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Ro

obin Hood
H C
Campaiign Ad
ddendu
um
Byy Dan Myyers

Fo
or Charrlie Haam thee Hobbiit Myeers
Forewoord

Initially, the Robin H Hood Campaaign was designed foor Rolemaster (Secondd Edition), H Hero System
users, annd Middle Eaarth Role Plaaying Systeem (MERP).1 Although, the campaiggn was superbbly written ((it
is after all the best role playingg adaptation of Robin H Hood) MERP P users have had to filteer through thhe
confusinng and insuffficient characcter generatioon rules to pplay the camppaign. The ppurpose of thhis article is to
t
fill in chharacter geneeration gaps and to clarify the rules. It is hopedd that the artticle will alllow players tto
switch thheir characteers from onee campaign world to thee next with no problemss. Hence, M MERP playerrs
should beb able to enjooy the Robinn Hood campaign in manyy ways.

1
Stapllehurst, Grahaam. Robin Hood Campaign. Charlottesviille, VA: Iron Crown Enterpprises, Inc., 19987.
Introduction2
This addendum clarifies character generation rules set forth in Robin Hood Campaign for MERP characters.
It also provides additional game mechanics for the Game Master to use in their Robin Hood games. Sections
1.0 and 3.0 flesh out and simplify the Character Creation rules presented in Robin Hood. They also provide
an additional Profession (Knight) and expand on the use of magic. Section 3.0 provides additional
information on the Background Descriptions, which were presented in the Campaign book. The GM can
elect to use all or part of the rules when creating a Robin Hood character.

Section 2.0 presents rules concerning languages in medieval England and how languages relate to
Background Descriptions. Section 4.0 provides a table of European and mystical herbs. Section 5.0
simplifies Medieval England exchange rates and their equivalent to the normal MERP rates. Section 6.0
provides role-playing statistic for fauna and human encounters in Robin Hood.

1.0 Character Creation


This section shows players how to create Robin Hood characters with MERP rules.

When creating a Robin Hood character, players follow the normal rules of MERP: rolling for stats,
developing skills, choosing professions, etc. However, magical abilities have been curtailed. In Robin
Hood, wizards and dragons do not exist. Instead, there are greedy barons and scheming sheriffs. Magic, if
there is any, is very limited in scope and power. In Robin Hood, the player must roll to determine the
character's magical potential as part of character generation to limit the use of magic. This will be discussed
later in section 1.5 Magic.

1.1 Creating a Robin Hood Character in the MERP System

The first part of creating a Robin Hood Character is to choose a background description. In Robin Hood, all
player characters (PC) are human and typically native to England. Robin Hood lacks any of the character
races normally found in MERP. The different character race descriptions have been substituted by
Backgrounds Descriptions. Backgrounds Descriptions represent the type of upbringing the character had. A
character brought up by monks would choose the Priest/Monk background. Similarly, a character brought
up as a serf would choose the Peasant background. Descriptions and more information on Background
Descriptions can be found in Section 3.0.

1.2 Rolling Stats & Choosing a Profession

The PC is constructed following the MERP rules for rolling stats. In choosing a profession, the PC is
restricted to the professions listed in Table 1.1 shown below. The background chosen by the player further
restricts the availability of these professions. Spell-users of Essense (and Mentalism) are unknown in Robin
Hood; therefore they do not existat least not as PC options.

2
Original material copyright 2004 by Daniel M. Myers. Rolemaster and its component parts, including Robin
Hood Campaign, are the property of Iron Crown Enterprises. Fantasy Hero and its component parts are the property
of Hero Games. Both are used by the author in the context of producing a role-playing game supplement.

2
TABLE 1.1: MERP Professions in Robin Hood

Standard Professions Optional Professions


Warrior Knight
Animist Rogue
Ranger Conjurer
Scout Scholar (Sage)
Bard Civilian
Note: The Bard Profession can not learn any Bard or Essence spell
lists. The Conjurer Profession can not learn any Essence spell lists.
The Knight Profession is a new Profession and is discussed in detail
later in this section.

1.21 New Profession: Knight

In Robin Hood, Knights play a significant role in the ballads. Sir Richard of the Lee, Sir Guy of Gisburne
and Ivanhoe are all knights playing a crucial role in the stories of Robin Hood. The following provides a
description of the Knight profession.

Knights are trained in the arts of combat and jousting. Their primary areas of development are weapon
skills, riding, and body development. It is difficult for knights to learn spells and magic; they have little
interest in or aptitude for such pursuits. Knights can use any weapon and any armor but favor chain or
plate armor and large weapons. Knights also must have Jousting as their secondary skill (see Robin
Hood Campaign ).

Note: In Robin Hood, Knights are limited to PCs with Noble or Mercenary/Soldier backgrounds. Table 1.2
lists the Knight's Development Points and Profession Bonuses.

Table 1.2 Knight's Development Points and Profession Bonuses

Profession M&M Weapon General Subterfuge Magical Languages Spell Body Secondary Skills
Development Points: Skills Skills Skills Skills Skills Lists Development
Knight 2 5 3 1 0 1 0 3 0
Profession Bonuses: Realm Prime Stat Bonus
Knight None St (+2) Weapon Skills, Body development, Ride, Perception

1.3 Background & Role Traits

The PC follows the MERP rules for obtaining background and role traits. A player may choose from six
options: special abilities, hobby skill ranks, stat increases, heirloom, magic potential improvement, and
languages. Each option is worth 1 Background Option Point (BGO). Table 1.3 provides Background
options.

Special Abilities give the character extraordinary talents that distinguish the PC from the rest of the
population. Hobby Skill Ranks give the player two options. He can increase one of the PCs primary skills
by two ranks or one of his secondary skills by five. Stat Increases also give the player two options. He may
increase one of the PCs stats by 2 points or three stats by 1 point each, to a maximum of 101. The
Heirloom category provides the player with exceptional items. The Magic Potential Improvement
category allows a player to receive an additional +10 to his roll when determining the magical potential of
the PC. The Languages category allows a character to learn one additional language to rank 3 (fluency).
Language ranks are handled differently in Robin Hood. For more information, see Section 2.0. The GM
may restrict which languages a character may learn, see Section 3.0.

3
TABLE 1.3: Robin
R Hood Backgroundd Options andd Special Abiilities

Backgrou
und Option (eeach option ccosts 1 BGO point)
p
Stat Increease
Increase onne stat by 2 poinnts; OR
Increase thhree stats by 1 ppoint
Heirloom
Religious or
o Pagan artifacct: protects the wearer (+10 to one RR type {C Channeling, disease, or poison}})
Heirloom ofo Superb craftssmanship: +10 OB O with weapoon, +5 DB with armor
Magic Pottential Improveement
Increase rooll by +10
Hobby Sk kill Ranks
Increase onne primary skilll by 2 ranks; ORR
Increase onne secondary skkill by 5 ranks
Languagees
Learn one language to rannk 3
d100 Special Ab bilities PC must roll to deteermine Special Ability
0120 Extra Skilll: PC receives a special +5 boonus to any one primary skill.
2140 Craftsman n: PC receives a special +15 bbonus to any onee secondary skill.
4150 Resistancee: PC receives a special +10 too RRs versus diseases and poisons.
5160 Nimblenesss: PC receivess a special +10 bonus
b to all Mooving Maneuverrs.
6165 Observantt: PC receives a special +10 bonus to Trackinng and Perceptioon skills.
6670 Empathy: PC has empathhy with any onee type of animal. PC starts witth one loyal com mpanion animall of this type.
7175 Charismaa: PC receives a special +10 to all Influence skkills.
7680 Lightningg Reactions: PC C receives a +5 tto all offensive and defensive bbonuses.
8185 Linguist: PC receives a sspecial +1 rank to all known lannguages or two native languagges.
8690 Hardy: PC C receives a speecial +2 per rannk bonus to Boddy Developmentt rolls for Hit Pooints.
9195 Scholar: PCP receives a sppecial +1 rank tto all scholarly Knowledge
K Skiills.
9600 Sixth Sensse: PC receives a warning of daanger to himselff or one close too them immediaately before the threat arises.
Such premmonitions might be a tingling off the spine or a fflash vision.

1.4 Skill Developmennt

For skill developmennt, follow thee MERP form


mat for develooping Adolesscence and Apprenticeshi
A ip skills.
Secondaary skills folloow the normaal MERP forrmat.

Note: Roobin Hood Caampaign hhas an expandd list of seconndary skills from
f which tthe PC can chhoose.

1.5 Maggic

In the orriginal legendds referencess to magic arre rare. In Grraham Stapleehursts Robiin Hood Cam mpaign, magic
plays a mminor role. T This is in keeeping with thhe culture annd atmospherre of 12th cenntury Englandd where belieef
in supersstitions, folkklore and paranormal events are comm mon. To staay in-tune wiith the flavorr of the timees,
magic is included andd expanded. The section below descrribes how maagic is handleed in Robin H Hood.

In Robinn Hood, magiic does not exist


e in the saame form as it does in M
Middle-Earth.. There are no
n evil Magees
or fire-brreathing Draagons. Insteaad, magic is vvery subtle and
a rare. The very few m mortals who ccan use magic

4
do so secretly, and live in fear of being captured in an inquisition or witch-hunt by the Church or local
population. Those rare individuals who use magic can only cast from the realm of Channeling. As far as the
PCs are concerned, the realms of Essence and Mentalism do not exist. They are forgotten arts, lost after the
passing of King Arthur and destruction of Camelot.

Furthermore, some spell lists and spells are prohibited in Robin Hood.

Channeling Spell Lists that are prohibited:


Open: Barrier Law, Creations
Closed: Not Available for PCs
Cleric: Channels, Communal Ways, Life Mastery, Summons
Evil Cleric: Not recommended for PCs

Other spells that are prohibited:


Windwalking and Fly are not available. If one wants to fly, one has to change oneself into a bird or
another flying creature.
Invisibility doesn't exist.
Water movement spells such as Swimming and Waterwalking do not work unless specifically
allowed.
Teleportation spells including Dimension Door and Gate do not work in Robin Hood.
Joining spells that re-attach body parts are not allowed, nor are any Lifegiving spells.

Note: The GM may wish to exclude all magic from Robin Hood. Those players who still wish to pursue a
magical track for their character might select 'magical' secondary skills to develop. These secondary skills
might give the impression that the PC has mystical powers. Often this impression is derived from possessing
knowledge of the 'old ways' such as knowledge of herbs or poisons and the ability to read ancient runes. The
use of herbs to cure wounds and sicknesses and for other purposes is one of the main forms of 'magic' known
to the people of England at this time. Secondary skills such as Herb lore, Saint & Holy Men lore, Poison
lore, and Magic Script and Runes lore will give the PC a distinct mystical impression. Table 1.4 provides
suggested list of magical secondary skills. For more information see Section 2.5 of the Robin Hood
Campaign .

TABLE 1.4: Magical Secondary Skills

Magical Secondary Skills


Weather-Watching Divining
Spirit Lore Herbalism
Magic Symbols & Runes Scripture
Saints & Holy Men Lore Lays and Lore
Poetry & Lays Neums
Meditation Poison & Herb Lore
First Aid Star-Gazing

1.51 Spell-Users

As part of the character generation procedure for all PCs (including Fighters, Scouts, and Rogues), the player
must roll to determine the character's magical potential on Table 1.5.

5
A roll oof None inddicates that the characteer has no
knowleddge or abilityy of magic. T The characteer can not
develop their Magicaal Skills. Thherefore, thee character
must traansfer their Developmennt Points forr Magical
Skills to other primarry or secondaary skills.

A roll oof Skill indiccates that thhe character has some


skill in m PC can not learn spells,
magic and, allthough the P
can deveelop magical skills and caast spells from
m runes or
other maagical devices.

A roll oof Ability inndicates that the characteer has the


ability too cast spells and use maggic. Howeveer, the PC
can onlyy learn spells up to 5th levvel.

A roll oof True Pow wer indicatess that the PC C has true
magical abilities and is not resstricted in hhis use of
spells. HHowever, thee PC still haas to worry about
a witch-hhunts by the Church andd the local poopulation whho
believe aall magic is a source of evvil! A playeer who selectts the Magic Potential Imp from Table 1.3
mprovement fr
adds +100 to the magiical potential roll.

Examplee: Jack the M Monk choosees to be a Conjurer. Acccording to thhe Adolescennce Table, Jaack the Monnk
begins with
w four BGO O points (seee section 1.7). He uses oone BGO poiint on Speciaal Abilities, annother on Staat
Increasee, and two B BGO points oon Magic Pootential Imprrovement (seee section 1.3). As partt of the Robiin
Hood chharacter generration proceddure, Jack the Monk musst roll to determine his maagical potenttial. Jack rollls
a 65. Siince he has selected
s twice the Magicaal Potential IImprovement for his Bacckground Opptions, he addds
20 to hiss roll (remem
mber each seleection of Maagical Potentiial Improvemment adds 10 to the characcters Magicaal
Potentiall roll). This will bring his total roll vvalue to 85. According tto Table 1.5, Jack the Moonks Magical
Potentiall is Ability. With Abilityy, Jack can develop
d his magical skills and learn spells only up to level 55.
Likewisee, if Jack thee Monk had rolled a 45, his total Maagical Potenttial will be a 65, which is i Skill. Witth
Skill, Jacck the Monkk can still devvelop his Maagical Skills but will not be able to leearn any spells but will bbe
able to cast any spells from runes and scrolls.
TABLE 1.5:
1 Magical Potential Rooll
dd100 Magical Poten
ntial
001-34 None
335-79 Skill
880-89 Ability
990-100 True Power

Normal MERP
M rules still apply foor learning sppell lists and using spells.

1
1.52 Non-Speell-Users
Non-spell-user charaacters who wish to learn sspell lists muust also follow
w the rules aabove. The PPC must scorre
an Ability or True P Power on thee Magical Pootential Tablle (see Tablee 1.5) to be aable to learn spell lists annd
cast spellls. Otherwisse, non-spell--users follow
w MERP rulees. Due to thhe rarity of magic
m in Robbin Hood, thhe
GM mayy wish to furtther limit maagic use by foorbidding nonn-spell-users from learninng any spells.

6
1.6 Racial Modification Table

In Robin Hood, all the PCs will be humans. Fairies and dwarves do not exist as PCs. Some faire beings
might be encountered by the PCs such as the Green Man but they should treat such beings with awe and fear.
The PCs are not accustomed to such beings. Also by incorporating such beings as fairies and the Green
Man, the Game Master will not be following the normal ballads and legends of Robin Hood.

The table below provides the MERP human racial modifications for Robin Hood.

TABLE 1.7: MERP Racial Modifications Table for Robin Hood


ST AG CO IG IT PR ESS CHN POS DIS
Human +5 0 0 0 0 0 0 0 0 0

1.7 Adolescence Skill Development Table


In Robin Hood, it is assumed that the PCs will be from England and thus the only differential factor will be
how the PC was brought up. A PC reared by a Saxon lord will be brought up in the same manner as a PC
reared by a Norman lord. A Norman and Saxon Peasant will have the same upbringing. Obviously,
someone from Arabia or North Africa would have a different Adolescence Table since Arabian culture
differs from medieval England. The table below presents MERP adolescence skill development points for
the background descriptions presented in Medieval England. Section 3.0 will provide describe the
background descriptions.
TABLE 1.6: MERP Adolescence Table for Robin Hood
Soldier/
Peasant Noble Apprentice Priest/Monk Wild Man
Mercenary
Movement &
Maneuver
No Armor 1 1 1 1 1 1
Soft Leather 0 0 0 0 0 1
Rigid Leather 0 1 0 0 0 0
Chain 0 0 1 0 0 0
Plate 0 0 0 0 0 0
Weapon Skills
1-H Edge 0 2 2 1 0 0
1-H Concussion 1 0 0 1 1 1
2-Hand 0 0 1 0 0 0
Thrown 0 0 0 1 0 1
Missile 2 2 1 0 0 1
Pole-Arms 1 1 0 0 0 1
General Skills
Climb 1 0 0 0 0 2
Ride 0 1 2 1 1 0
Swim 1 0 1 0 1 1
Trickery Skills
Ambush 0 1 0 0 0 0
Disarm Trap 0 0 0 1 0 0
Pick Lock 0 0 1 1 0 0
Stalk/Hide 1 1 1 2 0 2
Magical Skills
Read Runes 0 0 0 0 1 0
Use Items 0 0 0 0 0 0
Misc. Skills
Perception 1 1 2 2 3 2
Body Hits 2 3 2 2 2 3
Special
Languages 4 4 6 5 9 3
Background 5 3 3 4 4 3

7
2.0 Languages
Since Robin Hood takes place in medieval England, it is recommended that every PC speak English. It is
also recommended that at least one character speak some French. It is, after all, the language of the
conquering Normans, the ruling class in England, who are more than likely the characters' antagonists.
During this time in England, literacy is very low. Only a few individuals, such as clergy and 'enlightened'
nobles, know how to read and write. Therefore, language ranks cost double. Table 2.0 explains the
language ability of each language rank.

