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Sherwood

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Lithe and listen, gentlemen,
That be of freeborn blood;
I shall you tell of a good yeoman,
His name was Robin Hood.
Robin was a proud outlaw,
Whiles he walked on ground,
So curteyse an outlawe as he was one
Was never none yfound.
— The Gest of Robin Hood
Contents
1
Welcome to Sherwood
2
Making a Character
9
Creating and Equipping your outlaw Band
12
How to Play
18
Arcane Talents
20 Rituals of Divination and Sorcery
22
The Game Master’s Guide to Sherwood
24 Opponents & NPCs
26
Adventure Starters
Credits
Sherwood | A Game of Outlaws & Arcana
C REATO R
Richard Ruane
E D I TO R
Lisa Padol
D ESI G NE R, I L L UST RATO R
Eric Swanson
REA D E RS
John Harness, Justin Kahler, Layla Adelman
1
W E LCO ME
TO
Sherwood
Robin Hood started out as fanfiction
and has never been anything else.
—Carrie Vaughn, Heirs of Locksley
W
e think we know the outlaws
of Sherwood Forest. Their
leader is a dispossessed and
outlawed earl, named Robert
or Robin, who fought with Richard the Lionheart in the Third Crusade and returned to
live in Sherwood Forest. He had companions
named Alan, Tuck, John, and Will, and loved
a woman named Marion. Robin makes them
abide by his code of non-violence while they
wait for King Richard to return and end the
usurpation of the king’s brother, Prince John.
They survive by poaching and banditry, sharing most of what they steal with the poor.
But even a cursory scratching of the forest
floor shows there is more to England’s mythic outlaws. They occupy the royal forests of
Sherwood, Barnsdale, Inglewood, Ely, and
sometimes even Normandy. They include
both historical outlaws (e.g., Godwin, Eustace, Fulk, or Hereward) who rebelled against
their kings in the 11th, 12th, and 13th centuries
and also legendary outlaws (like Robin, the
Curtall Friar, and Gamelyn) who try the chief
justiciar for capital crimes, assassinate the
king’s high sheriffs, and steal from England’s
abbots in the name of the saints. They make
common cause with barons against kings, or,
echoing Wat Tyler’s Peasants’ Revolt, demand their kings protect them from barons,
abbots, and bishops.
Sherwood is a game about outlaws. Like the
earliest outlaw stories, it takes place in an
England of chivalric romance, so the outlaws may encounter aristocratic sorcerers and
mythical beasts or wield strange magic of their
own. Like the later outlaw stories, the outlaws
are not waiting for a true king to return and
grant pardons, but have gone to the woods to
pursue justice and rescue people from predatory powers that be.
As you make your journey back to the forests
of medieval England, I encourage you to keep
the following principles in mind:
B E A N O UT LAW !
Even if a sheriff never declared your character
a wolf ’s head, you do not need to worry about
what a typical medieval villager or aristocrat
would do or think. The forest is too grand a
place to for polite society’s petty anxieties
about sexuality, gender, and propriety. Make
your character whomever you want them to be.
FI G HT FO R SO MET HI NG!
Struggle for justice, scheme for revenge, plot
for personal gain. Set some goals for your outlaw and your band that are bigger, wilder, and
more wonderful than your character’s former,
respectable world allowed.
DA B B L E W I T H MAGI C!
While the traditional Robin Hood ballads do
not foreground the magical and mysterious,
plenty of Robin Hood novels, movies, and
television shows have, and many other medieval outlaws stories included curses, prophecies, spellcraft, fey spirits, and even dragons.
DITCH T HE ET HNIC CONFLICTS!
The Saxon-Norman conflict was tacked on to
the Robin Hood legend and outlaw tradition
in the 19th century.
F UCK T HE T R UE KI NG!
Waiting for King Richard to return was a very
late addition to the Robin Hood legend. In
the original ballads, kings were occasionally
useful tools if the outlaws could get their help
against officials and aristocrats.
2
sherwood
Character
MAKI NG A
northern and western Europe have been part
of Robin Hood tradition since the novels of
Robert Southey and J.H. Stocqueler (well over
a century before ITV’s Robin of Sherwood),
and are welcome in any Sherwood game.
RO B I N : Your majesty, I can’t take this.
Q UE E N E L EA NO R : Why not? I am rich,
the poor are poor. Isn’t that where you
come in?
L a n g u a ge
Sherwood uses a lifepath system for creating
player characters.
Ge n de r a n d Sex u a l i t y
—Robin Hood, Season 2, Episode 11 (2007)
Ch a ra c te r Ch e c k l i s t
• Describe where your outlaw grew up.
• Roll your outlaw’s attributes.
• Choose two background abilities.
• Come of age and decide what career your
outlaw had before turning to outlawry.
• If your character was not a young outlaw or
notorious criminal, determine the Trouble
that sent your outlaw into Sherwood.
• Name two people that your character knows
as Connections who might provide help (or get
into trouble themselves).
• With the other players at the table, determine the Resources and Legend of your outlaw
band and choose a Mission & Code.
Describe Your
Character
A Na m e a n d a Ho m e
While the Robin Hood stories are usually set in the English Midlands or Northern
England, the player characters’ origins are
definitely not limited to England, or even to
Great Britain. Your outlaw may be from Normandy, France, the German kingdoms in the
Holy Roman Empire, the Italian city-states,
eastern Europe, Africa, Persia, India, Mongolia, Korea, China, or Southeast Asia. People
from across the globe were present in Britain
throughout the Roman and medieval periods,
and characters from the vast world beyond
All characters are assumed to speak English
and the language of where they grew up before
they came to England. While many people in
the 13th century were not literate, assume that
your character is.
Stories of Robin Hood are many things, but at
their heart, they are outlaw tales that put their
protagonists at odds with the authoritarians
in their families, governments, and religions.
Much like LGBT+ people now or in the actual Middle Ages, your characters are not limited to heterosexual relationships, social assumptions about gender roles, the gender they
were assigned at birth, or their society’s binary assumptions of gender identity. Sherwood
welcomes knights who aren’t men, paramours
who aren’t of the “opposite” sex, and nonbinary wayfarers along the royal highways. Game
Masters and players who find themselves too
limited and bigoted to enjoy queer representation are welcome to find other games.
Attributes
Roll 2d6 four times, assigning each roll to
your outlaw’s attributes in order. Then, reroll
the lowest attribute (ignore the new result if
it’s lower), and swap any two of them. If two or
more of the attributes are 5 or less, add a single
d6 to each. Attributes may decrease during a
game session from damage or spending them
for benefits, but cannot permanently increase
over their starting values. Outlaws recover
their attributes when they rest and catch their
breath during a session or during downtime
between sessions.
making a character
E N D U RA NCE
W I L L P OW E R
Ability to withstand injury and exhaustion
DA MAGE . Any attack that deals damage
comes from your Endurance unless otherwise specified.
EX HA UST I O N . When your outlaw fails an archery, athletics, or melee Skill Check, you may
spend 3 Endurance to improve the roll by 3.
PSYC HI C EX HA UST I O N . Once your outlaw’s Willpower drops to 0, you use Endurance
for the cost of arcane talents or magical rituals.
Self-possession and self-control
L UCK
Intuition and good fortune
GOO D T HI NG YO U’ RE HE RE . If it’s reasonable that your outlaw might know someone in a given location (based on the outlaw’s
background, education, career, or prior adventures), spend 1 Luck and discuss with the
GM who your outlaw knows.
R UL E OF 3 . Modify any roll you make (other than a Skill Check) by 3 for each 3 points
you spend (up or down). This includes character creation rolls, though you do not reset
your outlaw’s Luck to its maximum value until they take downtime after Session 1.
U NI V E RSAL SAV E . Any time your outlaw
needs to make a Saving Throw, they can roll
against their Luck score rather than the score
the GM called for, but must spend 1 Luck after the roll.
3
ARCANE CONT ROL. After failing a Skill Check
with sorcery or an arcane talent, you may spend
3 Willpower to improve your roll by 3.
P RI CE OF P OW E R . Those with arcane talents
pay their Cantrip and Power costs from Willpower, as do those leading rituals with sorcery.
S H R UG I T OF F . You can ignore the damage
from an attack. Spend 1 Willpower for each
point of damage, but your outlaw must absorb all of the damage with Willpower.
W I TS
Insight, mental reflexes, and awareness
I CA N FI G U RE I T O UT . Before a Skill Check
for which you do not have a relevant skill,
spend 2 Wits to make this check as if your
outlaw had a 1 in a relevant skill.
Q UEST I O NS . As long as there’s a way your
outlaw can learn something new or figure out
the information, you may spend 2 Wits to ask
your GM a question. If your GM cannot tell
you anything you don’t already know, take
back your points of Wits.
I K NOW T HI S . Spend 3 Wits to increase any
Skill Check you already made by 3 points.
Background Abilities
Choose two at character creation. Each character has two background abilities that show the
talents, skills, and natural abilities they’ve picked up before turning 18.
A RI STOC RAT :Your outlaw’s family had land and
titles. They know the etiquette and riding skills.
DA B B L E R : Your outlaw knows the BACKG RO U N D SKI L LS : Choose
sorcery skill. You can take this twice two Skills: athletics, archery, meto get sorcery 2.
lee, herbalism, performance, riding,
HE ROI C A BI LITY: Add 1d6 to any silver tongue, streetwise, thievery,
or etiquette. You may take this backJACK OF ALL T RA D ES : one attribute (maximum 18). You may ground ability twice.
Most characters have Disad- take this background ability twice.
vantage on rolls for which they A RCA NE TAL E NT: Choose one arcane talent and take 1 in skill with it: True
don’t have a relevant skill, but Seeing, Illusions, Necromancy, or Pyromancy. You can take this twice to imyour outlaw does not.
prove your arcane talent skill to 2 or choose a second arcane talent.
