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 10 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. 14 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