TABLE 2.0: Language Rank Ability of Robin Hood

Rank Understanding/Ability
1 Simple phrases only; not able to read or write
2 Allows speech on very simple subjects; not able to read or write.
3 Allows fluency with regional/foreign accent. Allows reading of simple words but few
details and no writing.
4 Allows fluency but without tonal abilities. Allows ability to read and write moderately
simple passages.
5 Allows absolute fluency with no accent and total literacy.

Table 2.1 provides a description of languages spoken during Robin Hood.

TABLE 2.1: Languages of Robin Hood

Region Language Ranks for Starting Characters


In and Near England Soldier/Mercenaries learn one European or one additional 'In and Near
England' Language to rank 2.
English Peasant 3, Wildman 3, Priest/Monk 4, Noble 2, Soldier/Mercenary 2,
Apprentice 3.
Cornish
Welsh
Breton
Gaelic
French Noble 3.
Norse
Europe Soldier/Mercenaries learn one European or one additional 'In and Near
England' Language to rank 2.
Arabic (Spain, parts of Italy)
Flemish
German
Italian
Dead Language Priest/Monks learn one 'Dead Language' to rank 4.
Latin (necessary for certain lore)
Hebrew
Greek
Note: Subject to background language restrictions, all language ranks cost double.

8
3.0 Background Descriptions
In Robin Hood, there are none of the race descriptions given in the MERP rules; all characters are humans.
Most will be native to England, although foreign characters are by no means barred. The different race
descriptions have been substituted by background descriptions. Whether they are Norman or Saxon, children
were reared quite differently in noble castles, in monasteries, in peasant farms, in towns, and so on.

Since all PC will come from England the physical and cultural descriptions are not necessary. These
segments are covered in Robin Hood Campaign . The following are descriptions of typical backgrounds
found in Robin Hood. Naturally, certain individuals will differ to varying degrees. Certain modifiers are
included for purposes of realism, but GMs should feel free to omit them if they consider them to be
unwieldy.

The information is intended to serve as a guideline for equipping and developing both player characters and
non-player characters. The outfitting and hobbies bullets have been generated to enhance the process by
which the living peoples of Robin Hood are translated into a game system. The bullets listed under each
background correspond to the generalities described or found in Robin Hood legends. However, individuals
may stray from the norms of their culture. A GM may allow a character to learn a language usually of little
interest. How much deviation from the norms is up to the GM. When a character does not follow the norms,
the GM needs to include plausible reasons for the differences in the character's personal history and
background.

Overview

For simplistic purposes, humans in Robin Hood are comparable to those of modern times in height, weight,
and many other attributes. They age at a normal (modern) pace; they achieve young adulthood around age
16, their prime around age 30, middle age around 45 or 50, and old age at 60.

All characters will be equipped with one 'large' weapon, such as a sword, spear, staff, or long bow, and one
'small' weapon such as a dagger, hand axe, club, or knife. Similarly, very few characters will have mail
armor unless they are of noble background. Larger weapons are all confined to castles and the fiefs of noble
lords. If characters want better weapons, they will have to beg, borrow or steal them!

Peasant

Typically, a peasant is one who has worked the land for a knight or lord before becoming an outlaw. In
some circumstances, a peasant can be a freeman working his own farm or in a trade for the local village.

Other Factors

Profession Restrictions: Peasants can not become Knights, Conjurors, and Sages.

Languages: All Peasants speak English to rank 3. Peasants may learn the following extra languages:
Breton, Cornish, French, Gaelic, and Welsh.

Outfitting: Peasants use spears, daggers, quarterstaves, short- and longbows, clubs, and slings. For armor,
they typically wear soft armor or rigid armor.

Starting Money: 1 Silver Piece.

9
Background

BGO Pooints: 5.

Hobbbies: Peasaants possess many hobbiies, such as F Foraging, Coookery, Firstt Aid, Weathher Watchingg,
Trickkery, Husbanndry, and Gaambling. Arrtistic skills aare Dancing and Singingg. Craft skillls are Leatheer
Worrking, Smithiing, Masonryy, Rope Masttery, Cavingg, and Carpenntry. Lore skkills are Herb rb lore, Poisoon
lore,, Myths & L Legends of E England and local geogrraphy. Athleetic skills arre Sprinting and Jumpingg.
Influuence skills aare Public Sppeaking.

Soldier/M
Mercenary

This chaaracter is asssumed to haveh some fform of military


training prior to becooming an ouutlaw. This m might includee the
Crusadess, the city guuard, or a merrcenary contiingent.

Other Faactors

Profession Restricttions: Typiccally Soldier/Mercenary are


Warrriors, Knighhts, Scouts, and Rogues. A few cann be
Ranggers. They caan not be Barrds, Animistss or Sages.

Languagges: A Solddier/Mercenarry will speakk English to rank 22,


m the in and near
and oone additionaal language tto rank 2 from
Englland languuages or European languages. A
Solddier/Mercenarry may leearn the followingf eextra
languuages: anyy language inn or near E England and any
languuage in Euroope.

Outfittin
ng: Soldier/M
Mercenary use
u spears, sw words, quarteerstaves, shoort- and longgbows, clubs,, daggers, annd
slinggs. As armorr they typicallly wear anytthing from noothing to leatther armor annd often use a shield.

Startingg Money: 5 S
Silver Pieces..

Background

BGO Pooints: 3

Hobbbies: Soldieer/Mercenariies possess m many hobbiess, such as Fooraging, Signnaling, First Aid,
A Unarmeed
Com
mbat, Siege E Engineer, Millitary Organization, Tortuure, Law, andd Gambling. Artistic skillls are Singinng
and Story Tellinng. Craft skkills are Leatther Workingg and Smithing. Lore skills are Waar Tactics annd
Geoggraphy. Athhletic skills aare Sprintingg and Jumpinng. Influencce skills are Leadership, Interrogationn,
Seduuction, and P
Public Speakiing.

Noble

This chaaracter is from


m the upper cclasses of socciety and therefore more than likely oof Norman deescent. Since a
noble caan buy off puunishment, a player chooosing a noblee should be rare. Howevver, a charactter could be a
sympathetic noble to the cause off the commonn man or havve been exiledd for some m misdeed.

110
Other Factors

Profession Restrictions: Nobles have no Profession Restrictions.

Languages: All Nobles speak French to rank 3 and English to rank 2. Nobles may learn the following extra
languages: any European and dead language.

Outfitting: Nobles use spears, two-handed swords, short swords, quarterstaves, short- and longbows,
javelins, clubs, daggers, and slings. As armor they typically wear anything from leather to chain armor
as well as shields and greaves.

Starting Money: 10 Silver Pieces depending on circumstances, it might be less or more.

Background

BGO Points: 3.

Hobbies: Nobles have a wide range of secondary skills from fighting to administration. (Basically, all
the secondary and lore skills listed in Robin Hood Campaign .)

Apprentice

This character is from the trade classes and has worked to learn a craft or trade such as a merchant, smith, or
tanner.

Other Factors

Profession Restrictions: Typically an Apprentice possesses civilian professions such as a smith, merchant,
baker, artist, acrobat, or weaver. However, Apprentices can not be Knights.

Languages: All Apprentices speak English to rank 3. Apprentices may learn any extra languages listed in
section 2.0.

Outfitting: Apprentices use spears, short swords, hand axes, war hammers, quarterstaves, short- and
longbows, clubs, daggers, and slings. As armor, they typically wear armor leather.

Starting Money: 4 Silver Pieces.

Background

BGO Points: 4.

Hobbies: Typically Apprentices have skills suited for their professions. A smith would have smithing
and leatherworking; a merchant would have appraisal and mathematics and so forth. However, the
secondary skills listed are skills that apprentices possess in general. Apprentices possess many hobbies,
such as Foraging, First Aid, Gossip, Masonry, Trickery, and Gambling. Artistic skills are Dancing and
Singing. Craft skills are Leather Working, Engineering, Carpentry, Navigation, Merchant, Law, Usery,
and Sculpting. Lore skills are Scripture, Myths and Legends, Herb lore, Poison lore, and Geography.
Athletic skills are Sprinting, Juggling, Acrobatics, and Jumping. Influence skills are Leadership,
Seduction, Trading, Diplomacy, and Public Speaking.

11
Priest/Monk

This character represents those with a religious upbringing. These characters tend to have specific skills such
as literacy and have access to knowledge through libraries.

Other Factors

Profession Restrictions: Priest/Monks are typically Animists, Sages, or Bards. They can not be Warriors,
Knights, or Rogues.

Languages: A Priest/Monk will speak English to rank 4, and one dead language to rank 4. A Priest/Monk
may learn any extra language.

Outfitting: Priest/Monks use daggers, hand axes, short swords, quarterstaves, clubs, and slings. As armor,
they typically wear only a robe.

Starting Money: 2 Silver Pieces.

Background

BGO Points: 4.

Hobbies: Priest/Monks possess many hobbies, such as Foraging, First Aid, Animal Handling,
Mediation, Weather Watching, Scripture, Law, Administration, Gossip, and Gaming. Artistic skills are
Art, Dancing, and Singing. Craft skills are Leather Working, Poetry, Engineering, and Sculpting. Lore
skills are Ladies of the Court, Myths & Legends, History, Magic Symbols, Herb and Poison Lore and
Geography. Influence skills are Disguises, Acting, Leadership, Diplomacy, and Public Speaking.

Wild Man

This background is suitable for characters that wish to have been living in the rough, or in very primitive
societies, from an early age. This sort of person will react badly to civilized surroundings and will be much
more at home in the countryside.

Fears and Inabilities: Wild Men fear towns and cities.

Other Factors

Profession Restrictions: They tend to be Rangers and Animists. Wild Men can not be Knights. Otherwise,
they have no restrictions.

Languages: All Wild Men speak English to rank 3. Wild Men may learn the following extra languages: any
dead language and any in or near England language.

Outfitting: Wild Men use spears, quarterstaves, short- and longbows, javelins, clubs, daggers, and slings.
For armor, they typically wear thick fur clothing, which acts as soft leather armor.

Starting Money: Gets to pick two herbs from the Herb Table (see Section 5.0) for one or two doses.

12
Background

BGO Pooints: 3.

Hobbbies: Wild Men possesss many hobbbies, such as a Foraging, First Aid, Signaling,
S Ommen Readingg,
Weaather Watchinng, and Gammbling. Artisstic skills aree Dancing, Sttory Telling,, and Singingg. Craft skillls
are L
Leather Worrking, Smithhing, Navigaation, woodcarving, and Sculpting. Lore skills are Myths &
Legeends, Magicc Symbols, M Magic Runees, Saints & Holy Menn Lore, Herrb and Poisoon Lore, annd
Geoggraphy. Athhletic skills are Sprintinng, Tumblingg, Acrobatics, and Jumpping. Influence skills arre
Leaddership.

113
5.0 Herbs of Robin Hood
In Robin Hood, almost every midwife and clergy knows something about the local herbs in the area.
Oftentimes they would serve as the village doctor prescribing herbs like a modern doctor would prescribe an
antibiotic. Those with extensive knowledge of herbs and poisons were looked upon with suspicion,
especially those outside the Church. Below is a sample list of herbs that can be found throughout Robin
Hood. Some herbs, especially those marked in the Special section, are magical and can only be acquired
through special means, for example, as a gift from the mystical Green Man or on an old pagan hill.

TABLE 5.0: Herbs of Robin Hood


Herbs Codes Form/Prep Cost Effects
Circulatory Repair
Amaranthus t-F-3 Flower/paste 3sp Heals 2 hits/rnd of bleeding
Clown's Woundwort m-M-2 Root/ingest 9sp Heals all bleeding from one wound
Deadly-Nightshade m-F-5 Leaf/ingest 15sp 5th level depressant causes sleep and doubles the rate of healing during sleep
Wormwood m-F-6 Flower/paste 10sp Heals major wounds and heals 220 hits
Yarrow t-M-4 Flower/paste 5sp Instantly heals all bleeding
Concussion Relief
Bugle m-F-5 Flower/brew 10sp Heals 220 hits
Healwell m-t-3 Leaf/brew 5sp Heals 110 hits
Bone Repair
Ribwort t-M-6 Root/brew 30sp Heals any broken bone
Alexipharmics
Blessed Thistle m-D-2 Berry/ingest 30sp Cures the effects of any poison (5)
Napweed m-S-6 Flower/brew 5sp Reduces the effects of poison by half
Snakeweed t-H-5 Leaf/brew 10sp Cures any snake bite (lvl 3)
Spiderwort t-M-3 Root/paste 9sp Cures spider poison (lvl 3)
St. John's Wort t-D-6 Nodule/brew 35sp Cures any enchanted poison (lvl 8)
Stinging Nettle m-C-3 Nut/ingest 7sp Cures any plant-based poison (lvl 4)
Burn and Exposure Relief
Aloe h-H-6 Leaf/paste 8sp Doubles rate of healing for burns and minor cuts
Barberry m-D-7 Berry/ingest 7sp Heals one burn area
Hound's Tongue t-F-4 Root/brew 5sp Heals all burns and frostbite
Special
Herb of Life 9 Flower/ingest N/A Heals any one non-fatal wound
Ambrosia 9 Flower/ingest N/A Regenerates broken bones, torn muscles and vessels, and heals 3 hits/rnd for 30
rounds
Moly t-D-8 Root/ingest 110sp Will dispel the first spell cast upon the user. Only one use per day. (lvl 12)
Muscle, Cartilage, & Tendon Repair
Ragwort m-D-4 Root/brew 10sp Heals sprains and muscle wound at twice the normal rate
Witch Hazel m-C-2 Leaf/lotion 8sp Relieves muscle aches (+10 to RR) and heals small cuts (1 hit/round)
Agrimony t-D-6 Leaf/boil 5sp Heals sprains and bruises
Nerve Repair
Burdock m-S-4 Stem/brew 30sp Doubles rate of healing for healing for nerve damage
Organ Repair &
Preservation
Calamus t-F-7 Root/ingest 10sp Heals stomach flu and restores partial hearing loss to within 10% of normal
Lungwort t-T-6 Root/ingest 80sp Heals lung damage
Spring Adonis m-F-6 Leaf/ingest 50sp Heals minor organ damage
Codes Climate Codes Locale Codes Difficulty of Finding
The codes use a small letter for the a.. arid A.. Alpine Code Difficulty Mod.
climate that the herb is normally c.. cold C.. Coniferous forest
found in., a capital letter for the e.. everlasting cold D.. Deciduous/mixed forest 1...........Routine. .................+30
type of locale that the herb is f.. severe cold (frigid) F.. Freshwater coasts & banks 2..........Easy......................... +20
normally found in, and a number h.. hot and humid H.. Heath/scrub 3..........Light........................ +10
for the difficulty of finding a dose m.. mild temperate J.. Jungle/rain forest 4...........Medium.................... +0
of such an herb. These herbs are s.. semi-arid M.. Mountain 5...........Hard........................ -10
but a small sample of the herbs t.. cool temperate O.. Ocean/saltwater shores 6..........Very Hard............ -20
and poisons used in the medieval S.. Short grass 7...........Extremely Hard.......-30
England. T.. Tall grass 8...........Sheer Folly..............-50
W.. Waste 9...........Absurd.....................-70

14
6.0 Money & Equipment
For simplicity, the tables below provide exchange rates and their equivalent to the normal MERP rates
during Medieval England. For more information on coinage see section 4.11 of Robin Hood Campaign .