4
sherwood
Turning 18 and Starting a Career
As your outlaw turns 18 and goes through character creation, they will have chances to improve
their attributes and gain skills. When your outlaw gains a skill for the first time, it becomes 1.
Each time they gain the skill after that, add 1.
When your outlaw turns 18, they can either start an outlaw’s life despite being poorly prepared,
or begin their first career.
CA RE E RS
Pick one career that you pursued before going to Sherwood to begin your outlaw life.
YO U N G O U T L AW
Use this table only if your character is going to begin outlaw life at age 18.
STA RT I NG SKI L LS : Gain Thievery and one other skill from Athletics, Carousing, Performance, or Streetwise. If you add a skill you already have, increase it by 1.
L UCKY B REAKS O R HA R D K NOCKS? Roll 2d6. If your outlaw has Luck 8+, add 2 to the
roll. On an 8+, roll once on Lucky Breaks. Otherwise, roll twice on Hard Knocks.
WOL F ’ S HEA D . Of course, you’re young. You have an
entire life of possibility and adventure before you. Or you
L UCKY
HA R D
K NOCKS
did. But you were accused of crimes you never committed 1 D 6 B REAKS
(or only committed by accident) and a sheriff or magis- 1
Athletics
Streetwise
trate has declared you caput lupinum: someone whose life 2
Archery
+1 Wits
has no more value than a wolf ’s head. While some might 3
Thievery
Thievery
help you (and get in trouble for it), you have no legal
4
Melee
Carousing
rights (including the right to trial) and may be detained,
Silver Tongue
Intimidation
arrested, held, and even killed without fear of conse- 5
6
+1
Endurance
-1 Endurance
quences. Roll or choose one of the accusations below.
1 D6
ACC USAT I O N
NA ME
1
Murder
Say who died, who blamed you, and the one-time loved one who believes you did the crime.
2
Arson
Say what burned down, what was lost in the fire, and whether you think it was an
accident or who you think did set the blaze.
3
Larceny
Say what went missing, who it belonged to, and who you think took it.
4
Illicit Sorceries
Say who accused you and what evidence they presented. Was any of it true?
5
Secret Affair
Say who you were accused of courting or “seducing” and whether it was their family or
your own who pressed charges against you.
6
Assault
Say who you were accused of striking. Does this person know it wasn’t you?
making a character
5
H E R M I T O F ST. E U STAC E
Whether you ever officially took a hermit’s vows, you lived for a time at one of the order’s strange, rural
hermitages.
J OI NI NG T HE O R D E R : Before they were disbanded by royal decree, almost anyone could
take vows as one of the Hermits of St. Eustace, and even those who wouldn’t formally join were
welcome in their hermitages, libraries, and houses of hospitality. All applicants are accepted as
members or long-term guests.
LI F E A N D L EA R NI NG AS A HE R MI T : Gain the Forestry skill. Add 1d6 years to your outlaw’s
age. Then roll 1d6 twice on the table below, choosing one column to roll on and taking the skill
or bonus from each roll. You may roll on the same column both times or different columns each
time. You may repeat this step as many
SP I RI T UAL
times as you like until your character
SEC RETS
HE R MI TAGE
SEC ULA R
is older than 35, aging 1d6 years for 1 D 6 LI F E
CO NCE R NS
requires Willpower 8+
every two skills you roll on the table. 1
Forestry
Carousing
Herbalism
However, the older you get, the worse 2
Athletics
Intimidation
Sorcery
your Trouble may be later. If you add a
3
Performance
Athletics
Divination
skill you already have, increase it by 1.
4
Crafting
Archery
Alchemy
I NTO S HE RWOO D . Eventually, your
Herbalism
Thievery
Arcane Talent*
Hermitage is disbanded by the crown 5
6
+1
Willpower
Silver
Tongue
+1 Endurance
and, forced to wander, you get into
Trouble. Determine what happened * If your outlaw already has an arcane talent, you may increase
and name two Connections.
their skill with it by 1 or else take a new arcane talent.
GUIL D T RADE R
You went to travel the land and seas to trade
B ECO MI NG A T RA D E R : Roll 2d6. On an 8+, your character is admitted to the guild. If Endurance or Wits 8+, +2 to the roll. If an aristocrat, -1. If your outlaw does not become a trader,
choose another career.
T HE T RA D E R’ S J O U R NEYS : You gain the sailing or cart driving skill when you become a
Trader. Then roll 1d6 twice on the table below, choosing one column to roll on and taking the
skill or bonus from each roll. You may roll on the same column both times or different columns
each time. You may repeat this step as
I NT E REST I NG
many times as you like until your charT RAV E LS
HI G H WAYS &
SEV E N SEAS requires Willpower 8+
acter is older than 35, aging 1d6 years 1 D 6 BY WAYS
1
Forestry
Athletics
Sorcery
for every two skills you roll on the
table. However, the older you get the 2 Silver Tongue Intimidation Herbalism
worse your Trouble may be later. If you 3 Intimidation Silver Tongue Thievery
add a skill you already have, increase it 4 Etiquette
Etiquette
Black Powder
by 1.
5
Cart Driving
Sailing
+1 Endurance
I NTO S HE RWOO D . Eventually, you
6
Melee
+1 Wits
Arcane Talent
get into Trouble. Determine what happened and name two Connections.
6
sherwood
WA N D E R I N G P E R F O R M E R
You know music, song, and story, but most importantly, you know the ways of roads, taverns, and
aristocratic manors.
B ECO MI NG A P E RFO R ME R : If your outlaw has the performance skill, they can become a
wandering performer automatically. If not, roll 2d6. On an 8+, they may become a performer.
+2 if Wits 8+. If your outlaw does not become a performer, choose another career.
J O NGL UE R’ S J O U R NEYS : Gain the performance skill. Then roll 1d6 twice on the table below, choosing one column to roll on and taking the skill or bonus from each roll. You may roll
on the same column both times or different columns each time. You may repeat this step as many
times as you like until your character is older than 35, aging 1d6 years for every two skills you
roll on the table. However, the
OL D TAL ES & STO RI ES
older you get, the worse your
WA N D E RI NG NI G HTS I N
TAV E R NS
requires Willpower 8+
Trouble may be later. If you add 1 D 6 ROA D S
1
Athletics
Melee
Divination
a skill you already have, in2
Archery
Carousing
Sorcery
crease it by 1.
I NTO S HE RWOO D . Eventual3
Silver Tongue +1 Wits
Herbalism
ly, you get into Trouble. Deter4
Performance
Thievery
+1 Luck
mine what happened and name
5
Forestry
Performance
+1 Willpower
two Connections.
6
+1 Luck
Silver Tongue
Performance
C AVA L I E R
Before the latest troubles began, you lived in an aristocrat’s manor as a courtier or knight.
B ECO MI NG A CAVALI E R : Any aristocratic character can choose to become a cavalier.
Non-aristocratic characters roll 2d6. On an 8+, your character may become a cavalier. +2 if
Wits or Luck 9+. If your outlaw does not become a courtier, choose another career.
LI F E AT CO U RT: Gain the Riding, Silver Tongue, and Melee skills. Then roll 1d6 twice on the
table below, choosing one column to roll on and taking the skill or bonus from each roll. You
may roll on the same column both times or
SEC RETS OF
different columns each time. You may repeat
CO U RT LY
K NI G HT LY G REAT HO USES
DEE DS
requires Willpower 8+
this step as many times as you like until your 1 D 6 G RACES
1
Etiquette
Riding
Divination
character is older than 35, aging 1d6 years
for every two skills you roll on the table.
2
Silver Tongue Melee
Thievery
However, the older you get the worse your
3
Archery
Athletics
Sorcery
Trouble may be later. If you add a skill you
4
Performance Forestry
Alchemy
already have, increase it by 1.
5
+1 Wits
Carousing
+1 Luck
I NTO S HE RWOO D : Eventually, you get
6
Riding
+1
Luck
Silver Tongue
into Trouble. Determine what happened and
name two Connections.
making a character
7
FREE LABORER
Before everything went wrong, you were a laborer, whether a farmer or a village tradesperson such as
a miller, tailor, or tinkerer.
B ECO MI NG A LA BO RE R : Any character can choose to become a laborer.
T I ME I N T HE V I L LAGE : Gain the Archery and Athletics skills. Add 1d6 years to your outlaw’s
age. Then roll 1d6 twice on the table below, choosing one column to roll on and taking the skill
or bonus from each roll. You may roll on the same column both times or different columns each
time. You may repeat this step as many
V I L LAGE
times as you like until your character is
EV E NI NGS
WO RK I N
G UI L D
requires Willpower 8+
older than 35, aging 1d6 years for every 1 D 6 T HE FI E L D S C RAFT I NG
two skills you roll on the table. However,
1
Athletics
Crafting
Divination
the older you get, the worse your Trouble
2
+1 Endurance +1 Wits
Thievery
may be later. If you add a skill you al3
Cart Driving Intimidation
Carousing
ready have, increase it by 1.
4
Herbalism
Silver Tongue Performance
I NTO S HE RWOO D . Eventually, you get
5
Archery
Herbalism
+1 Willpower
into Trouble. Determine what happened
6
Forestry
Cart Driving +1 Luck
and name two Connections.
NOTO RI O US C RI MI NAL
Whether you were breaking and entering into the manors and town homes of the wealthy, waylaying aristocrats on the open road, or flying black flags on the high seas, you have long been a criminal and outlaw.
P U RS UI NG A LI F E OF C RI ME : Anyone can pursue a criminal life.
