Abbot
Hugo. Robin runs afoul of Sir Roger on several
occasions.
30
Y
111bs 121sp
Noble, Warrior. Prince and acting Regent of England.
Fate: John is destined to be King after Richard's death
and signs the Magna Carta. Any alteration of this fate
would drastically change history.
CH
25
N
74ss 54cb
Noble, Bard. Sheriff of Nottingham. Archenemy of
Robin Hood.
No
0
N
15qs ---
Noble, Scholar. Brother of Robert the Sheriff. Scheming
and shifty Abbot.
Selfish Prince of England. +10 Equipment.
9
10
85
Robert the
Sheriff
+5 Chain Armor and sword.
Abbot Simon
of Gresham
4
5
38
7
15
78
CH
35
Y
93sw, 98ml,
Mercenary, Warrior. Brash and arrogant knight.
Sir Guy of
48cb
Gisburne
Sword, chain armor, and war-horse. During tournaments, he will wear plate armor.
7
5
79
CH
15
Y
68bs 55cb
Baron
Richard of
Blyde
Sword, chain armor, and crossbow. Is still energetic despite his age.
Noble, Warrior. Resides at Tickhill Castle, a crony of the
Sheriff and supporter of Prince John. Hates Robin Hood.
3
5
Map of
Churchby
+10 Longbow finely made.
56
3
0
62
Malgar the
Sergeant
Sword, leather armor, and shield.
Sl
15
N
45bs 59lb
Peasant, Warrior. Henchmen of the Sheriff also the
King's Miller in Churchby. Good shot with the bow.
Rl
25
Y
53sw 29cb
Peasant. Warrior. The Sheriff's right hand man. Often
very clumsy.
26
8.5.4
Merry Men
The table below lists the mentioned Merry Men as well as other prominent characters in the Robin
Hood tales. Their character descriptions are provided in detail in Robin Hood Campaign.
TABLE 1.2: The Merry Men of Robin Hood
Name
Lvl MM Hits AT
DB Shld
15
97
CH
30
Y
Sir Richard 8
of the Lee
Knight of Lee, Sword, chain armor, and war-horse.
Melee OB
76sw 86sp
Notes
Noble, Warrior. A knight who is sympathetic to Robin
and his Merry band. Dislikes Abbot Simon.
14 20
132
King
Richard
Loinheart
King of England. +15 equipment.
Pl
40
Y
123th 82lb
Noble, Knight, King of England. Fate: Richard is
destined to die in battle in France. Any alteration of this
fate would drastically change history.
3
Sl
25
N
35bs 56lb
Peasant, Warrior. A simple Fyrdman and friend of Robin
from his pre-outlaw days.
Much
5
60
One of Robin Hood's Merry Men. Broadsword, longbow, leather armor.
103qs, 80lb,
Apprentice, Ranger. Companion of Robin Hood. Hardy,
35ro
Throw Rock.
+5 Shepherd's staff. This quarterstaff is in the form of a crook and can be used for an additional Grab/Grapple maneuver.
Little John
7
10
136
Sl
15
N
7
10
66
Sl
20
N
65bs 47lb
6
10
88
Sl
20
N
76st 74lb
9
10
77
No
15
+5Y
50ss 30sb
Apprentice, Bard. Semi-member of the Merry Men.
Moody. Ability
A moody mysterious man of many talents. Knows Disguise 64, Pick lock 22, Trickery 55, Underworld 50, Music 45, Gambling 20,
Legends of England Lore 25, Magic Symbol Lore 20.
Alan a Dale
Apprentice, Warrior. A tanner by trade. A cousin of
Little John and a valiant member of the Merry Men.
Hardy
He carries a stout staff and wears a cowhide cap, which provides +5 DB and acts as a helmet but without restrictions.
5
15
76
Sl
25
N
66sw 78lb
Apprentice, Rogue. A cobbler by trade. Young member
David of
of the Merry Men. A trusted friend of Robin and John.
Doncaster
He carries a +5 sword.
15
125 Rl
20
N
108bs+75da, Mercenary, Rogue. Former Mercenary and friend of
Will Scarlet 9
87lb
Robin. Ambidextrous, Lightening Reactions.
+5 Broadsword.
Arthur
A’Bland
Monk, Animist. Once under the direction of the Abbot
Simon. Unorthodox Monk.
Trusted advisor. Wears a helmet and carries a +5 round shield and short sword. Knows First Aid 77, Pagan Lore 15, Herb Lore 25,
Perception 78 and numerous languages.
Friar Tuck
96
Rl
50
N
100bs 130lb Noble, Ranger. Leader of the Merry Men. Sixth Sense,
Robin Hood 12 25
Charisma, and Supernatural Archery.
(of Loxley)
+20 Long Bow of Green Wood, this enchanted bow has the following powers; fumbles only on 01, fires 3 times every two rounds,
and has twice the range. +10 Broadsword called ‘Albion’.
8
20
48
Sl
Maid
Marion
+5 Short bow from her father's heirloom.