TABLE 6.0: English Coinage


Robin Hood Coin Type MERP Equivalent
Penny (d) Copper Piece (cp)
Shilling (s) Bronze Piece (bp)
Pound () Silver Piece (sp)

TABLE 6.1: Exchange Rate

Actual 12th Century Exchange Rates 3 Suggested Exchange Rates


12 Pennies worth 1 Shilling 10 Pennies worth 1 Shilling
20 Shilling worth 1 Pound 10 Shillings worth 1 Pound
6 Pounds worth 1 Gold Mark 10 Pounds worth 1 Gold Mark

Normal equipment such as weapons, armor and accessories found in Robin Hood is comparable to MERP.
The GM should use the prices listed on ST-4 Equipment and Price Table found in MERP 1st and 2nd ed. as a
basis for prices. In general, most of the weapons and armor will have zero bonuses. Most smiths possess
mundane skills. Their weapons while not frail just are not of high quality. In general the following
guidelines should be used:

Expert craftsmen create +5 items. These items are most common. A lesser noble might have one
item with +5 bonus but no more. Common warriors finding a +5 weapon would be rare and
marvelous thing and likely, the handsomest weapon the warrior has ever seen.

Really amazing craftsmen create +10 to +15 items. These items are expensive and rare. A wealthy
noble might possess one item with a +15 bonus.

Items made from Toledo, Spain are known for its beauty and high quality during the early Middle-
Ages. These items are typically +10 and weigh 1/2 less than normal. These items do not break
easily and normally cost three times their normal value.

Magical items in a Robin Hood are very rare if non-existence. If the GM does decide to have magical items,
it will not be in the form of flaming swords or magical wands. The most frequently mentioned magical items
are religious in origin or have some connection to paganism such as Celtic and Norse mythology. Religious
relics of saints, such as bones, crosses, robes and staffs, are found in churches or monasteries as objects of
pilgrimage. They are said to have great powers to heal or cure but their actual effects depends on the GM.
These magical items have a story behind them which should play into the adventure or scenario. The more
useful magical items will be in the form of potions (herbs & poisons), scrolls, odd magical symbol,
runesticks and charms. The effects of these magical items should be very limited or have a one-time use.
Examples of the magical items are:

3
Graham Staplehurst, Robin Hood Campaign, Iron Crown Enterprises, Charlottesville, 1987.

15
Potion of Caatatonic - insttantly brings the drinker into
i a catatonnic state.

Potion of Ceernunnos (or St. Ciaran) instantly heeals 4-40 hitss and cures anny magical enchantmentss.

Swords of Wayland these sevenn swords weere constructted by a


crusading knnight long ago. They shhould be treaated as Toleedo Steel
(+10 OB) annd are designned to upholdd the forces of light andd combat
the forces oof darkness. It is up to thhe GM to determine if this means
the swords ppossess maggical powerrs. These sw words were thet main
focal point inn one of Robbin of Sherwoood4 episodess.

Scallop Sheells of Saintt James of Compostellaa these shhells are


symbols of the pilgrimaage to Comppostella in Sppain. The seea shells
protect the oowner from thhe effects off the weather while traveliing. The
Christian in good standiing.
owner will nneed to be a C

Bone of Sainnt Burgaweool Burgaweeol was a Saaxon hero whho defended the lands agaainst invadinng
Danes. Thee bone is loccated in a moonastery. A
Any Saxon w with reverence for St Burrgaweol mighht
receive aid in the form of a cryptic premonitionn of doom annd treacheryy or by strenggthening theeir
sword-arm.

Runestick oof Herne aan ancient arrtifact of unkknown originn in the shappe of a silveer arrow, it is
decorated with
w runes andd symbols. IIt is a pagann symbol. Itt provides thhe user with +10 + to morale
and +10 resiistances againnst the magicc of the dark forces.

The Dark Boars Amuleet Created by b a witch thhrough animmal sacrifices for the forcees of darknesss
the amulet ppossesses a dark
d spirit in the form of a dark boar. It provides tthe wearer with
w +20 to DB
and +40 RR R versus all mmagic. Its ppowers are w weaken in thhe presence of o holy item
ms or places oof
power such as a church, a pagan tree or any religiious place.

Cross of St Cornelius - this large crross containss a bone from m the Celticc Saint Corneelius who waas
said to heal the sick. L Located in a m monastery deeep in the foorest away froom the pow
wer of churchh,
touching thee cross is saidd to cure illneesses and disseases such as leprosy.

Lincoln Greeen - Robin'ss band wearss Lincoln Grreen cloth, which


w grants +5 to Stalkking & Hidinng
rolls.

Of coursse the GM caan say there is nothing ssupernatural about items listed abovee. Perhaps thhe potions arre
nothing m more than a mixture of hherbs and flowers taken from f the counntryside. Orr the magicaal items meaan
somethinng to the local populationn or person, but actually have no pow wers. Perhapps the dark bboar amulet is
being soought after byy nefarious ppersons seekking its so ccalled mystiical powers for evil purrposes and thhe
PCs are called to stoop them. Orr the Cross of o St Corniliius is stolen by the churrch because cclergy fear iits
reputatioon as a poweer outside thhe church andd the PCs is aasked by the local Celtic monks to rettrieve before it
is destroyy. It is the belief in their mystical pow
wers that cann make an addventure wortthwhile.

4
Robin off Sherwood w was a TV seriess broadcasted in 1980s. It is known for its i introductionn of an Arab aas a Merry Maan
for thhe first time annd for its pagaan theme. Thee idea of severral of the itemss listed came from
f the TV series.

116
7.0 Fauna and Non-Player Characters of Robin Hood
The following tables provide role-playing statistics for the fauna, humans, and Non-Player Characters of
Robin Hood. For more information on the fauna and human encounters see Robin Hood Campaign .
Fauna
The majority of dangerous encounters PC will face will be other people such as Barons, Sheriff's guards, and
Foresters. However, it does not hurt if the GM decides to throw in a fierce bear or a hungry pack of wolves
to add excitement. Unlike modern England, large predators such as wolves and bears roam medieval
England. The following provides statistics for the fauna PC might encounter.
TABLE 7.0: Natural Fauna of Robin Hood
Name Lvl Size MM Hits AT DB Shld Melee OB Notes
Bear, Brown 4 L 20 160 SL 30 N 65/LGr 80/LCl
Bear, Brown, Cub 1 S 20 34 RL 20 N 55/MGr
Boar 3 L 30 110 SL 40 N 55/LHo
Bull 4 L 20 160 No 20 N 60LHo/55LBa
Cat, Wild 2 S 40 20 No 50 N 35MCl/40SBi Lynx and other wild cats
Deer, Red 3 L 30 90 No 25 N 50LHo/40MBa Only males get antlers
Deer, Roe 2 M 35 70 No 30 N 40MHo/30MBa
Dog, Large 3 L 30 70 No 25 N 70LBi
Dog, Medium 2 M 30 50 No 25 N 50MBi
Dog, Small 1 S 30 30 No 20 N 40SBi
Eagle, Golden 4 M 30 50 No 30 N 50MCl/35SPi
Horse, Large 3 L 30 110 No 30 N 45LBa Foreign horse
Horse, Small 2 M 30 90 No 30 N 30MBa Domesticated horse
Large Whip Snake 3 M 25 35 No 30 N 45SBi
Viper 1 S 20 5 No 30 N 35SSt Venom with A crit or better
Wolf, Gray 3 M 15 95 No 30 N 65LBi Hunts in packs; smell

Non-Character Players

The following table provides a cross section of inhabitants in Medieval England that a PC may encounter.

TABLE 7.1: Human Encounters of Robin Hood


Name Lvl MM Hits AT DB Shld Melee OB Notes
Rogue 2 5 30 SL 5 N 25we/30we Typical Bandit
Ruffian 3 10 45 RL 0 N 35we/35we
Thief 5 20 60 SL 15 N 60we/45we
Town Guard 3 5 65 RL 30 Y 45we/30cb
Bowman 3 0 65 RL 5 N 30we/45cb
Sergeant 4 10 75 CH 35 Y 60we/55cb Possible Sympathetic Englishman
Men at Arms 5 10 75 CH 30 Y 65we/40cb Elite Guards, mostly mounted
Peasant 1 10 21 No 0 N 15we/10we Serfs
Fyrdman 2 10 30 No 0 N 25we/30we Not a serf
Verderer 5 10 65 RL 15 N 60we/50bw Patrols the King's forests
Forester 4 5 55 SL 10 N 50we/50we
Merchant 5 10 35 No 0 N 40we/40we
Templar 4 15 65 CH 25 Y 65we/45bw Religious Knight
Trader 4 5 58 SL 0 N 35we/25we
Burgess 2 10 35 No 5 N 20we/18bw
Monk 3 5 30 No 0 N 10we/10bw Literate
Chaplain 2 0 30 RL 0 N 15we/5bw Local Priest (also Pagan Priest)
Noble (Minor) 3 5 45 RL 30 Y 40we/35we
Noble (Knight) 3 0 60 CH 40 Y 60we/40we Possess horse and men
Noble (Baron) 5 5 75 CH 35 Y 60we/65bw Rich

17
8.0 Charracters of Robin Hoood
The folloowing details the charactters found inn legends of R Robin Hoodd that were noot mentionedd in the Robiin
Hood Caampaign. Soome of the ccharacters aree recent addiitions to the legends suchh as Ivanhoee or Baron De D
Belamee. Others aree outlaws thoough not as ffamous as Robin
R Hood wwho have theeir
own legends told abbout their deeds. Please nnote that therre are numerrous variationns
and hooles within tthe ballads. Where variiations differr and holes appear, logic,
imaginnation, interppretations, aand pure fanntasy are ussed to fill in the holees.
Therefo
fore, if som me fact or ddetail aboutt an Outlaw w or Merryy Men seem ms
implauusible, it shouuld by all meeans be changged. In addittion, the desccription of thhe
charactters is just a summary off events with many details left out. Foor an in-deptth
charactter overview w of a partiicular hero, consult a bbook on Roobin Hood or o
Medievval Outlaws. Refer to the bibliographhy for a sam mple of bookss to consult on o
these toopics.

The seection, Otherr Outlaws, ddescribes Meedieval Outlaaws that havve made theeir
deeds iinto ballads outside the stories of Roobin Hood aand his Merrry Men. Thhe
sectionns, Merry Meen and Tyrannts, are charaacters that aree mentioned in the legendds
of Robbin Hood. Thhey either pllayed a minoor role in Robin Hood leggends or werre
recent addition to the legends. The secction, Ivanhooe, details tthe characterrs
presentted in the faamous novel,, Ivanhoe byy Walter Scoott in 1812. Although thhe
novel ffocuses on thhe adventurees of a youngg knight nam med Ivanhoee, Robin Hoood
and sevveral of his MMerry Men pplay a significcant role in the
t story and thus the storry
is part of the Robiin Hood legeends. The laast section provides
p MEERP/RM gam me
statisticcs for the meentioned charracters.

her Outlawss
8.1 Oth

Robin H Hood is by fa far the most famous Outtlaw but he is not the onnly Outlaw. Other Outllaws of lesseer
renown defended
d thee poor againsst wily Sherifffs and moneey hungry Baarons and Coounts. This section
s detaiils
infamouss contemporraries of Robbin Hood; theeir game stattistics are prrovided in Taable 1.3. Alll the Outlaw ws
presentedd operated inn or near Enngland, and tthe GM could have the PCs encountter these Ouutlaws as foees,
rivals, orr allies.

8
8.1.1 Eustacee the Monk

Famed cconjurer, rennegade monkk, outlawed knight and daring piraate describe the various careers of a
historicaal figured nammed Eustacee the Monk. Through thhe centuries tthe ballads oof Eustaces exploits havve
been exaaggerated andd transformeed into the sttuff of legends. A contemporary of R Robin Hood, Eustace solld
his navaal expertise tto the highesst bidder woorking under the paymennt of King Joohn of England or Princce
Louise oof France. H His only real ppassion was to wage warr against the powerful Coount of Bouloogne who haad
h out of hiis family inheritance.
cheated him

This renegade was onnce the son of o a knightlyy house in thee province of Boulogne, France. As a young mann,
he was very
v ambitiouus, gaining aadmission to a cryptic moonastery in Toledo,
T Spainn. There he llearned magiic
m his abbot aand became something of a conjurer,, performing feats of maggic and trickkery. He lateer
arts from
retreatedd into a monnastery in B Boulogne nexxt to his fatther's lands, to become a monk. H His father waas
ambusheed and killedd in a land diispute. Eustaace left the mmonastery too claim his innheritance annd to demandd,
unsuccesssfully, justicce for the muurder of his father from the Count of Boulogne, Renaud. Thhe Count whho

118
coveted his fathers land, took tthe fief as hish own and falsely accuused Eustace of wrongdooing. Eustacce
escaped to the woodss to become a trickster ouutlaw using trickery
t and eenchantmentts to rob mercchants and thhe
Count's mmen. His fam me grew as aan outlaw annd was recruiited by both the King of England andd the Prince oof
France too terrorize thhe English CChannel. He was probablly the greateest sea captaiin of his genneration razinng
several pports to the gground. His name was ennough to striike terror intoo the hearts of seamen. As an outlaw w,
Eustace ttook up the ccauses of the poor and thoose oppressedd by the tyrannnous Countt.

8
8.1.2 Adam B Bell, Clim off the Clough, and William of Cloudesleey

These thhree English yeomen werre born on sm mall farms inn Cumberlannd, located noorth of Nottingham. Theey
were spied hunting ddeer in the Kiing's forests, which carrieed the penaltty of death, bbut avoided ccapture. Theey
fled to Innglewood Foorest and beccame outlaw ws. Like Robbin and his m men, they beggan to prey on merchantts,
abbots, aand the sherifff's men whille assisting thhe destitute. In time, theey became fam mous for theeir archery annd
daring exxploits.

Adam Bell is the olddest and leadeer of the bandd. William oof Cloudesleyy is the younngest; hot heaaded, arrogannt
and veryy much the faamily man. Whenever he gets a channce, he visitss his devotedd wife, Alice,, and his threee
sons. Of the three, W William is thhe best archeer. Clim of C Clough is thee trickster off the group, often donninng
disguisess and mimickking officialss in his deceptive schemees. He is levvel headed annd down to eearth althouggh
his one blinding
b faultt is his hatredd of Normanss.

In some anncient ballads and moderrn stories, A Adam Bell aand his bandd interact witth
Robin and hhis Merry MMen either as rival outlawss or allies. The
T GM coulld have Adam m
Bell and hiss gang compeetes with PCss in some fasshion.

8.13 Eric o Lincoln

Eric o Linccoln is neitheer an outlaw nor


n villain buut is noted heere simply beecause he is
mentioned iin several tales. In the talles, Eric challlenges one oof the Merry Men to a
match of staaves. He is reputed
r to be the best wreestler in Lincooln and can bbe found at
fairs and fesstival challennging anyonee to a wrestlinng match or a match of sttaves. Eric iss
as loud and boisterous aas he is big. H He is almost as big as Litttle John is. HHis
confidence can be mistaaken as arrogance. In trutth, he likes too compete annd have fun
regardless oof whether hee wins or losees. He alwayys carries a sttaff, which hhe uses with
great skill. While not a Merry Man, Eric is no friiend to the Sheriff of Notttingham
either. He iis his own maan.

The GM cann have the PC Cs meet Ericc at a fair chaallenging the largest of thee group to a
wrestling m
match or matcch of staves. Or the PCs aas outlaws coould try to roob Eric while
he travels thhrough Sherw
wood Forest, only to realiize too late thhat they are facing
f the
renowned E Eric of Lincolln!

8
8.14 Georgee-a-Green (off the Geen)

George-aa-Green livedd in Wakefieeld, a small ttown near Shherwood Forest. Althouggh mentionedd in ballads oof
Robin Hood,
H he is a hhero of his ow
wn set of talees outside thee Robin Hoood legends. As
A a youth, hhe was often iin
trouble w
with the law.. He was plaaced at school under a suurly tutor buut ran away. When he grrew up, Robiin
Hood, wwho was alwaays on the loookout for spiirits of this kkind, secured him a place as one of thhe Merry Menn.
He serveed with Robiin for some ttime until hee commencedd a small revvolt against thhe local authhorities, whicch
was prommptly put dow wn.