LI F E AS A F E LO N : Gain the Streetwise and Thievery skills. Age 3d6 years and choose one of
the criminal professions below and gain that profession’s bonus skill. Roll 1d6 four (4) times on
that criminal occupation. If you add a skill you already have, increase it by 1.
WOL F ’ S HEA D : A sheriff or other royal ofB U RGLA RY
BA N D I T RY
P I RACY
Bonus skill:
Bonus skill:
Bonus skill:
ficial declared you caput lupinum: someone
Riding
Sailing
whose life has no more value than a wolf ’s 1 D 6 Thievery
1
+1
Wits
Riding
Sailing
head. While some might help you (and get
+1 Luck
Athletics
in trouble for it), you have no legal rights 2 Athletics
(including the right to trial) and may be de- 3 Silver Tongue Athletics
Performance
tained, arrested, held, and even killed without 4 Thievery
Archery
Melee
fear of consequences.
5
Streetwise
Forestry
+1 Luck
MI SSI O N : You have a great mission that’s led
6
+1 Luck
Melee
Carousing
you to give up committing crimes simply to
survive and begin instead to pursue a larger
purpose. It may be protecting a person or group, avenging a wrong, investigating a crime, or
gathering money for some important cause or task.
Once per session, when you act on your mission, you gain a source of Advantage on your next
Skill Check or Saving Throw that supports your mission. Any time you have a good opportunity
to act on your mission and forgo it, lose 1d3 Willpower (or 1d3 Luck if Willpower is at 0).
I NTO S HE RWOO D : When you go to Sherwood, don’t roll for a Trouble. You are already a
wolf ’s head. You do gain two Connections like everyone else, though.
8
sherwood
Troubles
But this is Sherwood, and this is where you go
when you have nowhere else to turn. Sherwood is
the place for people who have run out of options.
If your character started as a Young
—Lavie Tidhar, The Hood
Outlaw or a Notorious Criminal, they
already know their Troubles. Outlaws who came from other careers roll below to determine what
misfortune befell your character. +2 if they are 24-29 years old, +3 if they are 30 years old or older.
You will be prompted to name someone(s) associated with your Trouble and then gain one or two
associated skills. As always, if you gain a skill you already have, increase it by 1.
1 D6
T RO U B L E
NA ME
1
P ROT ECT I NG SO MEO NE . Someone you care for, but
who you thought you must protect, was accused of something terrible. You took the blame.
The person you’re protecting and Silver
&
who you’re protecting them from. Tongue
Thievery
2
FO RCE D MA R RI AGE . Whether it was someone you could
never love, someone you could not love romantically, or
a lack of desire for anyone, they tried to force you into a
marriage you didn’t want. You had to flee.
Two family members: one who
cast you aside, and one you
thought you could trust, but
who denounced you anyway.
3
A N U NFO RT U NAT E D EAT H . Someone died and you were The person who died and the
person who swore vengeance.
blamed for their death, whether fairly or not.
4
I L L NESS & I NJ U RY. Your previous life left you with an
illness or injury that left you too in debt. -1 Endurance.
5
P ROP E RTY FO RFEIT. Your property was seized to pay your The person who holds your land and Athletics
personal treasures, and their agent.
and/or your loved ones’ debts. -1 Resources for your band.
6
WA NT E D . You have been accused of a crime and named
an outlaw. You have no rights and your enemies may kill,
arrest, or detain you without due process. -1 Luck.
Sample Names for your Troubles
MA RGA RET D E STAY NTO N, P RI O RESS
OF KI RKL E ES (She/Her): The priory is
wealthy and its lands are rich, and the prioress
will often make substantial loans and promise to
forgive them in return for “favors.”
P HI LI P D E PAV E LY (He/Him): A prominent
merchant with holdings across the Midlands and
the north, Philip never “loans” money, he insists; he simply “invests” in talented and capable
people, and makes sure he profits.
OL D W I L L (He/They): A musician who’s also
a cheerful messenger and errand runner between
bandits, outlaws, and other criminal elements.
Almost everyone owes Will a small favor, and
many owe them significant favors. Will always
ensures you pay up, with interest.
EV E LY N B E L L (She/Her): A brutal wayfarer
and expert archer, roving throughout the region
of Nottinghamshire, sometimes suspected of being in league with the High Sheriff.
Merciless local magistrate who
seized your home and property.
The person who accused you
and the official who sentenced
you.
SKI L L
Athletics &
Thievery
Forestry &
Melee
Forestry or
Thievery
Forestry
LADY CAROLI NE DE CONDON, VISCOUNTESS LOXLEY (She/Her): A cousin of the royal family, recently banished from France, the
viscountess was awarded Loxley manor and its
lands after the king seized them.
D ROG UES TAL LI F E R (They/Them): A commoner turned king’s assassin, Drogues is a master
of poisons and disguises with an amoral disregard
for innocents and bystanders.
LO R D A RT H U R D U CL E RC, B I S HOP OF
H U NT I NGTO N (He/Him): The powerful prelate frequently preaches about the value of gentleness and austerity, while living in extravagant
debauchery, keeping hostages, and maintaining
mercenary companies in his household.
Connections
Beyond Sherwood, name two people who are
close to you: friends, colleagues, mentors,
paramours, dependents, siblings, colleagues,
or others.
C REAT I NG &
EQ UI P P I NG YO U R
Outlaw
Band
Mary had grown up in that circle of safety
and protection and trust — she was only
starting to realize what that meant, to
have a whole troop at one’s back. One
could stand up to an awful lot of trouble.
—Carrie Vaughn, Heirs of Locksley
L
Sherwood with other
outlaws, your character doesn’t
have personal or individual equipment, but instead has a collective
pool of resources, supplies, weapons, and tools.
iving in
Once you and your friends have created outlaws, roll 4d6 as a group and divide the dice
results as you all wish between your crew’s two
scores: Resources and Legend. Work together to
create your crew’s mission and code.
Resources
You can spend your crew’s resources score in
the following ways:
D I SG UI SES : Spend 1 Resource to convincingly disguise an ally or member of the outlaw band as a guard, aristocrat, commoner, or
member of the clergy (the GM may ask for a
performance check if an outlaw tries to imitate
a specific person or someone who has specific kinds of knowledge they would not). If the
outlaws can get access to someone’s clothes
and equipment during the course of an adventure, you do not need to pay the Resources cost
to use them.
HI D I NG P LACES : If members of your band
are in a place where they might have prepared
a bolthole in Nottingham (or any other single
town close to your forest home) or the forest,
your outlaw band
9
spend 1 Resource for each member of the band
who needs to hide there (including NPCs).
Boltholes lack food and comfort, but they
work well as places to hide.
EQ UI P ME NT, ROO M, A N D BOA R D : Your
outlaw may have as many items of equipment
as they have available in their load, but if one
has a cost higher than your band’s Resources,
reduce Resources by the difference. Use the
same method for paying for room and board
when away from your outlaw band’s camp.
Any equipment your outlaw finds during the
course of an adventure may be used at no Resources cost.
A M M U NI T I O N : After each fight in which
one or more of your band used arrows or other
ammunition, remove 1 Resource, and 1 more
at the end of the session. You may also use a
point of Resources to deal 8d6 damage after
your outlaw hits with a longbow.
Your GM will translate any pennies, shillings,
marks, or pounds your outlaw band gains in
their adventures to Resources. During downtime,
the band might gain or lose additional Resources.
Legend
Spend your band’s Legend score to get favors
from local townsfolk, farmers, aristocrats, and
villagers. This is especially useful when your
outlaw needs help, but does not want to risk
the consequences of a Skill Check.
For each favor your outlaw needs, find someone
who might be impressed or intimidated by the
band’s reputation, and spend 1 point of Legend.
People the outlaw asks favors of will not do
anything too incriminating, dangerous, or
outside their talents and skills without asking
for equally risky favors in return. You cannot
use Legend to get favors from the upper aristocracy (earls, dukes, bishops, or abbots), royalty and their officials (including chancellors
and sheriffs), bailiffs or soldiers, or anyone already facing immediate danger. Your GM may
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sherwood
occasionally reject a Legend spend because of
information they have about the person you
approach (they may be secretly hostile, openly hostile, unable to help, or already committed to helping without any reward). You cannot use Legend with people new to Sherwood
forest or the area around it, or from whom
your outlaw or their band hides their identity.
After an adventure, your GM may increase or
decrease your Legend based on how well you
followed your Mission and Code during the
adventure. Individual members of your band
can also attempt to build trust and community
during downtime.
Mission & Code
Rob? That’s a naughty word. We never
rob! Just sort of... borrow a bit from those
who can afford it.
—Robin Hood (1973)
Your band should have a Mission composed of
1-2 goals or ambitions that you want to accomplish: provide money for those facing poverty,
protect locals from the sheriff’s bailiffs, protect the woods from the king’s destructive foresters, or get revenge for a crime done.
Your band should also create a short Code that
outlines a few things they will not do. For instance, your band’s code may prohibit the outlaws from attacking local villagers, abusing
unarmed commoners, starting uncontrolled
fires, endangering the innocent, etc.
Encumbrance &
Load
When the band heads out on an adventure,
quest, or robbery, each crew member chooses
what kind of load they’re carrying.
Clothing that your outlaw is wearing, a small
purse of coin, and simple jewelry don’t count
as items for the purpose of determining load.
You do not need to select the weapons or other items in advance. You can always state that
your outlaw has the dagger, sword, bow, staff,
or axe indicated by their load. Otherwise, if
the cost of an item is greater than your group’s
Resources score, at the time you state your outlaw has it, reduce Resources by the difference
between the score and the cost.