15
85
Sl
N
48qs 67sb
20
N
83sc 67sb
Apprentice, Thief. Robin Hood’s love to be. Numerous
suitors. Nimbleness.
Arab, Rogue. An Arab assassin and recent Merry Men
member. Lighting Reactions.
+5 Scimitar, telescope, possesses some herbs and poisons. Knowledge of mathematics, geography, sailing, poisons and herb lore.
Nasir
8
20
27
8.5.4 Other Outlaws
The tables below provide game statistics on the other outlaws that fall outside the Robin Hood
tales. The Green Man is also included. He is a mystical being representing the forces of nature.
The statistics are taken from the Robin Hood Campaign with a few modifications.
TABLE 1.3: Other Outlaws of Robin Hood
Name
Eustace the
Monk
Lvl
9
MM
15
Hits
77
AT
Rl
DB
25
Shld
N
Melee OB
64sw, 56lb
Notes
Monk, Conjurer. A wily trickster Outlaw and pirate who
studied the magic arts in Toledo, Spain. A man of
disguises. Charisma, True Power
+10 Sword (family heirloom). One or two scrolls of minor power (level 5 max). PP27. DS 65 BS 9. Knows the following Spell
Lists; Weather Ways, Sound & Light Ways, Calm Spirits, Curses, and Concussion's Way to 9th level. Knows Acting 55, Herb Lore
30, Magic Symbols 35, Rune Craft 15, Sailing 35, Military Tactics 35 and Disguise 45.
Hainfrois
5
10
72
CH
25
Y
63sw 52cb
Noble, Warrior. Knight of Hersinguehans. A rival of
Eustace and murderer of Eustace’s father. Works for the
Count.
5
50
Sl
25
N
55ss 40da
Noble, Scholar. Rich Count of Boulogne. Chief
Antagonist of Eustace the Monk. Possesses a lot of men
and money. Tyrant.
Rl
25
N
77qs 86lb
Apprentice, Ranger. Oldest and leader of the outlaw
band. A fair and just man. Nimbleness
Sword and horse.
Count
Renaud
7
Knows several languages and lore.
Adam Bell
10
25
89
Staff, +5 longbow, and rigid armor. Foraging 35, Tracking 60.
7
15
102 Rl
20
Clim of
Clough
+5 Short sword. Disguise 35, Trickery 45.
N
83ss 78lb
Peasant, Rogue. Hates Normans. Often performs trickery
for the band such as disguises and acting. Hardy
74ss 97lb
Apprentice, Ranger. Hot headed and loves his wife Alice
dearly.
N
81bs 75lb
Peasant, Rogue. The Jolly Pindar of Wakefield; a semimember of Merry Men. A hero with his own tales.
Nimbleness
N
75qs 125Lb
8
20
77
Rl
25 N
William of
Cloudesley
William carries a short sword and a great longbow +10.
George-AGreen
8
25
87
Rl
25
George carries a broadsword +5 and a long bow.
Ancient Forest Spirit. Skin is green. Immortal, Lore,
Strength of Spirit, Resist Elements, Merging, Ward of the
Greenwood, Healing Plants & Animals, and Large
Creature Critical.
Ancient legendary being with the power to control plants. +20 Staff (Old Stave) A simple gray willow staff, it is also a x3PP. The
staff enables the wielder to communicate with any plant (with a range equal to 1'/level of the wielder). The plant will respond
according to its gift of spirit, but the wielder can always ascertain the exact nature of the plant and its feelings. +20 Magical Long
Bow (Green Bow) makes no sound when fired, fires every round, and only fumbles on a roll of 01. Neither the bow nor its
bowstring will warp or break. Pouch of Herbs contains an unlimited amount of various herbs. The coat and clothing act as rigid
leather and provides extra protection. PP50x3, DS80, BS25, knows all Animist spell lists to 25th level, knows all Open & Closed
Channeling to 15th level, and knows Repulsions, Inner Walls, Far Voice, Starlights, and Starsense to 10th level.
The Green
Man
25
60
125
Rl
75
28
Other Personalities
The table bellow represents other personalities found either in Robin Hood Campaign or in Robin Hood
legends.
TABLE 7.4: Other Personalities of Robin Hood
Name
Lvl MM Hits AT
DB Shld Melee OB
Notes
6
10
68
CH
30 Y
76sw, 86lb
Noble, Ranger. A knight and friend of Sir Guy of Gisburne.
Sir William
Loves to hunt and the forest. Uninterested in war and church.
Peverel
Knight of Lidby, Younger brother of Robert Peverel. Sword, Chain Amour and war-horse.
Harold
Taverner
5
0
72
Sl
20
N
63sw 62lb
Mercenary, Warrior, former Crusader, owes a tavern in
Nottingham called, 'Trip to Crusades Tavern.' Supplies info to
Robin and other bandits.
No
15
N
35ss 20da
Peasant, Animist. Miller's Wife is the local Healer in the area of
Oston. Has a small room in the back that serves as a hospice.