119
He later became a P Pindar, a tow wn official w whose duty iss to watch ovver the livesstock and prootect the local
crops. Inn some tales, he is referredd to as the Joolly Pindar off Wakefield. His most faamous deed w was protectinng
Wakefield manor froom Robin annd his Merryy Men. Whiile acting as a Pindar, hee challengedd and defeateed
Robin, LLittle John annd Will Scarllet in a duel oover the townns property.. Although tthey did fightt, Robin Hoood
holds noo grudges andd still assists George-a-Grreen in some of his advenntures. At beest he is considered a sem mi-
member of Robins band.
b He willl assist themm in times off need; but oonly if it does not contraddict his public
duties ass Pindar, whhich is to prootect Wakeffield. He knnows most oof the Merry Men personnally since hhe
adventurred with them m in the earlly part of hiss life. Others he has knoown since chhildhood suchh as Much thhe
miller son who also grew up in W Wakefield.

George-aa-Green is a jolly fun-looving man spporting a thicck curly mopp of hair andd beard. Hee is in his latte
twenties and his hairr is sprinkledd with gray. He has som me convictionns and prefeers to handle things on hhis
own. Buut he is no foool; if he thinnks he will need
n help he w will ask. Hee enjoys a goood laugh andd rarely is stiill
for long.. As Wakeffields Pindaar, he carries a sword, whhich he uses with great skill, and a yew bow. Thhe
GM can insert Georgge-a-Green ass either the PCsP ally or aan opponent wwho later beccomes a friennd of the PCss.

8.2 Thee Merry Men


n

The Merrry Men are not your aveerage peasannts. They aree highly skillled middle-
class yeoomen who, ddue to chaoticc social condditions of the times, took tto the forest
to protesst the represssive regimess of greedy Barons and power hunggry knights.
Merry Men
M are com mprised of traadesmen, pottters, tannerss, cobblers aand farmers.
Even thoough they aree members oof Robins ouutlaw band, manym still plyy their trade
with the locals. Duee to their varrious talents, they are abble to maintaain a decent
standardd of living deeep in the heaart of Sherwoood Forest. T
Things they ccannot make
or grow in the foresst, they are aable to barteer for with thhe locals. A After awhile
some even return to their respecttive line of w work as the village
v cobbleer or tanner.
The legeends state thhat Robin Hoood and his Merry Men are seven sccore strong.
And desppite modern tales, they laack horses. Horses are not n mentioneed in the old
ballads. The reason ffor this is thaat horses are time-consumming to mainttain, hard to
hide, andd expensive tto feed in a ddense forest w
with underbruush.

Merry M
Men are not jjust skilled ccraftsmen butt hardy warrriors. All carrried a long
bow thatt is used withh great skill aand most hadd a stout stafff, which servves more as
a deadlyy weapon thhan a walkinng stick. M Most Merry M Men have a history of
disobedience (the reeason why R Robin Hoodd recruited tthem). Thee locals are
sympathetic to their cause and situation.
s T
The followinng is a list oof the more
prominennt Merry Meen that have m made their naame into balllads and songgs.

8
8.2.1 Arthur ABland

Nearly as
a tall and strrong, but not as sharp, aas Little Johnn, Arthur AB Bland is Litttle Johns coousin. He is a
stocky muscular
m mann with wide sshoulders andd a deep chesst. His hair is
i dark and ccurly and he ssports a rouggh
black beard. A tanneer by trade, hhe joined the Merry Men when he bessted Robin H Hood in a com mbat of stavees.
He carriees a stout blaack staff and wears a harddened cowhidde cap, whichh he tanned hhimself and wwhich protects
him as a helmet woulld. Despite his menacingg appearancee, Arthur is ann easy-goingg, good-naturred fellow.

220
8
8.2.2 David oof Doncasterr

Althoughh withdrawnn and quiet, he is populaar with the locals and offten acts as a spy for Roobin Hood by b
venturingg into villagees to obtain information. David is onne of the youungest membbers in the band. He is sso
young thhat he has yeet to grow faccial hair. Hee is a rather good-lookingg chap with corn blonde hair and deeep
blue eyees. Like mosst Merry Meen, he is a crraftsman, a ccobbler by trrade. An exxcellent shot with the lonng
bow, he is one of thhe better archhers in the group
g Robins schemes. He is a
and paartakes in neearly all of R
valuable friend to Roobin Hood.

8
8.2.3 Much

He goes by many different


d nam
mes such as M Much, Midgge, and even Nick. In thhe modern ttales, Much is
portrayedd as a dim wwitted puny yooung man. This
T portrayaal is inconsisttent with the early balladss. In the earlly
ballads, Much appeaars as the m millers younng son and is a wily andd dear friendd of Robin Hood. He is
generallyy mild mannnered unless pprovoked, whhen he posseesses a violennt temper. HeH plays an inntegral part oof
most of Robins
R adveentures and schemes.
s Onne thing that has
h not changged through the ages is his
h portrayal aas
the youthhful mascot of the band. He represeents the littlee people that tyranny stepps on. Muchh appears as a
small energetic youthh with curly bblond hair annd blue eyes. He normallly carries a shhort sword annd longbow.

8
8.2.4 Sir Richhard of Lee

Sir Richhard is not a Merry Men but a sympaathizer of Meerry Mens ccause. Several
times, hhe has given Robin and hhis Merry Men sanctuaryy in his castlee during timees
of needd. He is a resspected knight who once fell heavily in debt to thhe local abboot.
Robin caught
c him iin the woodds, listened too his sad talle and helped Sir Richarrd
repay his
h debts. Evver since, Sir Richard has helped Robiin and his Merry Men. He H
appearss as a tall weell-mannered knight and carries himseelf with pridde and dignityy.
An honnorable man, his word is hhis bond. Hiis son, Walteer, is currentlyy crusading iin
the Holly Lands. WhenW not wearing chainn mail, whichh he covers with a whitte
embroiddered robe, hhe wears a ccotton shirt aand leather emmbroidered ddoublets. His
H
favoritee weapon is his
h two-hand sword, whicch he uses wiith great skilll.

8.2.5 N
Nasir

Nasir iss a recent adddition to the llegends of Roobin Hood. NNasir is a Sarracen with a
past as a professionaal assassin inn Palestine beefore having been captureed by a
Europeaan crusader aand user of black magic, called
c Baronn de Belame. Nasir was
put undder an evil spell by the Baaron and brouught back to E England to w
work as his
henchmman. He is evventually freeed from the spell
s by Robiin Hood and,, having founnd
respect for
f Robin durring a cruciall sword fightt, decides to jjoin Robin's bband of outlaaws in Sherw wood Forest
and help to fight for the
t rights of the commonn people in m medieval Englland. Nasir hhas always reemained a
mysterioous character to the other Merry Men. His distinctt looks and hiis quiet demeeanor does noot endear him m
to the othher Merry M
Men. Howeveer, most Merrry Men consiider him to bbe a fair and hhonorable maan.

8
8.2.6 Wat o'' the Crabstafff

Wat is ann itinerant tinnker from Baanbury who ggained his suurname from his skill withh his crabappple cudgel. He
acceptedd a commissioon to serve a warrant on Robin.
R After a series of adventures whhere Robin hhad fun at
Wats exxpense, Wat ccatches up w with Robin annd the two fouught with staaves. After a fierce battlee, Wat

221
shatteredd Robins staaff but the Meerry Men inteervened in tim
me to save Robin.
R Impreessed by the ttinkers
ability, hhe asks him too join the Meerry Men, whhich Wat acccepts. Wat apppears as a bllack hair mann with steel
blue eyes. He has a sswarthy com mplexion. He is a braggartt of his abilitties. His overrconfidence hhas led him too
be the buutt of many jookes. Neverttheless, he is considered oone of Robinns stoutest figghters and haas earned thee
respect and
a trust of m
many of his M Merry Men.

8.3 Thee Tyrants

In the tw
welfth centurry, the Kinggs authority only extendded so far, aand it was upp to the local barons annd
knights tto govern thheir lands as they see fitt. They raised their ownn illegal taxees and hiredd men like thhe
Sheriff of
o Nottingham m to maintaiin their poweer on the lannds. It was bbecause of thheir repressivve actions that
middle cclass yeomenn like Robinn Hood andd Little Johnn rose up annd took to thhe forest to combat theeir
tyrannicaal regimes. The followinng are some of the tyrannnical Barons and Knightss that Robin Hood and his h
Merry MMen faced.

8
8.3.1BaronddeBelame

Baron dee Belame apppears as a reespected and upstanding N Norman Nobble with conssiderable weaalth, which hhe
gained bby exploiting peasants andd yeomen. H He dresses, ass one would expect a Barron to, in richh black tuniccs,
ermine-ttipped cloaks and fine leather bootts with a loot of gold jeewelry suchh as chains and rings. IIn
appearannce, he is gray haired, lean and offten scowlingg. Abbot Hugo H considders Baron de d Belame aan
honorablle person annd often conffers with himm on his schhemes againsst Robin Hoood. A close cohort of De D
Belame isi Sir Roger of Doncasterr. Sir Rogerr has played a part in somme of his moree nefarious pplots.

Unbeknoownst to all, he dabbles iin dark arts aand is wicked. The locals call his residence, Belame Castle oor
the Evill Hold and ffear to tread nnear it citingg strange inciidents, whichh occur at nigght and durinng the summeer
solstices. Baron de B
Belames onee passion in llife is power. It is his passion for poower that droove him to thhe
dark waays. And it is Robin Hoood who thw warts his planns time and tiime again. IIf the Abbot or the Sheriiff
ever founnd out about his nightly activities, thhey would bee very shockeed and the Baaron would bbe in trouble..

Baron dee Belame is a relative neew addition to t the Robinn Hood legennds. In somee stories he iis an evil maan
with few
w moral valuees and in othhers he dabbles in dark m magic. The statistics
s proovided in the Table 1.1 arre
for the Baron
B as a m
magic user. IfI the GM does not wantt to have maagic used in his campaiggn then simplly
make thee Baron, a sccholar with m mystical knoowledge of suuch mysteriees as herb orr potion lore to give him a
magicall feel.

8
8.3.2 Sir Rogger of Doncaster

Because of his violeent and bullissh behavior, Sir Roger oof Doncaster is sometimees
referred to as Red R Roger. He is a cruel annd vile knighht from Donccaster. Rogeer
and Davvid of Doncasster know eaach other welll as they are from the sam me village. It
was Sir RRogers maleevolent reignn over Doncaaster that forrced David too join Robins
Merry MMen. He has dark features: tall, huskyy, strong, andd sporting a sstylish goateee.
He oftenn acts as a hhenchman foor Baron de Belame andd partakes inn some of hiis
nefariouss plots. Hiss ambitions aare wealth (llots of it) annd power. R Robin has haad
several nnasty run-inss with Sir Rooger. In the ballads,
b Sir RRoger badly injures Robiin
and on bbeing taken too Kirklees AAbbey for atteention, is bleed to death bby the Prioresss
through a plot hatcheed by Prioreess of Kirkleees and Sir R Roger. In earrlier tales, Sir
Roger is said to be a cleric.

222
nhoe5
8.4 Ivan

There arre many adapptations, chaanges and addditions to thhe Robin Hood legends. One of the most populaar
additionss to the legennds is the stoory of Ivanhooe where Robbin Hood, aloong with Friaar Tuck and Allan-A-Dal
A e,
play a mminor supportting role. W Written by the great Walterr Scott in 18812, Ivanhoe became an iinstant classic.
In a shorrt time it beccame part off the ever-evoolving legendds of Robin HHood. Seveeral adaptatioons of Ivanhooe
have made their wayy into TV shoows and movvies. It is a taale of chivalrry, jousts, buurning castless, and damsels
in distresss.

Ivanhoe is set in the 12th century after the Thiird Crusade. Wilfred, com mmonly knoown as Ivanhoe, is the herro
of the stoory. He retuurns to his passtoral home aafter venturinng to the Cruusades with K
King Richardd. He seeks tto
reconcilee with his faather and maarry his chilldhood love, Rowena whhose ward iss Ivanhoes father Cedric.
Cedric, a Saxon nobble, is a stroong supporteer of Saxon rights and heritage.
h Hee disinheritedd Ivanhoe foor
joining KKing Richardd, a Norman King, to thee Crusades. IIvanhoe, throough a seriess of adventurres, reconcilees
with his father and reescues and marries
m his chiildhood sweeetheart, Rowena. Along tthe way, Ivannhoe is helpeed
by an unnusual cast off characters iincluding thee Jewess, Rebbecca, who hheals Ivanhoee from injuriees sustained iin
a tournam ment, a disguuised King RRichard, and R Robin Hood and his Merrry Men.

Ivanhoe is set in the RRobin Hood Campaign setting. Thhis article waas written to aallow the GM M to introducce
characterrs from Ivannhoe into theiir Robin Hoood Campaignns. There arre tons of stooryline possibbilities for thhe
GM. Thhe PC could be called (as in the original Ivanhoee) to rescue a local Saxonn lords daugghter from D De
Bracy annd his band oof mercenariies. Or the PPCs are all thhat stand in tthe way of thhe evil Reginnald Front-dee-
Boeuf annd his evil heenchmen fromm raiding chuurches and yeeomens hom mes.

The beloow are descrriptions of tthe major chharacters in the Ivanhoe.. They havve been divided into tw
wo
sections Heroes and Villains.
V

8.4.1 T
The Heroess

8
8.4.1.1Wilfr
redofIvanhoe

Wilfred is the hero of Ivanhoe. He represeents the epitoome of the knightly


k
code of chivalry, heroism and honor.
h Ivanhhoe is the soon of a proudd Saxon
lord, Ceedric who cllaims to be descendant of the famous Saxon freedom f
fighter, Hereward thhe Wake, w who fought aagainst the Norman
N Invaasion of
England. Cedric disiinherited Ivaanhoe when he h joined the Crusades wiith King
Richard. Ivanhoe iss a good frieend of the kking and is deeply
d loyal to him.
During tthe Crusadess, Ivanhoe gaained fame fo for his braverry and skill iin arms.
He is in love with hhis fathers wward, the beaautiful Roweena, a noble directly
descendeed from the last Saxon kinng.

Ivanhoe returns from m the Crusadees disguised aas a pilgrim to seek amennds with
his fatheer and to marrry Rowena. He joins a jousting
j tourrnament disguised as
the Disinnherited Knigght and winss. But in the process he iss badly injured. The
Jewess Rebecca faiils in love with him and a heals hiim of his wounds.
w

5
Editor'ss note: This article is a suupplement too the article "Robin
" Hoodd for MERP",, which appeaared in the
Septembber 2004 issue of The Guiild Companioon and Merrry Men which appeared in April 2005 issue .

223
Howeverr, he does not n return herr affections. Through soome twists aand turns, Brrain de Boiss-Guilbert, thhe
Templarr Knight, kiddnaps Rebeccca. Ivanhoe ventures to the Templarrs headquarrters and resccues Rebecca.
Afterwarrds, he reconnciles with his father and mmarries Rowwena.

Ivanhoe appears as a rather slim m figure witth wide shouulders and oof average hheight. Desppite his lankky
appearannce, he posseesses a toughh sinewy streength. He often travels ini disguise ssuch as a pilggrim or as thhe
Disinherrited Knight. Due to his travels, he iis more openn than most to foreign cuultures and sspeaks several
languagees. The GM might have the t PCs encoounter Ivanhooe in one of tthese disguisses where theey are asked tto
help himm in a task suuch as a tournnament or resscuing a dam
msel. Or the GM
G might haave introduceed a disguiseed
Ivanhoe as an NPC hhelping the PCs in their quuest unbeknoownst to them m that they hhave the renowned Ivanhooe
in their group.
g

8.4.11.2Gurth

Cedrics swineherd, G Gurth is the faithful servaant of Ivanhooe. He is a taall lanky felllow wearing a brass collaar,
which deenotes that hee is a serf (too Cedric). Hee longs for noothing else bbut freedom.

In the story,
s he desserts his maaster and dissguises himsself in orderr to becomee Ivanhoes squire at thhe
tournameent. He finallly obtains hiis freedom affter he helps orchestrate tthe attack on Castle Torquulstone to freee
his masteer, Cedric, annd Ivanhoe. After this, C t him as his squire. He is
Cedric frees hhim and Ivannhoe refers to
quite skiilled with thee quarterstafff although hhe is reluctannt to face opposition heaad on. Gurthh should morre
likely bee introduced along
a with Ivvanhoe as hiss helper or asssistant.

8.4.11.3Rebecca

Rebeccaa, the daughteer of Isaac off York, is a bbeautiful virttuous Jewishh maiden. Shhe
is the traagic heroine oof the story w
who falls in loove with Ivaanhoe despitee knowing thaat
Ivanhoe would never return her affections. De Bois-Guuilbert becom mes infatuateed
with her and kidnapss her, which eeventually leeads to her beeing accused of sorcery bby
the Grannd Master of the Templarr Order. In thhe end, Ivanhhoe rescues R Rebecca from
m
the Tempplars.