A LI G HT LOA D assumes the outlaw has no
armor, a dagger and one other weapon, and
three other pieces of equipment. Light loads
are ideal for most disguises, and give Advantage on checks related to speed or stealth.
A ME D I U M LOA D assumes the outlaw is
wearing either leathers or a gambeson and carrying a dagger and one other weapon, or else
has a dagger and two other weapons but no armor. Characters with a medium load can carry
three items, or seven with a pack. A medium
load may make some disguises difficult.
A HEAV Y LOA D assumes the outlaw is wearing either chainmail or leathers, a dagger, and
two other weapons. A character with a heavy
load can carry three other items (or seven with
a pack). A heavy load makes most disguises
(other than a guard, knight, or soldier) very
difficult and gives Disadvantage on checks related to speed or stealth or in other situations
where carrying a full load gets in the way.
your outlaw band
Weapons
2 D 6 DA MAGE : Daggers and other light weapons such as clubs, knives, or hand axes
3 D 6 DA MAGE : Axe, sword, or quarterstaff, also other common ranged weapons such as
hunting bows and crossbows
4 D 6 DA MAGE : Long bows*, also polearms, lances, and two-handed swords. *Unstrung, a
longbow can be used as a quarterstaff.
RANGES
T H ROW N W EAP O NS 20’ if the weapon is light and is easily thrown, or 50’ with Disadvantage.
H U NT I NG BOWS, C ROSS BOWS, O R SLI NGS Up to 50’, or 100’ with Disadvantage.
LO NG BOWS Up to 100’, or 200’ with Disadvantage.
Armor
When a character takes damage from weapons, armor reduces the damage.
GA M B ESO N O R L EAT HE RS : reduces damage by 2
C HAI N MAI L : reduces damage by 4
S HI E L D S : Your outlaw can choose to carry a shield as one of their weapons. Wielders can use
a shield both as a 2d6 damage weapon and to give themselves a Saving Throw against normal
weapon damage they might take as a consequence of their own Skill Checks. Unless disguised
as a soldier or guard, a shield is difficult to hide or ignore in most situations. Shields cannot,
of course, be used with weapons that require two hands (such as the crossbow or longbow).
Equipment & Supplies
STA N DA R D A DV E NT U RI NG GE A R : (cost 5): Lantern, torch, oil, 50’ of rope, 10’
pole, crowbar, 3 days of hardtack, etc.
Q UA LI T Y A DV E NT U RI NG GE A R : (cost 8): Lockpicks, tool kit, unusual materials or
above-average crafting, fine vials, etc.
ROOM AND BOARD
• Bread, weak ale, and the floor of a common room (cost 3)
• Hearty stew, quality ale or wine, and a bunk in a shared room (cost 5)
• Good food and drink and a private room (cost 7)
• Luxury accommodations and fare (cost 9)
11
12
sherwood
HOW TO
Play
It does not do to hurry the
archer, it makes him miss.
I
—Steven Lawhead, Hood
n Sherwood, most character actions
are a fairly simple conversation with
the GM and other players: ordering
beers, asking the locals some questions,
getting in touch with a typical contact, using
skills in relatively routine ways, etc. These
sorts of everyday actions don’t require rolls.
Whenever an outlaw attempts something risky
where success is possible and failure is costly,
the GM can call for a roll. Say what your
character is doing and what the known risks
are, and roll 2d6. You can add one of your outlaw’s relevant skills (if you have one). Be careful, though: bad things almost always happen
when a roll fails.
Once the session starts, the most common reason for the dice to come out is because the characters are trying something risky (Skill Checks)
or are avoiding a danger (Saving Throws).
Skill Checks
Skill Checks happen when an outlaw tries
something potentially dangerous: a duel, a
sorcerous ritual, climbing a sheer wall, negotiating with a baron’s seneschal or rival outlaw
band, or anything else where skill can apply.
If the result equals or exceeds 8, the action
succeeds. If the result is lower than 8, the action fails and the consequences—both expected and unexpected—happen.
Ch o o s i n g a Sk i l l
Depending on your character’s approach to a
situation, a variety of skills could be appropriate: etiquette or carousing for de-escalating a
tense situation, silver tongue or performance
to get help from bystanders, intimidation for
scaring antagonists away, thievery for getting
into position, athletics or melee for brawling
or wrestling, etc.
Un t ra i n e d Sk i l l s &
J a c k o f Al l Tra de s
When performing a task, a character with
no relevant skills has Disadvantage on the
attempt (e.g., your outlaw needs to track the
sheriff’s messenger through the woods, but
does not have forestry). Characters with the
Jack of All Trades talent do not incur this penalty—they can perform any task as if they had
a relevant skill (effectively at 0).
Cri t i c a l Effe c t s
If the result of the Skill Check is 12 or better,
the check is a Critical Success. In addition to
achieving what you set out to do, the GM describes something else that works in your favor. If the result of the Skill Check is 2 or less,
the check is a Critical Failure and the consequences are much worse than you or the GM
initially expected.
Adv a n t a ge & D i s a dv a n t a ge
When circumstances and planning give your
outlaw an edge, you have Advantage on your
Skill Check. When you have a source of Advantage (including help from another PC),
roll an additional 1d6 and choose the two dice
to use (you will probably, but not necessarily,
want the highest). Sources of Advantage might
include especially good tools, an ideal plan for
evading danger, taking more time than necessary, having accurate information, or excellent positioning. You can only have one source
of Advantage.
When your outlaw is caught off guard and circumstances hinder their efforts, you have Disadvantage on your Skill Check. When you have
a source of Disadvantage, roll an additional
1d6. The GM chooses which two dice in the
roll to use (often, but not always, the lowest).
Typical sources of Disadvantage include poor
how to play
or makeshift tools, rushing, poor preparation,
inadequate information, and fighting opponents from a poor position. You can only have
one source of Disadvantage.
Sources of Disadvantage and Advantage cancel each other out.
Saving Throws
Whenever characters face dangers they must
evade or avoid, such as a trap, a rain of crossbow bolts from the castle walls, or the effects of
sorcery, the GM can ask for a Saving Throw.
The GM describes the danger, you describe
how your outlaw is evading it, and if the GM
agrees it could work, they determine what attribute to use. If the outlaw is evading a danger
with cleverness, quick action, and insight, use
Wits. If they are pushing through pain and
exhaustion, use Endurance. If they’re resisting
by sheer force of will, use Willpower.
Roll 2d6. If the result is equal to or less than
the current score of the attribute you’re using (which you might have reduced by taking
13
damage or spending points), your outlaw succeeds at avoiding, or at least mitigating, the
danger. If the current attribute score is less
than 2, your Saving Throw cannot succeed.
If the current attribute score is 12 or higher,
your Saving Throw cannot fail. You can skip
rolling in both cases.
Sav i n g w i t h Lu c k
Whenever you make a Saving Throw, you may
choose to roll with Luck instead of the attribute you would otherwise use. If you succeed
on the Saving Throw, lower Luck by 1.
Co n s e q u e n c e s
The GM generally does not roll to determine when opponents succeed in Sherwood.
Instead, on a failed roll, there are always
consequences for the outlaws—damage to
themselves, their friends, or their allies; disruption and setbacks to something they were
working on; or otherwise being put in a bad
position. Failing with a sword strike may mean
the enemies hit the outlaw before the outlaw
hits them, failing to climb a wall might result
Make a SKILL CHECK when:
T HE RE I S SO MET HI NG O N T HE LI NE
Sneaking up behind a friend to surprise them isn’t usually risky. Risky actions either mean
the character is facing danger or trying to get out of harm’s way.
S UCCESS I S P OSSI B L E
Jumping over a high castle wall isn’t usually possible.
FAI L U RE CAUSES G REAT E R RISKS,
or loss of resources, time, or opportunities (missing a target while practicing shooting alone
probably isn’t going to open an outlaw up to risks or cost Resources or time).
M a k e a S AV I N G T H R O W w h e n :
AN OUTLAW FACES T HE CONSEQ UE NCES OF ANOT HE R OUTLAW’S FAILE D ROLL .
E.g., Ygraine, an outlaw, misses an evil sorcerer with an arrow, and pyromantic fires leap
from the outlaw’s hands, threatening Ygraine’s companion Gamwell.
When an outlaw fails a roll themselves, they do not get a Saving Throw.
T HE O UT LAW FACES A N I M MI NE NT DA NGE R P RESE NT I N T HE E NVI RO N ME NT
E.g., rushing to save her imprisoned lover Yvette is on the opposite side of a locked door,
Ygraine kicks it open, triggering a poison needle trap.
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sherwood
in a fall, failing to sneak draws unwanted attention, failed negotiation results in escalating tensions or unfavorable terms. The GM
should always impose some consequence for
failing a roll, whether that means damage,
hard choices, loss of control, loss of items, or
being put in a bad position.
Under most circumstances, characters should
not get Saving Throws against consequences
that result from their own Skill Checks. See
“Shields” under “Weapons, Armor, & Supplies” for one example of an exception.
Combat &
Initiative
Combat in Sherwood works like other situations. Attacks (except against unconscious or
incapcitated opponents) are Skill Checks, usually with Melee (any hand-to-hand weapon),
Athletics (fists, wrestling, and small or blunt
weapons), or Archery (any ranged weapon).
Defending yourself from damage or an opponent’s maneuvers is a Saving Throw. Opponents’ attacks simply do damage when a Skill
Check or Saving Throw fail.