Observant.
+5 Sword from the Holy Lands.
Coela
6
5
50
Possess numerous herbs. Knows First Aid +80 and Herb Lore +40.
5
20
72
Justin
Sword, chain armor, and bow. .
CH
20
Y
83sw 70lb
Mercenary, Warrior. Cruel lackey of De Belame. Nimbleness.
Amice
5
10
47
Rl
5
N
22qs 47lb
Apprentice, Arab. Evil Cleric. Pupil of de Belame. Very
beautiful woman with dark features. Ability
One or two scrolls of minor power (level 5 max). PP10. DS 35 BS 5. Knows 2 Open Channeling and 3 Evil Cleric list to 5th level.
Drysten
4
5
70
CH
20
Y
61bs 57lb
Mercenary. Rogue. Former mercenary and hireling of de
Belame.
4
10
57
Morgan
Sword, chain armor, and bow.
CH
30
Y
55ss 60sb
Mercenary, Rogue. A cutthroat and hireling of de Belame.
3
CH
20
Y
41bs 53lb
Apprentice, Warrior. Henchmen of de Belame
+5 broad sword.
Brice
15
60
15
76
CH
35 Y
76bs 45cr
Sir Roger of 6
Hockton
Has an attractive raven hair wife, Lady Evelyn. +5 sword, +5 lance.
Noble, Warrior. Of Hockton. Popular young traditional landed
knight has served in several campaigns.
4
0
40
No
5
N
35da 35da
Noble, Warrior. An old wealthy man with a young wife.
Sir Walter
fitzGilbert
His oldest son by a previous marriage, Cormen is having an affair with his wife. They meet near Bilsthorp estate.
9
15
107 CH
50 N
121ha 75cb Mercenary, Warrior. Rogue lord. Mean and frightening large
Robert
man. Nicknamed the Boar.
fitzHurbert
+10 Hand Axe, +15 finely made Chain Mail, Magical Amulet shape of a boar adds +20 to DB and +40 to all RR. Possess Warhorse called
'Volant' (5 lvl). Athlee-les-Maux assist Robert in return for 'sacrifices'.
5
10
30
No
0
N
20da 5da
Monk, Celtic. Animist. Woman. Witch with hideous appearance.
Athlee-lesKnows arcane lore and brewing potions. Skill
Maux
One or two potions and numerous scrolls of minor power (level 5 max). Knows Potion lore +25, Poison Lore +15, Herb Lore +15, Rituals
+20, and Perception +40. Can create Potions and Scrolls of minor power using Rituals skills. Missing one eye.
5
10
55
No
10 N
45st 40da
Monk, Sage. Of Echering. Also known as Adam of
Adam the
Northampton. Skill
Clerk
Very interested in old beliefs and tales. Mostly books with pen and an inkwell. Knows Legend & Lore +20, Magic Symbols +20, Herb Lore
+25, First Aid +40, Perception +55. He does not know it but he is able to cast spells from scrolls and create potions.
Sir Drogo
4
10
58
CH
20
Y
68sw 61ml,
67cb
Apprentice, Knight. Poor Knight but skillful in tournaments.
Lightning Reactions.
+5 Sword from her father's heirloom. +25 Jousting.
29
7
15
88
Rl
35 N
88st, 77lb
Apprentice, Warrior. Renown for his skill in wrestling and staves.
Eric o’
Very Confident and popular figure.
Linclon
+5 stout staff, +5 rigid leather finely cured. +60 Wrestling, +30 Foraging, +10 Lands of England Lore
7.0 Bibliography
STAPLEHURST, Graham. Robin Hood Campaign. Charlottesville, VA: Iron Crown Enterprises, 1987.
CHARLTON, S. Coleman, et al. Middle-Earth Role-Playing, Second Edition. Charlottesville, VA: Iron
Crown Enterprises, 1994.
ROBERSON, Jennifer, Lady of the Forest, Kensington Publishing Corp, New York, 1992.
KNIGHT, Stephen and OHLGREN, Thomas H., Robin Hood and Other Outlaws Tales, Michigan, Western
Michigan University, 1997.
HOLT, J.C., Robin Hood, New York, Thames and Hudson Inc., University of Cambridge, 1982.
GODWIN, Parke, Sherwood, William Morrow and Company, New York, 1991.
MCSPADDEN, J. Walker, Stories Of Robin Hood And His Merry Outlaws, Project Gutenberg, 1904.
GILBERT, Henry, Robin Hood, Kellscraft Studio, 1912.
PYLE, Howard, Robin Hood and His Merry Band, Penguin Publications Company, New York, 2001 ed.
KEEN, Maurice, The Outlaws of Medieval Legend, Dorset Press, New York, 1989.
7.1 Television and Movies
Robin of Sherwood, British TV series, 1980’s. The show ran for three years. It contained a pagan element in
its storyline and was the first to introduce an Arab as a Merry Man.
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