Rebeccaa is a strong-willed wom man with an extraordinarry degree off self-controol,


dignity aand courage. She has exxceptional skiill with healiing having bbeen taught bby
one of thhe great Jewish healers off her generatiion. Her heaaling gift has permitted heer
greater lliberty than was usually indulged to those of heer sex duringg the Middlee-
Ages. S She appears aas a tall darkk-haired womman wearing make-up thaat accentuatees
her lovelly facial feattures. She normally
n dressses in Eastern clothing, which markss her as diffeerent from thhe
general ppopulation. A As a Jew in Christian Enngland, she eendures manyy prejudices from the local inhabitantts.
Eventuallly, this connstant discrimmination forcces Isaac and Rebecca tto move to S Spain, whichh had a morre
heterogeeneous societty.

In the MMiddle-Ages,, Jews livedd in a segreggated societyy apart fromm Christians.. Rebecca w would not bbe
encounteer by PCs uunless in pubblic settings or in a forrmal businesss setting suuch as requeesting medical
assistancce. Still, Reebecca wouldd be very distant to the PCs unless tthey have shhown great ccompassion to
t
others reegardless of sex or religiion and are hhonorable peersons. The GM could hhave the wouunded PCs bbe
healed byy Rebecca att York, where her father hhas some bussinesses.

224
8.4.2 The Villains

8.4.2.1 Brain de Bois-Guilbert

A knight of the Templar Order, he is Ivanhoes archetypal nemesis. He joined the Templar, a powerful
international militaristic/religious organization, not for spiritual idealism but because he was betrayed by the
woman he loved. He went to the Crusades where, like Ivanhoe, he gained fame for his bravery and courage.
He is a weak moralist consumed by ambition and often lets his temptations take control of him. He allied
himself with Prince John, the greedy brother of King Richard. He falls in love with Rebecca and kidnaps
her. Although she does not return his affections, she brings out his more admirable qualities.

He appears as a tall muscular man, past forty, with darkly tanned skin from constant sun exposure while in
the Holy Land. He has great skill with the sword and, like Ivanhoe, knows several exotic languages. Unlike
Ivanhoe, he is prone to prejudices, which are common during the times. He tends to look down on Saxons
and other cultures not equal to his Norman upbringing.

They are tons of possibilities for introducing Bois-Guilbert into a Robin Hood Campaign. The PCs could be
looking for a lost religious relic only to find out that Bois-Guilbert and his Templar-Knights have taken it.
Or Bois-Guilbert has hatched up a plot with Prince John to get rid of Robin Hood and his gang of Merry
Men, and it is the up to the PCs to warn Robin and stop Bois-Guilbert from succeeding.

8.4.2.2 Maurice De Bracy

Maurice De Bracy, a Norman knight, is an unscrupulous pleasure-seeker who is the leader of a band of
mercenaries called the Free Companions. De Bracy has sold his services to Prince John who has promised in
return to marry Maurice to Rowena. De Bracy becomes impatient and kidnaps her with the help of de Bois-
Guilbert and Front-de-Boeuf. Despite his devious ways, he is humane and holds true to chivalric values. De
Bracy is a rather good-looking man. He has long luxuriant hair and a closely shaved beard. His clothes and
weapons are made from the finest materials.

8.4.2.3Reginald Front-de-Boeuf

Reginald Front-de-Boeuf is a man that has spent his life in battles, feuds, and other disputes. He is ruthless
with no scrupulous about hurting others who are in his way to power or wealth. He is even accused of
killing his own father and is the most brutal villain in the story of Ivanhoe, practically a psychopath. The
local inhabitants vilify his men; they are just as cruel as he is.

In appearance, he is gigantic, his face scarred from numerous battles and his presence is intimidating. He
favors sable robes or armor. He is lord of Castle Torquilstone, which his descendants violently took from a
Saxon lord.

8.5 Tables of Outlaws, Merry Men, Tyrants and Ivanhoe

The tables below provide statistics for NPCs taken from the Outlaw legends and Ivanhoe. Some of the NPCs
such as Baron de Belame are derived from modern interpretations of the Robin Hood legends. Others, such
as Much the millers statistics, are derived from the early interpretations. The Tyrants represent the villains
in the legends whereas the Merry Men are the heroes of the Robin Hood tales. Those NPCs not listed above
have been listed in the Robin Hood Campaign and are included here for quick reference. Ivanhoe represents
characters from the novel, Ivanhoe.

25
8
8.5.1 Ivanhooe

The tablee below conttains the gam


me statistics oof the above-m
mentioned Ivvanhoe charaacters.

TABLE 1.1: The Characcters of Ivanhooe

Name Lvl MMM Hits AT T DB Shld d Melee OB Notes


Wilfred off 8 15 88 CHH 35 Y5 85sw, 88ml, Noble, Knight. A courageeous disinheritedd Saxon Knightt
Ivanhoe 65lb a friend of K
King Richard.
Normally w
when not in disguise, he will carry a sword annd dagger. He sspeaks English, France, Arabic and Spanish. JJoust +35
Gurth 4 5 48 SL 15 N 56st 47lb Peasant, Thhief. Companioon of Ivanhoe annd swineherd too
Ivanhoes ffather.
Carries a sstaff.
Rebecca 6 10 52 NO
O 20 N 25da -25da Apprentice, Animist. A beeautiful Jewess. Daughter of
Isaac of Yoork, a wealthy Jeew. (Magical abbility Skill)
Carries nuumerous herbs. First Aid +60, Herb
H Lore +25, Poison Lore +115,
Brain De 8 15 85 CH
H 30 Y 92 2H, 80mml, Noble, Tem mplar. Hypocritee Knight-Templlar.
Bois- 58cb
Guilbert
+5 two-hannded sword, chain armor, and w war-horse. Duriing tournamentss he will wear P
Plate armor. Wears a white shiirt with red
cross on hiis chest. He speeaks France, Ennglish and Arabic. Military tacctics +20, Magicc & Symbols +115, Joust +25
Maurice D De 7 15 78 CHH 45 10Y 81sw, 68ml, Mercenary,, Knight. Brash and arrogant knnight. Leader of
o
Bracy 48cb a Mercenarry group called F
Free Companies.
+5 Spanishh sword, +10 Sppanish chain armmor, and war-hoorse. During touurnaments he will
w wear +10 Sppanish Plate arm mor. Military
tactics +155, Joust +20
Free 3 5 40 CHH 25 5Y 48bs 35cb Mercenary,, Warrior. Typiical Soldier from
m De Bracys
Companyy Free Companies. There arre 20120 men aat one time.
Soldier
All men caarried fine +5 Sppanish-made arrms and armor.
Reginald 8 10 113 CH
H 30 Y 98bs 55cb Noble, Warrrior. Evil Lord of Torquilstonee Castle. Hardyy
Front-de-
Boeuf
Sword, Chhain armor, and crossbow.

226
8.5.2 Tyrants

The table lists not only the mentioned Tyrants in the article but also other villainous characters found in
Robin Hood Campaign.

TABLE 1.1: The Tyrants of Robin Hood


Name Lvl MM Hits AT DB Shld Melee OB Notes
Baron de 10 0 35 No 10 N 30sw 35da Noble, Evil Cleric. An evil Norman dealing in dark
Belame Magic. Wants to marry Maid Marian. True Power
Very tall man, +5 short sword. Various potions and scrolls of minor power (level 5 max). PP20. DS 85 BS 10. Knows 3 Open
Channeling to 5th level and all Evil Cleric list to 10th level.
Sir Roger 9 15 113 Pl 25 Y 101sw 63cb Mercenary, Warrior. An Ally of Baron Simon and Abbot
"the cruel" Hugo. Robin runs afoul of Sir Roger on several
of Doncaster occasions.
Cruel knight. Plate amour, +5 long sword and war-horse.
Prince John 10 10 109 Pl 30 Y 111bs 121sp Noble, Warrior. Prince and acting Regent of England.
Fate: John is destined to be King after Richard's death
and signs the Magna Carta. Any alteration of this fate
would drastically change history.
Selfish Prince of England. +10 Equipment.
Robert the 9 10 85 CH 25 N 74ss 54cb Noble, Bard. Sheriff of Nottingham. Archenemy of
Sheriff Robin Hood.
+5 Chain Armor and sword.
Abbot Simon 4 5 38 No 0 N 15qs --- Noble, Scholar. Brother of Robert the Sheriff. Scheming
of Gresham and shifty Abbot.

Sir Guy of 7 15 78 CH 35 Y 93sw, 98ml, Mercenary, Warrior. Brash and arrogant knight.
Gisburne 48cb
+5 Sword, chain armor, and war-horse. During tournaments, he will wear plate armor.
Baron 7 5 79 CH 15 Y 68bs 55cb Noble, Warrior. Resides at Tickhill Castle, a crony of the
Richard of Sheriff and supporter of Prince John. Hates Robin Hood.
Blyde
Sword, chain armor, and crossbow. Is still energetic despite his age.
Map of 3 5 56 Sl 15 N 45bs 59lb Peasant, Warrior. Henchmen of the Sheriff also the
Churchby King's Miller in Churchby. Good shot with the bow.
+10 Longbow finely made.
Malgar the 3 0 62 Rl 25 Y 53sw 29cb Peasant. Warrior. The Sheriff's right hand man. Often
Sergeant very clumsy.
Sword, leather armor, and shield.

27
8.5.4 Merry Men

The table below lists the mentioned Merry Men as well as other prominent characters in the Robin Hood
tales. Their character descriptions are provided in detail in Robin Hood Campaign.

TABLE 1.2: The Merry Men of Robin Hood


Name Lvl MM Hits AT DB Shld Melee OB Notes
Sir Richard 8 15 97 CH 30 Y 79sw 86sp Noble, Warrior. A knight who is sympathetic to Robin
of the Lee and his Merry band. Dislikes Abbot Simon.
Knight of Lee, Sword, chain armor, and war-horse.

King 14 20 132 Pl 40 Y 125th 92lb Noble, Knight, King of England. Fate: Richard is
Richard destined to die in battle in France. Any alteration of this
Loinheart fate would drastically change history.
King of England. +15 equipment.
Much 3 5 60 Sl 25 N 39bs 46lb Peasant, Warrior. A simple Fyrdman and friend of Robin
from his pre-outlaw days.
One of Robin Hood's Merry Men. Broadsword, longbow, leather armor.
Little John 8 10 136 Sl 15 N 103qs, 80lb, Apprentice, Ranger. Companion of Robin Hood. Hardy,
35ro Throw Rock.
+5 Shepherd's staff. This quarterstaff is in the form of a crook and can be used for an additional Grab/Grapple maneuver.
Alan a Dale 7 15 77 Sl 20 N 68bs 57lb Apprentice, Bard. Semi-member of the Merry Men.
Moody. Ability
A moody mysterious man of many talents. Knows Disguise 64, Pick lock 22, Trickery 55, Underworld 50, Music 45, Gambling 20,
Legends of England Lore 25, Magic Symbol Lore 20.
Arthur 6 10 92 Sl 20 N 76st 64lb Apprentice, Warrior. A tanner by trade. A cousin of
ABland Little John and a valiant member of the Merry Men.
Hardy
He carries a stout staff and wears a cowhide cap, which provides +5 DB and acts as a helmet but without restrictions.
David of 5 15 70 Sl 25 N 70sw 59lb Apprentice, Rogue. A cobbler by trade. Young member
Doncaster of the Merry Men. A trusted friend of Robin and John.
He carries a +5 sword. Wrestling 60.
Will Scarlet 9 15 125 Rl 20 N 108bs+75da, Mercenary, Rogue. Former Mercenary and friend of
87lb Robin. Ambidextrous, Lightening Reactions.
+5 Broadsword.
Friar Tuck 9 10 83 No 15 +5Y 50ss 30sb Monk, Animist. Once under the direction of the Abbot
Simon. Unorthodox Monk.
Trusted advisor. Wears a helmet and carries a +5 round shield and short sword. Knows First Aid 77, Pagan Lore 15, Herb Lore 25,
Perception 48 and numerous languages.
Robin Hood 12 25 96 Rl 50 N 100bs 130lb Noble, Ranger. Leader of the Merry Men. Sixth Sense,
(of Loxley) Charisma, and Supernatural Archery.
+20 Long Bow of Green Wood, this enchanted bow has the following powers; fumbles only on 01, fires 3 times every two rounds,
and has twice the range. +10 Broadsword called Albion it is of Sharpness. Blowing Horn.
Maid 8 20 48 Sl 20 N 48qs 65sb Apprentice, Thief. Robin Hoods love to be. Numerous
Marion suitors. Nimbleness.
+5 Short bow from her father's heirloom.
Nasir 8 15 85 Sl 20 N 83sc 67sb Arab, Rogue. An Arab assassin and recent Merry Men
member. Lighting Reactions.
+5 Scimitar, telescope, possesses some herbs and poisons. Knowledge of mathematics, geography, sailing, poisons and herb lore.
Wat o the 5 15 64 Sl 20 N 65cl 60lb Apprentice, Rogue. A tinker by trade.
Crabstaff
+5 crabtree club, possess smithing tools. Brawling 50, Smith 30, Leatherworking 35, Woodcarving 40, Local Area Lore 10.

28
8.5.4 OtherOutlaws

The tables below provide game statistics on the other outlaws that fall outside the Robin Hood tales. The
Green Man is also included. He is a mystical being representing the forces of nature. The statistics are taken
from the Robin Hood Campaign with a few modifications.
TABLE 1.3: Other Outlaws of Robin Hood
Name Lvl MM Hits AT DB Shld Melee OB Notes
Eustace the 9 15 77 Rl 25 N 64sw, 56lb Monk, Conjurer. A wily trickster Outlaw and pirate who
Monk studied the magic arts in Toledo, Spain. A man of
disguises. Charisma, True Power
+10 Sword (family heirloom). One or two scrolls of minor power (level 5 max). PP27. DS 65 BS 9. Knows the following Spell
Lists; Weather Ways, Sound & Light Ways, Calm Spirits, Curses, and Concussion's Way to 9th level. Knows Acting 55, Herb Lore
30, Magic Symbols 35, Rune Craft 15, Sailing 35, Military Tactics 35 and Disguise 45.
Hainfrois 5 10 72 CH 25 Y 63sw 52cb Noble, Warrior. Knight of Hersinguehans. A rival of
Eustace and murderer of Eustaces father. Works for the
Count.
Sword and horse.
Count 7 5 50 Sl 25 N 55ss 40da Noble, Scholar. Rich Count of Boulogne. Chief
Renaud Antagonist of Eustace the Monk. Possesses a lot of men
and money. Tyrant.
Knows several languages and lore.
Adam Bell 10 25 89 Rl 25 N 77qs 86lb Apprentice, Ranger. Oldest and leader of the outlaw
band. A fair and just man. Nimbleness
Staff, +5 longbow, and rigid armor. Foraging 35, Tracking 60.
Clim of 7 15 102 Rl 20 N 83ss 78lb Peasant, Rogue. Hates Normans. Often performs trickery
Clough for the band such as disguises and acting. Hardy
+5 Short sword. Disguise 35, Trickery 45.
William of 8 20 77 Rl 25 N 74ss 97lb Apprentice, Ranger. Hot headed and loves his wife Alice
Cloudesley dearly.
William carries a short sword and a great longbow +10.
George-A- 8 25 87 Rl 25 N 81bs 75lb Peasant, Rogue. The Jolly Pindar of Wakefield; a semi-
Green member of Merry Men. A hero with his own tales.
Nimbleness
George carries a broadsword +5 and a long bow.
The Green 25 60 125 Rl 75 N 75qs 125lb Ancient Forest Spirit. Skin is green. Immortal, Lore,
Man Strength of Spirit, Resist Elements, Merging, Ward of the
Greenwood, Healing Plants & Animals, and Large
Creature Critical.
Ancient legendary being with the power to control plants. +20 Staff (Old Stave) A simple gray willow staff, it is also a x3PP. The
staff enables the wielder to communicate with any plant (with a range equal to 1'/level of the wielder). The plant will respond
according to its gift of spirit, but the wielder can always ascertain the exact nature of the plant and its feelings. +20 Magical Long
Bow (Green Bow) makes no sound when fired, fires every round, and only fumbles on a roll of 01. Neither the bow nor its
bowstring will warp or break. Pouch of Herbs contains an unlimited amount of various herbs. The coat and clothing act as rigid
leather and provides extra protection. PP50x3, DS80, BS25, knows all Animist spell lists to 25th level, knows all Open & Closed
Channeling to 15th level, and knows Repulsions, Inner Walls, Far Voice, Starlights, and Starsense to 10th level.