Initiative is conversational rather than the
result of a roll. E.g., if a guard with a pike
emerges from a nearby door and you decide
your outlaw will throw their knife, simply
make the relevant Skill Check. If you succeed,
your outlaw grabs the knife and throws it at
the guard before the guard gets to them; if you
fail, the guard gets to your outlaw first and
the GM says what happens. If you decide that
your outlaw want to grab the nearest treasure
and dive out an open window before the guard
gets to them, the GM asks you to make a Wits
Saving Throw. If you succeed, your outlaw
gets out the window first. If you fail, the guard
might jab your outlaw or pin their tunic to the
wooden door to prevent their escape.
The GM may also have opponents act (including attack) on their own between player actions, but players may get Skill Checks or Sav-
ing Throws to avoid injuries or consequences
of opponents’ actions. Opponents with a shield
or offhand weapon may attack with both, but
the target of their second attack always gets a
Saving Throw. If the opponent has an opportunity to attack with a shield and forgoes it, the
GM may give the next outlaw who attacks that
opponent Disadvantage.
Contests &
Opposed Rolls
Robin Hood stories were originally told at
May festivals and fairs, and the tales were
often accompanied by contests. The ballads,
plays, novels, and films about Robin Hood reflect this, and often show Robin sparring with
other outlaws and even challenging them to
have contests against each other.
If two player characters oppose each other directly in a Skill Check (e.g., attacking, chasing,
or outrunning), they both roll. The character with the highest result succeeds. Players
should rely on roleplay and conversation
rather than rolls when their characters trying
to use social skills on each other.
Allies
If your outlaw has NPC Allies nearby when
things get tense, they can assist the outlaw in
one of two ways: if they’re in a position to assist the outlaw (whether with supporting arguments, intense glares, or covering shots), their
presence is a source of Advantage. Alternatively, if you want Allies to act on their own, your
outlaw can make a Skill Check to give them an
opening—for instance, in a fight, you might
make a Melee Skill Check for your outlaw to
feint toward an opponent’s flank with a dagger
so that an Ally with a glaive can do damage.
Outlaws can also send Allies off on their own
to do things the outlaws cannot do, or do not
have time to do: spy on a suspect or mark,
pilfer a hidden letter, etc. If there’s a chance
something can go wrong (such as getting
how to play
spotted, injured, or followed), agree on the
expected risks with the GM (there may also
be unexpected risks) and roll 1d6. If the Ally
is well-equipped, highly skilled, or especially
suited to the task, roll with Advantage. If they
are rushed or the task is something they are
bad at, make the roll with Disadvantage. If the
result is 4 or higher, everything is fine. As with
any other roll, an outlaw’s player can spend
Luck to modify the roll.
15
Injury & Recovery
He was weary. Used up. He had been weary
for months, for more than a year. In that
weariness, in the exhaustion of his spirit,
lay the seed of what he was; of what he
had become.
—Jennifer Roberson, The Lady of the Forest
Ta k i n g D a m a ge
Of course, not every job an outlaw sends an
Ally on is especially risky. Allies may run messages, assist in a ritual, chat people up at the
local tavern, haul luggage, or hold a lantern
without the need for a roll.
When your outlaw takes damage, you reduce an attribute (usually Endurance) by the
amount of damage they take. You can reduce
attributes to (but never below) 0. When most
attributes drop to 0, they simply cannot be
damaged further.
St a m i n a & Lo y a l t y
Ou t o f Ac t i o n
Allies have the same attributes as Opponents:
Stamina, reactions, and special abilities. When
an Ally takes damage that drops their Stamina to 5 or less, they roll 1d6. If the result is
higher than their current Stamina, they hide,
back away, flee, or otherwise retreat from the
situation, with or without the outlaws. Allies
who are especially devoted usually give the
outlaws a chance to convince them to stay or
assist in an organized retreat or escape. When
Allies catch their breath with the outlaws, they
regain 2d6 Stamina.
If your outlaw’s Endurance is 0 and they take
damage from another opponent or danger that
affects their Endurance, they are Out of Action.
Likewise, if their Endurance is 0 and they have
another attribute at 0, they are Out of Action.
Depending on what happened, this might
mean the outlaw is captured, injured, or
knocked unconscious, or it might mean that
they have died. If it is possible (but not certain)
that the damage killed them, you may make a
Luck Saving Throw to see if they’re still clinging to life. If you succeed, your outlaw is still
alive, but may be in need of rescue and healing.
Catc h i n g Yo u r B re at h
Once per session, when your outlaw gets a moment to converse with their friends in a safe
place, they can refresh some of their attributes.
Before heading back into action, your outlaws
can talk to an ally or friend (player character or non-player character) about what has
happened or what is going on, and roll 2d6.
Divide those points as you like between any
attributes other than Luck (you only recover
Luck during downtime).
If you want more points of recovery, you can
roll a third die, but if that die rolls 4+, a trouble from your outlaw’s past shows up at a bad
time, they discover a connection is in danger,
16
sherwood
or something else bad happens that won’t be
discovered until later.
If any of your outlaw’s attributes are higher
than their starting values, reduce them to their
starting values.
NPC allies gain 2d6 Stamina when they catch
their breath with player characters.
There’s no set amount of time for Catching
Your Breath, but taking a break also allows your
opponents to regroup and possibly recuperate.
W h at Are T h ey D o i n g He re?
In addition, once during a session when your
outlaw confronts one of their Troubles or
tries to help one of their Connections who is
in danger, they gain the benefits of Catching
Your Breath without needing to actually take
a break. If any of your outlaw’s attributes are
above their starting values when the Trouble or
Connection shows up, you do not need to reduce them.
Downtime
“Let us not gallop to meet future
difficulties,” said Robin. “A walking pace
is enough.”
—Robin McKinley, The Outlaws of Sherwood
Once you’ve come to a stopping point in
your outlaw’s adventures, they can take some
D OW NT I ME —but be aware that the plots,
plans, and schemes of their opponents may
move on while they recover.
At the start of downtime, reset Luck back up
to the starting value and recover 2d6 points to
other attributes. Choose one of the activities
below to perform before the outlaw’s next job.
Te a c h Yo u rs e l f a Sk i l l
Make a Skill Check with one skill you’d like
your outlaw to gain or improve (apply Disadvantage and use Endurance or Wits as with any
other Skill Check). If you succeed, increase the
skill by 1. If the roll is a Critical Failure, your
outlaw cannot attempt to learn or improve this
skill again until they have learned or improved
a different skill. You can only improve or attempt to improve one skill each downtime.
Your outlaw cannot learn new arcane talents
with this method, but can improve their skill
with their existing arcane talents.
Te a c h a Sk i l l , Le a rn a Sk i l l
If two outlaws have skills the other want to
learn, they can use their downtime to teach
each other one skill. Each must have the skill
they are teaching and it must be higher than
the learner’s skill. At the end of downtime,
each increases the skill they were learning by 1.
E.g., Maria wants to improve her thievery (she
has thievery 1) and Morgan wants to learn archery (they don’t know the archery skill). Since
Morgan has thievery 3 and Maria has archery 1,
they can do this with their downtime. If Morgan
had thievery 1 or Maria didn’t know archery, this
wouldn’t work.
Both outlaws must use their downtime on this.
Big Questions
Your outlaw takes time to do research and reconnaissance and put pieces together during
downtime. Tell the GM what kind of research
or investigation they do, and ask three big
questions about what they found out. The GM
answers based on the activities you describe. If
the GM cannot give you any new information
in answer to one of your questions, you can ask
a different question instead.
Hi g h w ay Ro b b e ri e s
Your outlaw performs a series of robberies
against nobles, royal officials, church prelates,
or wealthy travelers. Add 1d6 to your outlaw
band’s Resources, but then make a Wits Saving
Throw. If you fail, your outlaw is recognized
and has a new enemy hunting for them. Agree
with the GM about who the outlaw robbed for
this money.
Re s t a n d Re c ove r
Restore your outlaw’s Wits, Willpower, and
Endurance to their starting values.
how to play
17
Ac t s o f Ki n dn e s s
Ot h e r Ac t i o n s
Your outlaw performs some good deeds for the
villages, farms, and estates near Sherwood,
such as distributing food, returning personal
property, or helping protect people from the
sheriff. Spend 1d3 Resources and gain 1d6 Legend.
If there is something else you would like your
outlaw to do, talk to your GM about what you
want them to accomplish. It may require Skill
Checks, Saving Throws, Resources, Legend,
multiple periods of downtime, or some combination of these.
Conversion
Do you have existing characters or opponents in another game system and want to convert them
to Sherwood?
D RAGO N GA MES C HA RACT E RS . You can convert characters from other traditional games of
dragons and dungeons reasonably quickly. These games generally have character abilities between
3 and 18 (or occasionally 2 and 20). To get your Sherwood attributes, determine Endurance by
subtracting 4 from your second-best physical stat (Strength, Dexterity, or Constitution), determine Willpower by subtracting 4 from the better of Charisma or Wisdom; and determine Wits by
subtracting 4 from Intelligence. Roll 2d6 to determine Luck, as a beginning Sherwood character
would. Choose three skills from a relevant career at +1 and one skill at +2. For each level above
Level 2, you can flesh out your character as if they had taken Downtime.
D RAGO N GA ME OP P O NE NTS A N D NP C s. For Dragon Game opponents and NPCs, give
them Stamina equal to 1d6 for each Hit Die (or 4 points for each Hit Die). You may choose to use
the Challenge Rating instead of the Hit Die. Treat NPCs with a higher Armor Class as having
either Leather or Chain armor as appropriate. Use Sherwood weapon damage for most attacks
or the listed damage for special attacks.
T ROI KA C HA RACT E RS . For Troika! characters, keep your Advanced Skills at their current
levels—so if you have Strength 1 as an Advanced Skill in Troika!, you have Strength as a skill in
Sherwood. For Endurance, use half your Troika! Stamina. For Wits, use your Troika! Skill +
1d6. For Luck, use your Troika! Luck. Roll 2d6 for your Willpower, as a beginning Sherwood
character would.
T ROIKA OPPONENTS AND NPCS. For Troika! opponents, use their listed Stamina, Armor. For
weapon damage, use Sherwood rules.
18
sherwood
Arcane
Talents
LI T T L E J O H N : Now you listen to me,
friend, you can surround yourself with salt,
soot, or sausages for all I care, but we’ve
come too far to turn back now, eh? Men or
demons, they’re going to be dealt with!
—Robin of Sherwood, “The Swords of Wayland”
C
haracters with arcane talents can
use the Cantrip and Powers for those
talents. Cantrips have a cost of 1 Willpower and require no Skill Check.
Powers have a cost and usually also require a
Skill Check.
P l aye r Safe t y
While some players and GMs feel comfortable
with powers like Clairvoyance used on player
characters, others may want to discuss it beforehand. Not everyone is comfortable having
their characters spied on by other players, or
being subject to a mental probe. Some groups
may wish to adjust, limit, or remove some arcane talents.
Illusions
Illusions create sensory impressions in the
minds of people and creatures. Anyone standing close to and interacting with or investigating an illusion can see through it with a
relevant Skill Check. Illusions last only 10 minutes, unless the caster pays the cost again, and
makes another Skill Check to maintain it.
Cantrip: The caster creates a glamour, supernaturally disguising their own clothes and
facial features and making slight adjustments
to their height or stature. A Cantrip cannot
make anything invisible; use the Invisibility
Power for that.
Po w e rs
Require an Illusions Skill Check (before spending Willpower).
G HOST SO U N D S : Create auditory impressions as quiet as a whisper or as loud as an
echoing cry. May include spoken messages of
up to 10 words. Attempts to imitate a specific
sound or voice may require a separate Deception Skill Check. Cost 2.
I MAGES : Create visual impressions. The image may perform or even repeat specific actions, but those actions do not change once
the illusion is cast. Convincing observers that
the illusion represents a specific individual
or object may require a separate Deception
Skill Check. Cost 4 for up to an area up to 10’
across. Cost 8 for larger areas.
P HA NTAS M : One or more targets experience
an object or creature up to 10’ across as if it
were really there. It interacts with them as they
normally expect, including dealing 1d6 damage if used to attack. Cost 4 per person affected.
I NV I SI B I LI T Y: Make a creature or object of
humanoid size or similar invisible. Cost 6.
Necromancy
Necromancy gives one command of and connection to the dead.
Cantrip: The caster hears the mournful whispers of the recent dead and learns something
of a place’s or object’s history. While the
character cannot command answers to specific questions, the GM tells them 1d3 useful
facts they overhear from the spirits about the
item or space they were in when they invoked
the arcane talent. If no one died in the space
in the last decade, nothing can be gained or
learned and the Cantrip does notS have a cost.
Po w e rs
Require a Necromancy Skill Check (before
spending Willpower).
SP EAK W I T H D EA D : Summon and question the soul of a dead body in your immedi-
arcane talents
ate area. Undead and animated dead are not
affected. The spirit responds to each question
as it would in life and leaves when the questions are finished. Spirits summoned with
Speak with Dead are not undead and cannot
be commanded. Cost 1 per question asked.
CO MP E L U N D EA D : Command wraiths and
other undead to do one’s bidding for one task
or ten minutes, whichever comes first. Cost 4.
A NI MAT E D EA D : Imbue dead flesh and bone
with some semblance of life. Animated flesh
obeys the caster’s commands. Lasts one day.
Cost 4 for a body part or 6 for whole body. Roll
with Disadvantage to animate a whole body.
Pyromancy
Pyromancers conjure and control flames and
fires. Pyromantic fires burn and spread like
normal fires.
Cantrip: The caster calls gentle, flame-like
light to appear and hover near them, as
bright as a torch or as dim as a candle.
Po w e rs
Require a successful Pyromancy Skill Check
(before spending Willpower).
CO NS U ME : Expand an existing flame to
cover an area 10’ across, doing 2d6 damage
to any person who enters, stands in, or moves
through the area. Cost 4.
C REAT E F LA ME : Create a campfire-sized
flame, doing 3d6 damage to any person you
summon it on. Cost 3.
EXT I NG UI S H F LA ME : Protect a person-sized object (or a person) from an existing fire, or extinguish all fire in an area up
to 10’ across. Cost 1 per person protected, or
Cost 3 to extinguish all fire in the area.
19
True Seeing
To use a True Seeing Power, the seer must
know the location of the space they are trying
to observe: you cannot spy on an aristocrat’s
private office if you don’t know where it is.
Sources of Disadvantage include not having
been in the place you are observing or perceiving areas more than a few hundred feet away.
If the target is surrounded by iron or lead an
inch or more-thick, true seeing is ineffective.
Cantrip: The Cantrip alerts the caster of impending visitors, intruders, and dangers. The
caster cannot see people who would otherwise be hidden, nor do they have a clear idea
where such people are, but they have a general sense that someone is near or approaching.
Additionally, the caster cannot be surprised
and may even attempt to hide from or surprise anyone approaching them. Lasts for 1
hour or until the character leaves the immediate area.
Po w e rs
Require a True Seeing Clairvoyance Skill
Check (before spending Willpower).
CLAI RVOYA NCE : See an area and visualize
what is within it. Cost 2, +1 for each mile between the caster and the area observed. Disadvantages include trying to see something in
the dark, such as the words on a folded letter
or items in a person’s pocket.
CLAI RA U D I E NCE : Hear an area and listen
to what is within it. Cost 2, +1 for each mile
between the caster and the area observed.
SE NSE W HAT I S HI D D E N : Detect hidden or invisible items, creatures, and people,
sensing where they are and what they might
look like if they were clearly visible. Cost 4,
+1 for each 10 feet between the caster and the
area observed.
20 sherwood
RI T UALS OF
D I V I NAT I O N &
cane talent, taking at least ½ hour for the ritual.
SO U RCES OF D I SA DVA NTAGE : Questions about someone the fortune teller has
have never met, questions about events more
than a fortnight ago or more than a fortnight
in the future, taking less time for the ritual.
He learned the esoteric art of
interpreting the scratches of a sword….
Indeed, he also practiced water
divination. By looking into a basin he was
able to recover lost and stolen objects.
Bond of Power
Sorcery
S
—Eustache the Monk, translated by
Thomas E. Kelly
orcerous rites and rituals are
common in historic fantasy. The
following are among the more widely available to trained sorcerers and
diviners, though others may be found. Rituals
work like Skill Checks, and anyone who can
find some information about how to conduct
them may attempt to do so.
Fortune Telling
Reading oracles from cards, casting inscribed
stones, studying shadows in firelight, or scrying images that appear in mirrors, pools of
water, or crystals: truth sends ripples across
time and space and there are many ways of
seeing it. Even when successful, divination
can be confusing or inconclusive. Each ritual
answers one question, such as “Who will the
blacksmith’s apprentice lie with tonight?” or
“What did the sheriff tell the chancellor?”
If the ritual is successful, the information is correct. If unsuccessful, the information may be
incorrect, untimely, or misleading. If the roll
was 12 or higher, the leader of the ritual may
ask a follow-up question. Failed rituals may
give the participants anxious, haunted dreams,
interfering with their rest and downtime.
SKI L L : Divination
T I ME REQ UI RE D : ¼ hour
COST : 1
SOURCES OF ADVANTAGE: True Seeing ar-
Multiple people may participate in this ritual,
which binds them together for two hours and
allows them to share arcane talents and Willpower (NPCs may share Stamina instead of
Willpower) whenever they can see each other
during the spell’s duration. Failed attempts at
this ritual may cause a temporary loss of Willpower, Endurance, or skills among the group,
or result in the participants sharing information with each other that they wish to keep secret. Only the leader of the ritual needs to roll.
No bond can include more than five people.
SKI L L : Sorcery
T I ME REQ UI RE D : 1 Hour
D U RAT I O N : 2 hours
COST: 2 for each person in the bond (can be
shared by the whole group)
SO U RCES OF A DVA NTAGE : The bond is
only between two people, the bond ritual is
conducted in a sacred space.
SO U RCES OF D I SA DVA NTAGE : The
bond is between four or five people, the bond
ritual takes only ½ of an hour.
Call Power
A skilled sorcerer can conjure ambient power from the cosmos. A successful ritual of this
kind gives the leader access to 2d6 points of
Willpower (+1d6 for each point the result of
the roll exceeds 8) that they can use as their
own. Ritual leaders may store the Willpower in
themselves (increasing their Willpower above
its starting value if needed) or a flammable
light source (candle, torch, vial of lantern oil,
etc.). The power in a light source is available
to the person touching the lightsource when it
rituals
is lit, with unused power dissipating when the
source is spent. There are also stories of some
rituals that allow the leader to store power in a
gem, jewel, or other fine object, but these rites
are closely guarded. Failed rituals drain the
leader and participants of Willpower.
SKI L L : Sorcery
T I ME REQ UI RE D : 1 Hour
COST: 3
SO U RCES OF A DVA NTAGE : The power-calling ritual is conducted in a sacred
space, the leader is assisted by at least three
others for the whole hour.
SO U RCES OF D I SA DVA NTAGE : The
power-calling ritual takes only ½ hour.
Lesser
Weatherworking
The skilled sorcerer can work changes to the
climate or weather in a small area, calling rain,
fog, wind gusts, or even lightning. If lightning
is summoned, it does 5d6 damage and does
not miss. Other weather effects cause conditions (obscured terrain, rain-slicked roads, or
damage to property) as appropriate. If the ritual fails, the GM determines how the weather
works against the leader and participants.