29
Other Personalities
The table below represents personalities found either in Robin Hood Campaign or in Robin Hood legends.

TABLE 7.4: Other Personalities of Robin Hood


Name Lvl MM Hits AT DB Shld Melee OB Notes
Sir William 6 10 68 CH 30 Y 76sw, 86lb Noble, Ranger. A knight and friend of Sir Guy of Gisburne.
Peverel Loves to hunt and the forest. Uninterested in war and church.
Knight of Lidby, Younger brother of Robert Peverel. Sword, Chain Amour and war-horse.
Harold 5 0 72 Sl 20 N 63sw 62lb Mercenary, Warrior, former Crusader, owes a tavern in
Taverner Nottingham called, 'Trip to Crusades Tavern.' Supplies info to
Robin and other bandits.
+5 Sword from the Holy Lands.
Coela 6 5 50 No 15 N 35ss 20da Peasant, Animist. Miller's Wife is the local Healer of Oston. Has
a small room in the back that serves as a hospice. Observant.
Possess numerous herbs. Knows First Aid +80 and Herb Lore +40.
Justin 5 20 72 CH 20 Y 83sw 70lb Mercenary, Warrior. Cruel lackey of De Belame. Nimbleness.
Sword, chain armor, and bow.
Amice 5 10 47 Rl 5 N 22qs 47lb Apprentice, Arab. Evil Cleric. Pupil of de Belame. Very
beautiful woman with dark features. Ability
One or two scrolls of minor power (level 5 max). PP10. DS 35 BS 5. Knows 2 Open Channeling and 3 Evil Cleric list to 5th level.
Brother 8 5 70 SL 20 N 65ss 35ro Apprentice, .Bard. Benedictine Monk who is a Detective and
Cadfeal skilled herbalist. Solves murders. Former soldier from the
crusades.
+5 short sword. Possess numerous healing herbs. Knows First Aid +45, Herb Lore +35, Perception +45, Lay & Lore +20, Gossip +10,
Geography +20. A friend of Adam the Clerk.
Hugh 6 15 87 RL 30 N 75sw 60lb Noble, Warrior. Deputy Sherriff of Maesbury. Travels with
Beringar Brother Cadfeal and helps with solving murders.
+5 Sword, rigid leather armor, and bow.
Sir Roger of 6 15 76 CH 35 Y 76bs 45cr Noble, Warrior. Of Hockton. Popular young traditional landed
Hockton knight has served in several campaigns.
Has an attractive raven hair wife, Lady Evelyn. +5 sword, +5 lance.
Sir Walter 4 0 40 No 5 N 35da 35da Noble, Warrior. An old wealthy man with a young wife.
fitzGilbert
His oldest son by a previous marriage, Cormen is having an affair with his wife. They meet near Bilsthorp estate.
Robert 9 15 107 CH 50 N 121ha 75cb Mercenary, Warrior. Rogue lord. Mean and frightening large
fitzHurbert man. Nicknamed the Boar.
+10 Hand Axe, +15 finely made Chain Mail, Magical Amulet shape of a boar adds +20 to DB and +40 to all RR. Possess Warhorse called
'Volant' (5 lvl). Athlee-les-Maux assist Robert in return for 'sacrifices'.
Athlee-les- 5 10 30 No 0 N 20da 5da Monk, Celtic. Animist. Woman. Witch with hideous appearance.
Maux Knows arcane lore and brewing potions. Skill
One or two potions and numerous scrolls of minor power (level 5 max). Knows Potion lore +25, Poison Lore +15, Herb Lore +15, Rituals
+20, and Perception +40. Can create Potions and Scrolls of minor power using Rituals skills. Missing one eye.
Adam the 5 10 55 No 10 N 45st 40da Monk, Sage. Of Echering. Also known as Adam of
Clerk Northampton. Skill
Very interested in old beliefs and tales. Mostly books with pen and an inkwell. Knows Legend & Lore +20, Magic Symbols +20, Herb Lore
+25, First Aid +40, Perception +55. He does not know it but he is able to cast spells from scrolls and create potions.
Sir Drogo 4 10 58 CH 20 Y 68sw 61ml, Apprentice, Knight. Poor Knight but skillful in tournaments.
67cb Lightning Reactions.
+5 Sword from her father's heirloom. +25 Jousting.
Eric o 7 15 88 Rl 35 N 88st, 77lb Apprentice, Warrior. Renowned for his skill in wrestling and
Linclon staves. Very Confident and popular figure.
+5 stout staff, +5 rigid leather finely cured. +60 Wrestling, +30 Foraging, +10 Lands of England Lore

30
9.0 Adventur
A e Scenarios of Rob
bin Hood

Adventuures abound inn Sherwood Forest. This article proviides a couple of adventuree scenarios fo for the Game
Master (GM) to use iin their Robinn Hood Camppaign. The bbelow scenariios are basedd on the TV seriess Robin of
o
Sherwoood. Like in thhe TV series,, there are a ccouple of advventures wheere magic is pprevalent. Thhe GM may
wish to eexclude all m
magic from thhe below advventure scenaarios. GM coould give the impression tthat the NPC
has mysttical powers when in actuuality this imppression is dderived from ppossessing kknowledge off the old
ways suuch as knowleedge of herbs or poisons or the abilityy to read anciient runes. Thhe last two adventures
comes frrom the magaazines Dungeeon Magazinne and White Wolf, respecctfully. Theyy have been adapted a in
MERP/R Rolemaster foor your readinng pleasure. They also contain an eleement, like thhe TV show, of magic.

9.1 Thee Witch of E


Elsdon

William Callum, a peeasant farmerr, from Elsdoon,


a villagee on the outskkirts of Sherw
wood, seeks
assistancce from the PPCs. A youngg woman nam med
Coela, knnown for herr healing skillls, has been
accused of witchcraft ft and is held at the local ggoal
at the command of thhe evil lord, B Baron de
Belame. She is to bee escorted undder armed guuard
the next day to Nottinngham wheree she will be
trialed ass a witch andd hanged. WWilliam is askiing
the PCs tto save her.

Coela is held by two foresters leaad by Galen, T The


goal is a simple one rroom structurre secured byy a
lock withh a Medium difficulty to unlock. De
Belame wants
w Coela to tell him her
h magical seecret in healiing. He fails to gasp that Coela
C uses no magic but
science. Her skill is aattributable too her extensive knowledgge of medicall herbs. Shouuld the Playerr Characters
(PCs) resscue Coela, sshe will be enntirely in theeir debt and w
will act as theeir healer in ttimes of needd. The PCs
will havee the gratitudde of Elsdon village as weell.

9
9.1.1 NPCs

Coela is a young singgle woman inn her early tw wenties, who was raised bby her grandm mother. Her grandmother
taught heer the art of hherbalism thaat has made hher famous. Folks from mmiles away seeek her care.. She has
been undder severe quuestioning byy the Baron ded Belame annd it has takenn a toll on heer. Her normaally cheery
disposition is now maarked with sttains of tears and blood. She had a goood future in front of her. She was
going to marry the man
m is loved and a open a hoospice but that was beforee the Baron dde Belame apppeared.

Galen iss a short scarrred man withh a weasel face and a meaan temper. He
H is a lackeyy of de Belam me. His two
foresterss are nothing more than coommon crim minals employyed by the Baaron to act ass foresters.

331
The Baron de Belame has already been described in section 8.3.1. The adventure scenario is design to
acquaint the PCs with the villain. It is unlikely that the PCs will encounter de Belame. However, should
they meet him, GM should allow him to escape harm and use de Belame as a recurring villain.

9.1.2 The Mission

The mission is to rescue Coela. They can break into the goal or rescue her on the way to Nottingham. Either
way, the PCs will have to face Galen and his two cut throats. Galen will not stop until he is either killed or
takes back Coela, dead or alive. He doesnt want to disappoint his master. The rewards here are the
gratitude of a young woman which skill as a healer can be very beneficial to the PCs in later adventures.

The below are the statistics for the Non-Player Characters involved in the said adventure.

TABLE 9.1: The Characters of The Witch of Elsdon

Name Lvl MM Hits AT DB Shld Melee OB Notes


Baron de 10 0 35 No 10 N 30sw 35da Noble, Evil Cleric. An evil Norman dealing in dark
Belame Magic. Seek more Power to rule.

Very tall man, +5 short sword. Various potions and scrolls of minor power (level 5 max). PP20. DS 85 BS 10. Knows 3 Open
Channeling to 5th level and all Evil Cleric list to 10th level. Magical ability: True Power

Men at 4 5 55 CH 30 N 50sw/40cb Peasant, Warriors. Fickle guards of the tax collector


Arms

Galen 5 10 60 SL 20 N 65st 55bo Peasant, Ranger. A Forester who loves his job. Mean
temper
Tracking +60, Stalk & Hide +25
Forester 4 5 55 SL 10 N 50st 50bo Peasant, Ranger. Two foresters serve Galen and guard
Coela.

Coela 6 5 50 No 15 N 35ss 20da Apprentice, Animist. A beautiful woman skilled in the


arts of healing. Suspected to be a witch. Observant
Carries numerous herbs. First Aid +80, Herb Lore +40, Poison Lore +10. (Magical ability None)

32
9.2 Seveen Templarr Knights oof Arce

Seven Teemplars on thheir journey back home from f the Crussades,


encounteered a lone onne-eyed peassant on the rooad during a storm. The
Templarrs share their hospitality oof their tents and food witth the peasannt
only to hhave their bannner crest, a Templar sym mbolic symbool, stolen the
next morrning. They ssuspect the loocal peasantss are in on thee act and beggin
terrorizinng the local iinhabitants inn an attempt tto gain back their banner
crest. Thhe banner creest is made entirely of silvver and althoough it is of
great moomentary valuue (200sp), itt is a sacred iitem for the knights.
k It is
up to thee PCs to set thhings right before real haarm comes to innocent
peasants.

9
9.2.1 The NP
PCs

Siward iis the name oof the one-eyyed bandit maasquerading aas a peasant. Siward has ttaken the bannner crest andd
plans on selling it in N
Nottingham.. He has no iddea what havvoc, he is cauusing to the poor
p peasants in
Sherwoood, nor cares..

Reynald d de Villarett is the leader of the Tem


mplars. He hass seen many horrors and has h grown haard. He couldd
What he doess care is beingg made a foool. So far, hee has floggedd a few
care less about the baanner crest. W
peasants and burnt soome barns buut he is more than willing to take it to the next leveel. He is a shoort stern mann
with nummerous battlee scars.
Heinrich h von Erlich
hshausen is tthe second inn command. H He is deeply religious andd seeks the banner crest
for religiious reasons. He is conceern that somee of the localls still practicce the old ways. He wannts to break
their oldd ways and sshow them thhe true path oof God. Wheen he is not wearing
w his baattle gear he appears as a
big blondde Viking off old. He is frrom the northhern port of Emden
E in Geermany.
9
9.2.2 The Miission

The goall is to prevennt the Templaars from terroorizing the loocal folks. Thhey can do thhis by confronnting and
defeatingg the heavilyy armed Tempplars, very toough to do, or they can re-take the bannner crest froom Siward.
Templars wouuld continue on their jourrney north. Siward can bee
Should thhe banner creest be returneed then the T
found in the Blue Booar Inn on hiss way to Notttingham. Thee reward willl be the gratittude of the foolks of
Sherwoood. The Sherriff and his m men have no iinterest in confronting a ggroup of welll-armed and bbattle tested
Templarrs.
TABLLE 1.2: The Chharacters of Sevven Poor Knigghts of Arce

Name Lvl MMM Hits AT


T DB Shld
d Melee OB Notes
Siward 5 10 65 No 20 N 70da/--- A very resoourceful thief.
Reynald dde 7 5 80 CH
H 50 Y 88sw/50cb Warrior. Stern mean Tempplar who cares for nothing.
Villaret
+5 Sword, has war horse.
Heinrich 6 10 71 CH
H 40 Y 78sw/55cb Warrior. Deevout Templar. Has a lvl 6 warr horse named
von Spiritus
Erlichshaus
Templar 5 5 60 CH
H 40 Y 65sw 50cb Warrior. Fiive Templar Knnights. Tough baattle harden
individuals with horses.

333
9.3 The Cross of St. Gildas

Friar Tucck has requested help from the PCs inn an urgent m
matter. Someoone has stolen the Cross oof St. Gildas
from Crooxden Abbeyy and seeks itts return. He would go aloong with the PCs to seek its return but he fears he
would sllow them dow wn. He admitts that his puudgy body haas seen betterr days.

The Abbbey is a pilgriimage site foor those seekiing miracles from the Crooss of St. Gilddas, a large ccross of solidd
silver thaat contains a bone from SSaint Gildas, said to heal tthe sick. Tweelve Cisterciaan monks maanage the
Abbey loocated deep iin the forest some
s 20 kiloometers west of Nottinghaam through moors
m and rouugh terrain.
Three thieves took thhe cross and aare now fleeiing to Nottingham where they will selll it to
a mysterrious man nam med Gulnar w who plans onn desecratingg the holy artifact.

9
9.3.1 The NP
PCs

Gulnar is a middle aage rail thin bald


b head maan with a beakk nose and crrazy eyes, drraped
in furs annd bones. Guulnar is a paggan sorcerer aand minion oof Baron de B
Belame. He hhates
Christiannity and wants to desecratte the Cross. He wants foolks to return to the Old Ways,
W
althoughh his version of the Old W Ways involvess human sacrrifices to dem
mons. The thiieves
are minioons of his annd worship hiis version of the Old Wayys. They hopee to gain
privilegees with an evvil spirit suppposedly in commmune with Gulnar. Nott only is Gulnnar a disturb man, but onee
of the feww folks with True Powerr, that means he was magiical abilities. This makes him especiallly dangerous
to the PCCs. Whateveer happens in the adventurre, the GM shhould take caare to let Gullnar escape inn order to
have himm as a recurriing villain forr future adveentures.

9
9.3.2 Item off Interest

Cross off St. Gildas the cross poowers are driiven by the inndividuals fa
faith. The stroonger the bellief the more
healing ppowers it hass. The cross can perform a miracle onnce a month aand it will onnly perform a miracle oncce
during thhe individualls lifetime. A
Also the cross loses it pow
wers once it lleaves the viccinity of a hooly shrine
such as a church.

9
9.3.3 The Miission

The misssion is to retrrieve the artiffact before itt reaches Notttingham andd to return it tto its rightfull owners. If
completeed, the PCs wwould have earned Friar TucksT respecct and Gulnaars animosityy.