SKI L L : Sorcery
T I ME REQ UI RE D : 2 Hours
A REA : Up to 1 acre
D U RAT I O N : 1 hour of a weather effect (or instantaneous for a lightning bolt), though environmental effects (such as fallen trees or wet
roads) will last as long as fictionally appropriate
COST: 4
SO U RCES OF A DVA NTAGE : The ritual
is conducted in a sacred space, the leader is
assisted by at least three others for the whole
2 hours, the ritual extends the effects of existing weather (calling fog or wind after the end
of a rain storm, etc.).
SO U RCES OF D I SA DVA NTAGE : The ritual takes only 1 hour, the ritual calls weather
21
that is unlikely (rain during a drought, fog at
noon, etc.).
Weapon Blessing
Rituals can also consecrate a bladed or pointed
weapon made of metal (a dagger, sword, spearhead, or arrowhead), dedicating it to the defeat
of a specific, individual foe. If the ritual succeeds, the weapon has Advantage to strike the
intended target, dealing an additional 2d6 of
damage if the attack succeeds. If the ritual fails,
the weapon breaks when the ritual is finished
and the foe who was the target of the blessing
knows that the participants are their enemies.
SKI L L : Sorcery
T I ME REQ UI RE D : From moonrise until the
following sunrise
D URATION: The blessing remains for 1 fortnight.
COST: 6
SO U RCES OF A DVA NTAGE : The ritual
is conducted in a sacred space, the blessed
weapon is expertly crafted.
SO U RCES OF D I SA DVA NTAGE : The
leader does not know the name of the weapon’s intended target (e.g., if the target is “the
cloaked person who attacked us last night” or
“the haughty abbot who hired the assassin”),
the leader has never seen the weapon’s intended target, the leader is not assisted by at least
three others for the whole night, the weapon
is larger than an arrowhead or dagger.
22
sherwood
T HE
Game Master ’s
G UI D E TO S HE RWOO D
As you GM a game of Sherwood, keep the following principles in mind.
Wo l f ’s h e a ds h ave n o ri g h t s .
A character’s status as a wolf ’s head (or an associate of a wolf ’s head) means they have no
rights, including the right to get assistance from neighbors and friends or the right not to
be summarily struck down in the street.
and the king
T h e fo re s t i s t h e do m a i n o f t h e k i n g is an ass!
When William the Conqueror came to England, he began to impose the forest laws of
Normandy. Ostensibly, this protected English forests from clearing, over-hunting, and
grazing, but it was usually just an opportunity to brutally punish commoners and aristocrats of insufficient rank. The most common crimes were poaching beasts (including
wolves, hares, foxes, and boars, as well as deer) and grazing cattle or pigs. To live in the
forest as an outlaw required breaking even more laws.
L a w a n d o rde r h ave a l o t o f re s o u rc e s .
The PCs may take out a sheriff, imprison an evil abbot, or exile an awful baron or bishop.
They might even remove a terrible king. But England and Europe (and faerie) always
have more evil folk to replace them with, often granting the titles and offices of the people the PCs displaced.
W h o eve r i s s e e n i s re m e m b e re d .
Did the sheriff and bishop see outlaws breaking into the castle’s strongrooms? Did the
guard captain see an outlaw fast-talking merchants during a caravan raid? If so, and they
survived, they’re likely to remember the outlaws’ faces. Once someone spots the outlaws,
make them use those Resource points for disguises.
Gi ve t h e o u t l a w s a re a s o n .
When you give them leads on a job, make sure they understand how it might help them
with Resources or Legend and how it fits into their mission.
Ma ke i t s t ra n ge .
The mundane world of sheriffs and kings is dangerous. It’s no wonder that those who can
flee to the forest do so, but the forest has its own strange dangers.
Po w e r o n l y w a n t s m o re p o w e r.
Kings, barons, and sheriffs may occasionally find outlaws amusing or interesting, but
ultimately, they only tolerate outlaws when they are useful. When outlaws are inconvenient or act against the aristocracy’s selfish interests, no one who is rich or powerful will
protect them.
Sh o w t h e di ve rs i t y .
The villages, towns, cities, and bandit camps of medieval Europe were home to a wide
range of peoples. Make this clear and obvious to your players.
game master’s guide
Assigning Rewards
At the end of each mission or adventure, tell the players what, if any, Resources
and Legend their outlaws have earned. Use the guidelines below to assist you.
RESO U RCES
1 -2
The coin and goods from a small-time bandit’s camp or a
merchant’s personal purse.
3-4
The coin or small treasures in a merchant’s strongbox.
5 -7
The treasures of a trade caravan or aristocrat’s train.
8 -1 0
The coin in a county’s tax payments or a royal baggage train.
L EGE N D
-2 to -1
A deed that contradicts the outlaws’ Mission or Code
1 -3
A deed that demonstrates the outlaws’ commitment to their
Mission and Code, embarasses a disliked aristocrat, rescues one or
more locals from the stocks or pillory, and/or provides needed
resources to a village or two
4 -6
A deed that exposes a formerly popular aristocrat, rescues a
handful of locals from death or imprisonment, likely provides
resources to a town or small city, and/or helps the outlaws
accomplish their Mission with minimal breaches of their Code
7- 9
A deed that rescues a number of locals from likely or imminent
death, humiliates or removes a prominent aristocrat, likely
provides resources for a city, and/or completes the outlaws’
Mission with minimal breaches of their Code
23
24 sherwood
Opponents & NPCs
Sherwood opponents and NPCs have different stats than PCs.
STA MI NA . Opponents and NPCs have one
pool of Stamina that they can use to absorb
damage or pay costs for any supernatural abilities they possess.
A R MO R . Armor for NPCs and opponents
absorbs damage just as PC armor does. GMs
may adjust the armor by the situation (for instance, a sleeping knight is probably wearing
no armor).
REACT I O NS . Each opponent or NPC has
a list of reactions, suggested actions they can
take when players fail a roll against them,
when they are feeling provoked or threatened,
or when they have golden opportunities. The
GMdoes not need to roll for their actions, but
may need to roll for damage. If a reaction targets someone other than the person who failed
the roll, the GM may permit that character a
Saving Throw.
When opponents and NPCs have arcane talents
or powers that work as rituals, the GM does not
roll, but simply pays the cost from the Stamina
pool. Powers that work as rituals work as quickly or slowly as the GM deems appropriate.
NPC weapons deal the same damage as PC
weapons, and GMs may adjust their available
weapons according to the situation.
Green Folk
Some say the fey folk have been in Sherwood
since the forest was new, and it’s certain they
have been here longer than any humans. Some
make pacts with or give gifts to mortals who
please them, but are merciless when crossed,
betrayed, or rejected. They use illusions to get
close to human travelers, lure them to their
abodes, and collect items of power. Many have
a special appreciation for humans, whether as
lovers, companions, food, or all three.
stamina 22| no armor: see protections
reactions: Illusions (as arcane talent), silent
questions (as fortune telling
1. Hungry
2. Bored
ritual, usually trying to dis3. Insulting
cover facts about a foe), weath4. Surly
erworking (as ritual), knives
5. Curious
6. Flirtatious
(2d6), other weapons
1 D6
1
Only wounded by weapons that are blessed,
dipped into the sacred waters, or made of
cold iron.
2
Cannot be injured by the weapons of soldiers, hunters, or knights
3
Immune to fire, cold, and lightning.
4
Any individual can only strike the green folk
once per day. Further blows heal rather than
harm.
5
Always returns when slain unless an acorn
is planted into their heart to hold them in
the earth.
6
Guard
The standard defenders of the interests of the
sheriff, barons, king, or other aristocratic foes.
1. Short-tempered
stamina 13 | chainmail (4)
2. Irritable
reactions: Shield (2d6),
3. Surly
longsword (3d6), and cross4. Distant
bows (3d6), wrestle, tackle,
5. Inquisitive
6. Distractedly
seize equipment
Congenial
G RE E N FOL K’ S P ROT ECT I O NS
( ROL L T W I CE )
Does not take damage unless bound with
gold chains.
Guard Captain
The standard defenders of the interests of the
sheriff, barons, king, or other aristocratic foes.
1. Invasive curiosity
stamina 16 | chainmail (4)
2. Domineering
reactions: Great sword
3. Commanding
(4d6), call more guards,
4. Pedantic
trip, push down, call
5. Conspiratorial
6. Distracted
for a barrage of arrows
(flaming or otherwise)
game master’s guide
Hired Assassin
No one wants to admit to being a hired assassin, but that’s largely because then their targets might catch on. In the oldest Robin Hood
tales, Guy of Gisborne was a hired killer who
wore horse-hide leathers.
1. Playful sadism
2. Languid
stamina 13 | leathers (2)
cruelty
reactions: Daggers (2d6+2),
3. Indifferent
poison daggers (2d6 plus
4. Hasty
5. Mercenary
1d6 each hour until the poi6. Treacherous
son is neutralized), hide,
flee, use an improbable escape route.