TAB
BLE 1.3: The C
Characters of The Cross of SSt. Gildas

Name Lvl MMM Hits AT


T DB Shld
d Melee OB Notes
Gulnar 7 0 47 SL 20 N 55st 40da Wild Man, Evil Cleric. Ann evil pagan deaaling in dark
Magic.
Various pootions and scrollls of minor pow
wer (level 5 maxx). Staff of Gullnar a black oaak staff that proovides +10 to OB and acts as a
*2 PP. Maagical Potential: True Power. PP14*2. DS 55 B BS 7. Knows 3 Open Channelinng to 5th level aand all Evil Cleeric list to 7th
level.
Thieves 3 5 55 RL 30 N 55sw/40sb Peasant, W
Warriors. Fickle pagan minions of Gulnar

334
9.4 Hou
unds of Luccifer

Uffcombbe, a village a hundred killometers souuth of Sherwoood Forest, has experience evil. Severral of the
villagess children havve gone misssing and feareed dead. At dusk, strangeely disguisedd riders, calleed the
Houndss of Lucifer by locals, kiill and drag aaway terrifiedd villagers. TThe riders havve also been seen robbingg
a local chhurch, badly hurting the ppriest who w worked there. The local lorrd believes thhe villagers aare a bunch of o
superstittious fools annd ignores theeir pleads forr help. With nno one else tto turn to, thee villagers sent Gareth, a
swine heerder, to Sherrwood to askk "the people's hero" for hhelp against thhese devils. It is up to the PCs to
investigaate and to stoop the menace.
9
9.4.1 The Hoounds of Lucif
ifer

The Houunds of Luciffer are maskeed men weariing blood-redd capes of sillk riding fanttastical armorred horses.
Their maasks are in thhe shape of a horned demoon. The horsses are also aarmored in reed and wear a skull-like
face guarrd with two sspiraling horrns. A few m months back, some demonn-riders murdder a priest inn a chapel
sanctum deep in the fforest, and thhen desecrateed the churchhs tomb, steaaling a magiccal sword froom the entom
mb
skeleton. They have come to Ufffcombe to seaarch for anotther artifact. They are seaarching for thhe Swords off
Waylandd. Wayland w was a masterr smith who ccreated
many woondrous item ms among them m, seven maagical
swords. The Houndss of Lucifer are a devil worrshippers
and belieeve that withh the swords tthey will be aable to
summonn a demon to do its biddinng.
9
9.4.2 The NP
PCs

The leadder of this unhholy group iss Morgywn, Abbess of


Ravenscar Abbey. Shhe hides her true t beliefs bbehind the
cloth of GGod and, an innocent smile helps as well.w Like
Morgyw wn, the nuns ofo the Abbey are also devvil
worshipppers and servve as her acollytes. Duringg the day,
they singg beautiful hyymns but at nnight they gaather in an
orgy of mmadness prayying to the deevil. The Abbbey lies seveeral kilometeers south of U Uffcombe. M Morgywn hass
True Pow wer, the abiliity to cast evil spells. Shee possesses a magical ironn cast cauldroon called the Cauldron of
o
Lucifer.. It allows heer to summonn demons. Shhe needs the swords and iinnocence blood to summ mon a demon
of great ppower.
Morgyw wns steward aand lackey iss an oaf of a m
man named Verdelet.
V H commandss ten men called the
He
Hounds of Lucifer byy the locals. They ride ouut at sunset every third daay seeking thhe swords of Wayland
W or to
t
kidnap innnocent childdren and wommen for theirr blood sacriffices. He founnd the swordd, Orias, for Morgywn.
They, noow, seek the oother swordss and they believe there iss one in Uffcombe. The oonly thing hee cares about
it makingg Morgywn proud.
p
Adam thhe Miller actss as Verdeletts informer. Many travellers stop at hhis mill for reest before conntinuing on.
Rail thinn with a rat faace, Adam is hospitable w
whenever sommeone stops bby, and alwaays asking quuestions to
gather innformation too rely back too his master, Verdelet.
The locaal lord is Earrl Godwin, a stocky old fe
fellow with shhort grey beaard and comm manding bluee eyes. He
holds Moorgywn in hiigh regard. HHe has no ideea that behindd the pretty face
f is a murdderous villainn seeking hiss

335
demise. He doesnt venture outside his castle much, except on hunting trips. He doesnt believe the
villagers stories of strange cladded men taking women and children at night. But should he be convinced
otherwise, he will be a great allied for the PCs. He has twenty armed men at his command and he is reputed
to be one of the best swordsmen in the area.
9.4.3 The Mission

The PCs will need to figure out who the Hounds of Lucifer really are; what are they up to; and stop them.
Should they need help, the GM can have Friar Tuck and/or Alan A Dale come along with the PCs. Also one
of the Swords of Wayland is called Albion, Robin carries this sword. The GM could have the Hounds of
Lucifer searching Sherwood for his sword!
9.4.4 Item of Note
Orias The sword is located in the crypt beneath the Abbey where Morgywn conducts her rituals. The
sword is magical and provides a +10 bonus to OB and does double the damage to undead (not very useful in
a Robin Hood setting but you never know).

Cauldron of Lucifer this rusty iron cast cauldron provides the ability to cast Demonic Gate(10th lvl) spell
from the Summoning spell list, with the proper ingredients like bat wings, frog eyes and a drop or two of
innocent blood. But taken in addition with the Seven Swords of Wayland, Morgywn has figured a way to
cast the Demonic Gate II. The Cauldron also provides +20 to creating potions and poisons and cuts 50% of
the time necessary to create potions and poisons. Obliviously, this evil artifact will have to be destroyed by
the PCs. Friar Tuck will be able to tell them how.

Dungeons - hidden (Medium difficulty to locate) in the crypt underneath the Abbey is an earthen tunnel that
runs a some ten meters out to a large room conjoined by smaller rooms. The smaller rooms are cells holding
children and young women from the nearby villages. Should the PCs be able to rescue them, the villagers
will be eternally in their debt. As outlaws this could be useful to PCs, as the villagers will be willing to
shelter the PCs from authorities in times of need.
TABLE 9.4: The Characters of Hounds of Lucifer

Name Lvl MM Hits AT DB Shld Melee OB Notes


Morgywn 9 0 35 No 10 N 25da 35da Noble, Evil Cleric. Innocent looking Abbess who is a
witch. Seek more Power to rule.

+5 Dagger. Various potions and scrolls of minor power (level 5 max). PP18. DS 75 BS 9. Knows 3 Open Channeling to 5th level
and all Evil Cleric list to 10th level. Magical ability: True Power

Verdelet 7 5 85 CH 30 N 90sw/70cb Peasant, Warrior. Steward and Lackey of Morgywn.


Does the heavy lifting.
+5 Red Sword of Toledo Make, while disguised as Hound of Lucifer, carries a +10 Spear of Morgywn a wicked looking spear,
which reduces the armor type of his opponents by one (i.e. Chain Armor protects as Rigid Leather and so forth).
Adam 3 10 45 SL 20 N 55st 55bo Peasant, Ranger. Verdelets informer.
Underworld +10, Stalk & Hide +25
Hounds of 5 5 65 CH 20 N 80sp 60cb Peasant, Ranger. Disguised as red caped beasts to
Lucifer frighten local peasants. Kidnaps folks for sacrifices.
They number 10.
Acolytes 2 5 28 No 20 N 25cl -25ro Apprentice, Animist. Ten nuns serving Morgywn.
Carries numerous herbs. Herb Lore +10, Poison Lore +20. (Magical ability Only one have True Power )

36
9.5 Dark Times6; Part One

The plot of this adventure revolves around the schemes of Baron Isambart de Belame and his quest to gain
political power within England and spread the influence of his dark master. He intends to cause chaos within
the district, forcing the Sheriff to overextend his already incompetent men. Prince John has made it known
that he will be visiting Nottingham within a fortnight. If he arrives to see a county in disarray, with predatory
bandits threatening Sherwood and the commoners on the verge of rebellion, the Prince would consider the
position of Sheriff of Nottingham open in short order. If de Belame were then to step up with a plan to bring
order back to the district, and even implement that plan successfully before the eyes of the Prince. The
position of Sherriff could be his. De Belame has assembled brigands to pose as Norman soldiers with the
simple purpose to burn, pillage, destroy, and generally bring dark times to Sherwood.

9.5.1 Adventure Summary

The adventure begins in Sherwood itself. For several days, the PCs have heard rumors of vicious attacks
made against the folks of Sherwood and travellers and merchants passing through. The culprits appear to be
a small unit of Norman soldiers employed by the Sheriff of Nottingham. The Sheriff never used such violent
actions before. Whole hamlets have been burned to the ground and innocent folks murdered. The PCs have
to investigate and stop the band before any more harm is done.

To further complicate matters, the Sheriff, aware that something is wrong in Sherwood, has dispatch Sir Guy
of Gisburn and a small contingent of men to bring order back to the region. He has no idea that the culprits
are disguised as Norman soldiers and folks are blaming him for all the mischief and destruction.

9.5.2 Map of Sherwood

Refer to the keyed map for descriptions of the area.

1. A Death In the Wood - Here the PCs discover the body of the slain forester, Hugo Farrow, an
employee of the Sheriff. Investigating Hugh Farrow's body reveals that he was killed by an arrow
through the heart. The arrowhead is of Norman design. A successful Perception Roll (Medium
difficulty can add Frist Aid bonus to the roll) reveals that Hugh has been dead for just over a day.
As far as the PCs can recall, Hugh had no family. Hugh came close to discovering the lair of de
Belame's outlaws. He followed the outlaws' tracks to the lake south of Clipstone. The outlaws shot
him dead and dumped his body in the lake from where it has washed to its present location.

6
This adventure has been converted here for Rolemaster/MERP purposes. It was taken from a Robin Hood adventure
called, Dark Times, by Ian Malcomson, Dungeon Magazine, issue 82.

37
2. B
Burned Ham mlets -These sites show thhe locations of small settllements, maiinly consistinng of hovels
f
fabricated froom wood, strraw, earth, annd grass that have been deestroyed by dde Belame's ooutlaws. Eacch
b
burned settleement forms a grisly scene. The bodies of the form mer inhabitantts lie as carriion, burned,
b
blackened annd occasionallly staked or skewered. T The GM shouuld paint scennes of wantonn destruction.
S
Searching theese areas alw
ways reveals some Normaan item such as a mailed ggauntlet, a heelm, or smalll
w
weapon. Theese objects haave been left by Justin to incriminate tthe Sheriffs men. Characcters
s
searching thee perimeter oof the hamlet find tracks heading
h towaard area 7. Thhe tracks reqquire a
s
successful Trracking roll w
with a Hard ddifficulty.

3. E
Edenstow an nd Lidgett - Edenstow iss a famous haamlet, it is heere that Robinn and Mariann married.
T town connsists of a Noorman church with a stonne spire and a dozen longhhouses. In thhe center of
The
t village iss a roofed
the
a
area, like an open
t
thatched barnn. This is
u
used for meeetings. A mann
n
named Ralf aacts as the
R
Reeve of Edeenstow. He
p
pretty much rruns the
v
village withoout assistancee
f
from the Sheeriffs men.
H is worriedd about the
He
r
recent rash of attacks in
t area and is willing to
the
h the PCs in any
help
f
fashion, withhin reason.
H believes tthat the
He
S
Sheriff and hhis men are
r
responsible ffor recent
d
destruction.

4. R
Rufford Abb bey
S
Sherwoods oonly
C
Cistercian Abbbey. It lies
d
deep in the fo
forest on a
s
stream know wn as Rainwoood. There aree about 25 m monks. The AAbbey is undeer the stern leeadership of
A
Abbot Michaael, a Normann. The Abbeyy has been thhe subject of a particularlyy nasty raid bby de
B
Belame's outtlaws incited by Amice annd her generaal loathing off the friars annd their Chrisstian ways.
A
Although thee evil outlawss donned Norman disguisses for the atttack, the percceptive friarss can providee
a physical deescriptions off their attackeers that matcches the memmbers of Justin's group. T They will alsoo
s
state that theyy dont belieeve that the Normans
N to be the Sherifffs men. Addiitionally, the friars have
r
recovered sevveral arrows used in the aattack; these match arrowws found in buurned hamletts and the onne
f
found by the PCs in Areaa 1. The GM can have thee PCs meet Frriar Tuck, whho is visitingg the abbey too
a
assist with thhe repairs andd healing of tthe abbey. He will voice suspicion
s thaat someone oother than thee
S
Sheriff is behhind these atttacks.

338
5. T
The Major O Oak - A huge oak stands in an anciennt clearing. It is here that R Robin and hiis men
g
gathered. Dee Belame's baandits will noot enter the arrea surroundiing the Majoor Oak. Someething
m
mysterious iss said to prottect the giant tree. Some cclaim the Greeen Man and wood spiritss dances
u
under its leavves in the colld night undeer the stars. T
The PCs mighht be directedd to venture here
h by the
f
friars of Ruffford Abbey ((especially Frriar Tuck) to seek answerrs. The Greeen Man mightt provide thee
P with info
PCs formation reggarding de Beelames brigaands, but in a cryptic, ridddle-like fashiion.

6. JJordan Casttle - The rem mains of an anncient, earthw work castle sttand here. Sttrange things happen heree
a
according to villagers. Soome believe tthe castle is hhaunted becaause unearthlyy shrieks aree heard from
w
within the ruuins. A savage boar (sourcce of the shriieks) resides in the ruins. It is a ratherr large 5th
l
level boar wiith a nasty temmper.

7. B
Broch of thee Outlaw (for entries 7 to 9 please refer r to the bbelow map enntitled, The Broch.)
B
C
Constructed both for shellter and defennse, brochs aare round struuctures usually made of sttone, with
"
"rooms" buillt into the waalls opening oout onto a cenntral courtyaard. The banddit's broch is an earthen
s
structure, buiilt upon a sligghtly raised piece
p of landd near the shoore of a lake south of Clippstone. De
B
Belames briigands have sset traps surroounding theiir broch. The traps are nottated on the mapm as T. Thhe
t
traps consist of springy bush, young trree branch, or o pole placedd at chest levvel and laced with sharp
f
flint shards. Pulling
P the trripwire causees the branchh/pole to swinng out and strrike the victiim causing 2--
4 hits. Theyy require a suuccessful Percception/Deteect Traps rolll with a Veryy Hard Difficuulty and a
40
s
successful Disarm Trap rroll with a Meedium Difficculty to disarm m. The traps are indicatedd by the letteer
T on the beloow map.
O
Outlaws shellters are
d
described bellow. Within
e
each room caan be found
a items noot carried by
any
t brigands (their
the
N
Norman solddier
u
uniforms, forr example).
7a: Drystan'ss Room.
7b: Storeroom m. Contains
s
sacks of foodd and a few
h
half-filled keegs of ale.
7c: Brice's RRoom.
7d: Justin's RRoom. PCs
w make a successful
who
P
Perception rooll with an
E
Easy Difficuulty will find
a waxed leathher pouch
c
containing thhree letters
p
possessing dee Belame's
s
seal. The lettters
i
incriminate B
Baron

339
Isambart de Belame in the activities of the outlaws and hint something of the current events within
Nottingham. If presented with the letters, Carter will use the information in the letters as evidence of
the baron's treachery.
7e: Morgan's Room.
7f: Amice's Room. Drogo does not have a room of his own; he sleeps outside the entrance to Juslin's
chamber.

8. Cliff - The cliff leading down to the lake is roughly 25 feet high. Its lower extremes are rocky but
this gives way to soil about a third way up. Roots and rock outcroppings provide an abundance of
hand holds; a successful Climb roll with a Medium Difficulty is required to scale the cliff. If the PCs
can somehow navigate their way across the lake without being noticed, the individuals can easily
slip into the undergrowth of the trees at the cliffs edge for cover.

9. Lake and Sunken Boat - The small lake south of Clipstone presents an effective defence for de
Belame's outlaws. From the raised position of the broch (area 7), the outlaws can practically see
across the entire lake. The outlaws have a boat, which they sink after use to prevent it from being
discovered. To sink the boat, they simply turn it over, fill it with water, and weigh it (and the oars)
down with rocks. It requires 5 minutes to haul up the boat and bail if for use. Finding the boat
requires a successful Perception roll of Medium Difficulty. The boat can hold six individuals plus
their equipment.

10. Ollerton Slightly over 100 villagers reside here under the capable hands of the village headman,
Edgard, who hopes to become Reeve one day and so keeps on the right side of the Sheriffs men. He
will not help the PCs and will ask them to leave the premises. Edgards brother acts as the villages
miller. The millers new wife, Coela, is a skilled healer and often tends patients (including Robins
Merry Men much to the dismay of Edgard) in a small outbuilding, which acts as her hospice close to
the mill. Should the PCs successfully complete the adventure, The Witch of Eldson, then Coela is
more than willing to help the PCs with any healing they might need.

11. Earking This medium size village has no manor and the six score villagers manage their own
affairs under the headman, William and Forester, Erchenbrand, who owns a farm on the outskirts of
town. Both William and Erchenbrand have set up watches to protect the village from the attacks.
Erchenbrand is fairly good with the sword and William is a fair shot with the bow. The well liked
priest here is Adam the Clerk, also known as Adam of Northampton. Adam is interested in old
beliefs of the common folks and occasionally visits other churches and villages to record legends and
festivals. He has meet Baron de Belame and finds the Baron disturbing.

12. Bilsthorp the village consists of some 19 houses and cottages arranged around a pleasant green
where a traditional Dance of May in spring and fires in Autumn is conducted. There is a manor
belonging to Sir Walter fitzGilbert, an old Norman lord. His son, Cormen and steward, Leofwin live
in the manor. Cormen is a rather idealistic young man being train to step into this fathers footsteps.
He believes himself a knight on errant quest. Leofwin is trying hard to ground. Cormen is seen
nowadays fully armed ready to battle any ruffians. Leofwin carries a long bow and worries about
the safety of the villagers and Cormen.