Knight—elfin
Strange knights who often refrain from speaking until they are defeated, elfin knights often
cannot be permanently defeated without special precautions (such as burying their bodies
with an acorn planted in their hearts, etc.) that
vary from elfin knight to elfin knight.
stamina 18 | leather armor (2)
Ignores weapons that aren’t blessed, dipped into
sacred pools, magical, or cold iron
reactions: Shield (2d6), silver longsword
(3d6), charge, ride down, seize and ride off,
detect lies, silent questions (as fortune telling
ritual, usually trying to discover facts about a
foe), Weatherworking (as ritual)
Knight’s Disposition (elfin or human)
1. Offended 2. Haughty 3. Belittling
4. Insulting 5. Bragging 6. Challenging
Knight—hu man
Some knights are the haughty scions of the
great barons, and others are ambitious free
commoners who bought their knighthood.
stamina 16 | chainmail (4)
reactions: Shield (2d6), longsword (3d6),
lance (4d6), charge, ride down, seize and
ride off, demand a duel or contest
25
Silver Deer
Rare and much prized by hunters, kings, and
foresters, wise villagers say that every silver
deer was once a mortal or fey who then became trapped in the form of a stag as punishment for some offense. Aristocrats and their
foresters claim that their hooves and antlers
have healing properties, and that their meat
can provide true visions. No one knows anyone who’s caught one and lived.
stamina 17 | hide armor (2)
1. Provoked
Disadvantage to attack without a 2. Threatening
3. Cautious
blessed weapon
4. Ambivalent
reactions: Gore (3d6), trample
5. Lonely
6. Trusting
(2d6), run down, flee.
Shade
Many souls have been buried in Sherwood over
the centuries. Some, buried without proper
rites and far too ambitious to move on to whatever life is next, become angry shades wandering Sherwood. If the shade steals enough life
to kill their foe, they will often strike off that
foe’s head to prevent them from returning as a
shadow lord.
stamina 20 | leathers (2)
1. Bloodthirsty
2. Angry
Can only be wounded by blessed or
3. Mocking
silvered weapons; any attempt to
4. Sadistic
use necromancy to command a
5. Bored
shade is at Disadvantage
6. Inquisitive
reactions: Necromancy (as an
arcane talent), silent questions (as fortune
telling ritual, usually trying to discover facts
about a foe), greatsword (4d6), steal life
(2d6 damage and regain the same amount of
Stamina).
Sorceror
Most sorcerers are aristocrats and church officials.
stamina 18 | no armor (usually)
reactions: Pyromancy, Necromancy, and Illusions (as arcane talents); sometimes weapons
W h at t h e s o rc e ro r re a l l y w a n t s
1. A tome they plan to steal 2. A codex someone stole from them
3. A trophy from a difficult quarry 4. Revenge
5. Competent but enchanted servants 6. True love
26
sherwood
Starters
A DV E NT U RE
T HE HI G H S HE R RI F F o f
No t t i n g h a m a n d D e rb y s h i re
stamina 16 | chainmail (4)
greatsword (4d6)
Gu a rd Ca p t a i n E m ry de l a Ro c h e
stamina 16 | chainmail (4)
greatsword (4d6)
Ma da m e Au drey
Sherriff’s Paramour
stamina 16 | no armor
concealed dagger (2d6), pyromancy
Gu a rds ( s e e a b ove )
stamina 14 | chainmail (4)
sword (3d6), shield (2d6), crossbow (3d6).
The New Sheriff’s
First Tax Delivery
Over the past several years, multiple outlaw
bands have interfered with the county’s annual
delivery of taxes to London, often successfully. Now, with the King having appointed a new
High Sheriff of Nottingham and Derbyshire,
the year’s tax payments are due. The tax payment is departing Nottingham Castle in three
secured wagons, each with enough coin to be
about 3+1d3 Resources. Between the gates of
the castle and inn where the sheriff will rendezvous with an escort of 5 knights and their
accompanying soldiers, the sheriff will have
a company of 20 of his own guards (on foot).
Once at the inn, about 6+1d6 of those guards
will return to Nottingham while the rest wait
for the escort.
The Gold Boar, a walled inn 12 miles through
the forest from Nottingham’s gates, is the rendezvous point, and the sheriff will arrive there
shortly before sunset. The escort, which includes 3 knights and an additional 8 guards, will
join the sheriff’s party here before noon tomorrow. The inn should clearly be where the tax
wagons are most poorly guarded (how the outlaws will get the tax wagons opened or the large
quantity of coin transported is up to them).
Disposition of Sherriff’s Party
1. Annoyed 2. Irritable 3. Surly
4. Ambivalent 5. Haughty 6. Patronizing
HO RAS G RA N N D,
Le a de r o f Trave l i n g P l aye rs
Audrey’s secret half-brother
stamina 16 | no armor
concealed dagger (2d6), illusions
Trave l l i n g P l aye rs Ca m p i n g i n t h e
Ya rd ( 4 )
stamina 11 | no armor
improvised weapons (2d6)
I n n St aff ( 5 )
stamina 10 | no armor
improvised weapons
Disposition of Traveling players and inn staff
1. Annoyed 2. Peevish 3. Tired
4. Indulgent 5. Congenial 6. Boisterous
2nd level
3rd level
main level
The
Prison
Keep
of Lady
Maude
The only child and presumptive heir of Claude
de Barre, Baron of Wyckfield on the northern
side of Sherwood, Maude spent most of her
adult life running a company of free mercenaries in continental wars. Baron de Barre’s final
will dictated that until his daughter returned
to claim her lands, they would be managed by
the the Abbot of Holywell, and if she did not
return within three years, the lands would become the property of Holywell Abbey.
Lady Maude did return in only a few months, but
when she invited the abbot to a delayed funeral
banquet in Wyckfield Manor, he trapped her with
her soldiers and servants inside a nightmare realm
within the Keep. At any other time, the Keep appears to simply be haunted, filled with ghostly
sounds and strange shadows, but if one crosses
the threshold at night while the full moon is at its
zenith, one may enter the nightmare realm, but
unless those who cross the threshold lead all living mortals within through the doors before the
moon sets, they will all be trapped inside.
With the three-year time about to end,
and the abbot increasingly cruel toward
Wyckfield’s tenant farmers, the soul of
Baron de Barre has been roaming the forest in the form of a black dog, hoping to
lead some heroes to rescue Lady Maude.
A fiendish spirit in a monk’s robe, known
only as Father Confessor, is the jailer
of Maude and her companions. Father
Confessor is accompanied by imps and
likely tries to use illusions to convince
Maude’s people and the outlaws that the
other group is there to harm them, hoping to get the two groups to fight.
adventure starters
27
LA DY MA U D E
stamina 20 | leather armor (2)
sword (3d6) and shield (2d6)
Li e u te n a n t Tra c ey
Maude’s Paramour
stamina 18 | chain armor (4)
sword (3d6) and shield (2d6)
Su rv i v i n g So l di e rs ( 3 )
stamina 12 | chain armor (4)
sword (3d6) and shield (2d6)
Su rv i v i n g Se rv a n t s ( 4 )
stamina 10 | no armor
Disposition of Lady Maude and
her Surviving People
1. Enraged 2. Angry 3. Terrified
4. Vengeful 5. Exhausted 6. Suspicious
FAT HE R CO NF ESSO R
stamina 24 | no armor
illusions, iron dagger (2d6)
(cost for all powers is 1)
I mps (6)
stamina 14 | as leather armor (2)
claws or bite (3d6) and second attack (2d6, target may Save
to defend themselves).
tower
Injured by first blow from a single
attacker, the second blow heals them by
the amount rolled; may take the form of
small owls, large spiders, or angry foxes
Disposition of Father
Confessor and the Imps
1. Punishing
2. Punitive
3. Sadistic
4. Playful
5. Alluring
6. Tempting
4th level
3rd level
2nd level
main level
dungeons
28
sherwood
M
I nspi r a t i o n
ost readers can easily find Walter Scott’s Ivanhoe, Howard Pyle’s The Merry Adventures of Robin Hood, Warner Brothers’ 1938 Adventures of Robin Hood, Disney’s 1973
Robin Hood, and big-money films lead by Kevin Costner or Russel Crowe. I’m listing
some here that are less widely known but had a much more significant inspiration on this game.
Te l ev i s i o n
The Legend of Robin Hood (BBC, 1975; Martin Potter as Robin)
Robin of Sherwood (ITV, 1984; Michael Praed and Jason Connery as Robin)
Robin Hood (BBC, 2006; Jonas Armstrong as Robin)
Fi l m s
The Story of Robin Hood and His Merrie Men (Disney, 1953; Richard Todd as Robin)
The Men of Sherwood Forest (Hammer, 1954; Don Taylor as Robin)
Sword of Sherwood Forest (Hammer, 1960; Richard Greene as Robin)
L’Arciere di Fuoco (Oceania Produzioni Internazionali Cinematografiche, 1971;
Giuliano Gemma as Robin)
Robin Hood (Working Title Films, 1991; Patrick Bergin as Robin)
B o o ks
The Ghosts of Sherwood and The Heirs of Locksley by Carrie Vaughn
The Hood by Lavie Tidhar
The Lady of the Forest and The Lady of Sherwood by Jennifer Roberson
Medieval Outlaws: Twelve Tales in Modern English Translation edited by Thomas H. Ohlgren
The Outlaws of Sherwood by Robin McKinley
Robin Hood: A Mythic Biography by Stephen Thomas Knight
Robin Hood and Other Outlaw Tales edited by Stephen Thomas Knight and Thomas H. Ohlgren
Storyworlds of Robin Hood: The Origins of a Medieval Outlaw by Lesley Coote
Absentee kings, sadistic aristocrats, and parasitic
officials: Luckily for the people of the realm,
there are people like you. Whether you were
once a peasant, a wandering player, a knight, or
even a hermit, you’re an outlaw now, resisting
unjust laws and protecting those the law won’t.
Sherwood | A Game of Outlaws & Arcana is a
complete tabletop roleplaying game, featuring
character creation, core rules with a simple 2d6
mechanic, an optional magic system for more
fantastical approaches to medieval outlaw life,
two sample adventures for GMs, and opponent
stats inspired the Robin Hood tradition.
All you need is six-sided dice, a game master,
and 1-6 players.
From R. Rook Studio
r-rook.com
ISBN 979-8-9871514-0-2
90000>
9 798987 151402
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