40
13. Clipston Clipston is a small village of fifteen families, on the river Maun. The Baron de Belame
manages the village. The Baron rarely visits the village. Instead he sends his lackeys to check on the
villagers progress. They live in fear of the Baron. They have a mill sited where the Maun drops
some twenty feet through a rocky ravine. The Mill Falls, as they are called, are said to have been the
site of an ancient hermitry during the Dark Ages; some say that the rocks conceal the secret entrance
to a series of caves.

14. Blue Boar Inn Half way between Boughton and Ollerton lies a famous inn call the Blue Boar Inn.
It is frequent by merchants, bards and Merry Men, especially Robin Hood. The inn is managed by a
thin smiling man named Howard Pyle. In his younger days, he was a travelling minstrel. Although
he has since retired, he still on occasion pulls out a guitar and sings for patrons. He sympathises
with Robin and his Merry Men and gives them refugee at his inn. He is helped by a young redhead
boy named Ulrich. A frequent patron of note is Will Blount the tailor. He acts as a spy for the
Sheriff of Nottingham.

9.5.2 The NPCs

Justin - The bastard son of a peasant and a Norman captain, Justin was recruited by a group of bandits
operating in the Derbyshire wilder lands. Captured by de Belame, Justin was offered a choice between
servitude or the hangman's noose. Although initially resenting service to the baron, Justin has since grown to
enjoy the benefits his position grants. Justin is a rough, scarred man with a coarse beard that grows properly
only on the right side of his face. His left eyebrow is only a patchy trace. He is the captain of de Belames
rug team of cut throats.

Amice - This sadistic, one-time petty cutpurse has become de Belame's most favored servant. The baron has
indoctrinated Amice with the teachings of the dark arts, and she has proved an apt pupil. Because of her
standing with de Belame, the other outlaws treat her with suspicion born from fear and respect. Despite her
cruel nature, Amice is beautiful to behold. She is slim, well-proportioned, and possesses a stream of raven
hair that offsets her pale, angular features. Gulnar hates her and wishes nothing better to have her gone. He
was once de Belames favoured servant.

Morgan - The son of a Welsh camp follower and one of several philandering Crusader knights, Morgan
studied the fighting early in life. He is good enough to make a living as a mercenary. He was eventually
hired, through Roger of Doncaster. into the permanent employment of Baron de Belame. Morgan is a slight.
short man with a deceptively delicate looking build often used to gain surprise over his foes. He is
obsessively tidy about his appearance, constantly clearing dirt from his fingernails when bored. Only
Morgan's eyes show any indication of the man's mood. Normally, they appear as featureless, grey pools.
When the opportunity to kill arises, they burn with a frightening passion. Morgan possesses a quick temper,
held barely in check by his own willpower.

Brice - De Belame hired Brice as a carpenter but notice Brice's larcenous nature, and placed him in Justin's
hands, Brice is no killer, being a simple craftsman at heart, and the rest of the outlaws consider him
incompetent. Brice's tall height makes him appear gangly, and his features are unremarkable.

Drogo - Drogo is a wild man with a strong belief in the old ways and is one of Gulnars men. Gulnar sent
Drogo to go with Justin on this mission. The two have hit it off. Drogo isnt very clever and acts more as

41
Justins lapdog. He is a huge man with unkempt features, tangled hair, and a scruffy beard. Most striking are
his intensely pale blue eyes.

Sir Guy of Gisburne Guy is concern about the recent state of affairs. He already had several villagers
spat on him and his men. Even a local priest cursed him. Should he come across the PCs, he would ask them
for any information concerning the attacks. Even if the PCs are recognizable outlaws, Guy knows he has
bigger problems if he does not stop the mayhem before Prince John arrives. His questioning the PCs, should
lead the PCs to wonder who really is behind the attacks. Guy is a brash and a bit arrogant and will come
across cocky to the PCs. While Sir Guy would never stoop so low to be associated with outlaws, he may be
convince to help the PCs locating their common enemy. He is traveling on horseback with six men at arms.

9.5.2 The Mission

The PCs will have to determine who is causing all the destruction in Sherwood and to stop them before
Prince John visit. Otherwise, Baron de Belame might become sheriff. It is unlikely that the PCs (and their
allies, if any) can approach the broch without being noticed by the brigands. Brice has engineered several
traps in the vicinity, and anyone traveling across the lake is sighted immediately. Unless the PCs are very
clever, Justin and his men are prepared for them. When the outlaws are "home," Justin places two lookouts.
Regardless of when the PCs arrive, Amice and Drystan are standing guard hidden. Unless PCs specifically
are looking for hidden guards, they must successful perform a Hard Perception roll to spot the Amice and
Drystan. Sneaking up on the outlaws' lair requires a successful Hard Stalk/Hide Roll. PCs who inadvertently
trigger one or more of Brice's Traps (see area 7) are automatically seen and heard.

Once the PCs defeat the brigands and discover the letters connecting the brigands to de Belames, the PCs
might decide to pay de Belame a visit at his castle (read the next section).

42
9.6 Dark Times7; Part two

This part of the adventures deals with storming de Belames castle and ridding the world of the evil sorcerer.
The PCs can interrogate captured outaws or locate de Belame's letters in the broch to discover de Belames
connection to all the recent mayhem. After discovering evidence that hints of de Belame's wider goal to
usurp the Sheriffs position and claim Nottingham as his domain, Sir Guy (should he be with the PCs) will
ask them to capture de Belame as he will head to Nottingham to notify the sheriff and send reinforcements.
Sir Guy has no intention of telling the sheriff and hopes to use the information to blackmail the Baron at a
future date. He hopes that the PCs in their attempt to capture de Belame will perish, thus ridding him of the
pesty outlaws.

The castle lies 10 miles northwest of the bandit's broch and should take the PCs a little over 3 hours to reach
on foot. The castle, perched atop a craggy cliff overlooking a narrow, stream-carrying valley, comes into
view when the PCs arrive within, mile of the place. A tongue-like path snakes up the cliff to the castle's main
gate-a dark and ominous orifice.

9.6.1 Map of de Belames Castle

The Baron commands two captains and thirty men at arms. The men are loyal to the Baron. In addition to
the soldiers, the castle is home to six cultists, followers of de Belame. Castle de Belame is often referred to
as the Evil Hold. Villagers tell of loud shrieks piercing the cloudless nights and there are strange lights that
come from the castle. The villagers say the Baron is trying to raise the dead. What the folks say is true. He is
trying to raise the dead. He sends his men at night to capture unwitting individuals so that he can perform
his sick experiments. Refer to the keyed map for descriptions of the area.

1. Trail - The trail leads up the cliff face. The entire trail can be viewed from the gatehouse (area 3),
and individuals on the trail are subject to arrow fire from that location. Individuals on the walls (area
4) are not able to fire at travellers on the trail.

2. Outside the Castle - The terrain outside the castle consists of long, coarse grassland covering soft,
peat-like earth. Lichen covered rock outcroppings dot the landscape. There are two areas of interest
outside the castle, described under area 2a and 2b below
a. Cliff - The cliff is 30 feet tall and relatively easy to climb. However, any fall from the cliff
triggers a shower of rocks dealing 2-20 points of damage. Guards on the walls and gatehouse
cannot see or attack individuals climbing the cliff.
b. Stone Circle - This stone circle is of ancient origin. Seven 8-foot-tall, menhirs form the
circle, all weather-worn and lichen-covered. PCs of good alignment will feel uncomfortable

7
This adventure has been converted here for Rolemaster/MERP purposes. It was taken from a Robin Hood adventure
called, Dark Times, by Ian Malcomson, Dungeon Magazine, issue 82.

43
standding within thhe circle andd must make a successful resistance aggainst a 2nd leevel fear spelll
or thhe PC remainn in fear (-30 to all activitiies) as long asa they remaiin in the circlle. At the
edgee of the circlee, a secret traapdoor is hiddden. It requirres a successfful Hard Percception roll to
locatte the trapdooor. The trapddoor is lockeed and barredd (it requires a successful medium rolll
to pick the lock). Opening it rreveals a laddder leading ddown 40 feet to the crypt ((area 19d).

3. O
Outer Gateh house - The outer
o gatehouuse consists oof two 20ft-ttall towers coonnected by a 15ft high
w
wall. Set intoo the gatehouuse wall is a ppair of reinfoorced oak dooors barred froom within. A Anyone
a
attacking thee gate is subjeect to attackss from the adjjacent towerss and the topp of the gate w
wall (area 4)..
F
From the inside, the gate is opened byy a lever mecchanism that both unbars the massive doors and
h
heaves them open. The leever can be ooperated by a single charaacter but requuires at a minnimal 90 in
S
Strength to ooperate. Six gguards and a captain norm mally stationss the gatehouuse.

4. O
Outer Wall - The outer wwalls are onlyy 12ft tall. It will take a successful meedium Climbb roll to scalee
t wall. Anyy character sccaling a walll is subject too attacks from
the m the guards standing atopp the same
w section. Two soldierrs guard eachh section of thhe outer walll.
wall

5. W
Wall Towers - Each walll tower standds 30ft tall annd consists off three storiess connected bby a stone,
s
spiral staircaase. Entrance to the towerrs can be gainned through ddoors openinng onto the coourtyard and
f
from the secoond floor (froom the tops oof connectingg walls). A laadder leads uup from the thhird floor to a
t
trapdoor thatt allows access to the tow
wer's roof. Cuurrently the toowers are unooccupied.

6. F
Farm - The ffarm consistss of a crop field, in whichh root vegetabbles and wheeat grow. Neaarby stands
a empty corrral and a thaatched bam. T
an The barn conntains normall farming equuipment (plowwshares,
h
hoes, and so forth). Therre is a small ssection devotted to herbs aand poisons. A PC might recognize
s
some useful hherbs (such aas Healwell, Ribwort andd Napweed seee section 5.00 Herbs of Roobin Hood)
a take them
and m. There are 1-10 doses perp herb/poison type.

444
7. Carpenter - This thatched building is Brice's home. Inside, the PCs can find woodworking tools as
well as workbenches and various items either under repair or manufacture.

8. Storage Barn - The thatched bam serves as a storage area for the raw materials required by The
castle's craftsmen. Metal ingots, wood, poles. cartwheels, and numerous other mundane items can be
found here.

9. Blacksmith - This stone building is cluttered with the tools of the blacksmith trade and dominated
by a forge and anvil. Various metal constructs can be found here-complete. Part finished, or under
repair. Cooperage rings. horseshoes, sword blades, and so forth liner workbenches and adorn hooks
set into the walls.

10. Workers quarters - This building consists of two rooms: a large common sleeping quarter for the
menial workers of me castle, and an aerated storage chamber for items sensitive to the elements
(seasoned wood. foodstuffs, and so forth). The menial workers are treated as slaves and will
probably offer some sort of assistance although most will be too afraid to go directly against the
baron.

11. Stables - Twelve horses currently occupy the stables. The stables also contain the living quarters and
office of the stablemaster, Corey. Corey is a follower of Gulnar and believes in his sick version of
the Old Ways. He is a brute of a man and will fight the PCs with a pitch fork while sounding the
alarm.

12. Outer Garrison Building - When the castle has its full complement of soldiers, these buildings
house around one hundred men. The smaller of the southernmost buildings functions as a storehouse
and armory and contains dozens of longswords, spears, light crossbows, crossbow bolts, large and
small wooden shields, and open-faced helms.

13. Inner Gate - This gale is identical to the outer gale (area 3). Six guards and a captain are stationed
here.
a. Inner Wall - The inner walls stand only 10ft tall, but they are just as hard to climb as the
outer walls. Two guards stand atop each curtain wall. Four in total.

14. Inner Wall Buildings - These buildings normally house fifty men. If the castle is attacked, Sir
orders half his men to take positions on the walls (areas 4 and 13a). The other half remain with him
as personal guards. The smaller of the two buildings is a store and armory, similar to area 12.

15. Henchmens Quarters - This unremarkable building serves as home to henchmen, cut throats and
other non-desirables that de Belame's employs, including the evil outlaws from the previous
adventure. PCs who search the nine rooms of this building find 1-6 sp and 2-10 cp in each chamber.

16. Gulnars Tower - This three-story structure was specially built for Gulnar, an avid follower of de
Belames. The first two stories consist of living space; the topmost story contains Gulnar's bedroom
and parchments with spells inscribed. There are three 4th level Healing III spell from Concussion
Ways and one 5th level Dark Channelling spell.

45
17. T
The Keep - The T keep stannds three stoories tall.
T ground ffloor is dominated by the main
The
h
hall. The second floor conntains comm munal
r
rooms for thee keep's inhaabitants. Privaate
s
suites are loccated on the tthird floor.
a. Entryy Hall Thee entry hall.
b. Guarrd Quarters - These locattions
servee as armoriess, quarters annd
storeerooms for thhe keep's conntingent
of sooldiers. Sir Roger
R of Donccaster
whenn visiting ressides in one oof these
roomms. These areeas are currenntly
unocccupied. Withhin each room m, the
PCs can find barrrels of crossbbow
boltss and short boow arrows ass well as
the oodd sword orr spear.
c. Stairrwell - Thesee broad, stonee. spiral stairccases connecct every levell of the castlee, finally
endinng at an unloocked trapdooor opening ouut onto the rooof.
d. Mainn Hall - Thesse areas are uused by de Beelame for auddiences and entertainmen
e nt. The lowerr
mainn hall is used for normal ffeasting evennts, while the upper hall iss reserved forr especially
debaauched proceedings. The m main hall is large
l and shaadowy, even when torchees are lit, the
stonee pillars that support the cceiling bathe the room in a flickering patchwork oof dark and
lightt. Tables and benches stannd among thee pillars. At tthe north endd of the hall, tthree woodenn
thronnes stand on a raised sectiion reached by b two steps.. Behind the thrones, a brreak in the
wall leads to areaa 17e. In one corner of thee main hall stands a well,, mounted to a squeaky
iron winch with a wooden bucket. The weell is 50ft deeep and contaiins drinkable water. The
uppeer hall is smaaller. Again, bbenches and tables stand about the plaace, with a m more ornate
tablee seating fourr on throne-liike chairs.
e. Audiience Hall - T This room is used by the bbaron to holdd meetings with
w his suborrdinate noblees
to plan the runninng of the smaall barony. It is drafty herre as the arrow slits in thee outer wall
havee no shutters or other guarrds against inntrusive weatther. The furnniture here iss sparse and
functtional with thhe exception of the chair standing at thhe west end of the table. This chair
seatss de Belame during
d meetiings and is exxotically carvved with Midddle-Eastern designs. To
the wwest, a secrett door opens into area 17ff. The secrett door can be discover witth a
successful mediuum Perceptionn roll.
f. Secret Entry- Thhis hidden chhamber contaiins a staircasse leading up to de Belam me's altar roomm
on thhe third floorr (area 17m) aand a conceaaled trapdoorr leading dow wn into the tuunnel
connnecting the duungeon (areaa 18e). The trrapdoor is hiddden beneathh a rug.
g. Privaate Hall - Thhis room is ussed for meetiings of a senssitive nature.. Here the baaron confers
with his cultists oor select operratives such as
a Justin andd Gulnar. Thee furniture heere consists oof
a tabble tucked intto the northwwest corner. SSurrounded bby functional (and probably
uncoomfortable) cchairs, and a bblack oak boookcase liningg the south aand west wallls. A portion
of thhe bookcase sswings aside to allow access to the staaircase leadinng to the secrret room

446
below w. All of the books here are
a of
an innnocent naturre: tax logs, lland
deedds, and so on.. The secret
passaage is discovverable with a
successful Hard P Perception rooll.
h. Officce - This office is where dde
Belaame does mosst of the
admiinistrative woork required of
him bby his positioon. A fairly llarge
writiing desk stannds here, commplete
with ink dish andd quill. To thee side
of thhe desk stands a low, black oak
bookkcase. The boooks and pappers
here are of a geneerally innoceent
naturre.
i. Kitchhen -This rooom is used too
prepare food for tthe keep's
inhabbitants. The hhearth is buillt into the north wall, wheere channels cut into the stone
s carry
smokke from the ffire into the corridor
c connnecting the twwo easterly toowers of this floor and
then,, via the arrow slits there,, to the outsidde. A large ppreparation taable dominatees the room,
with barrels and ssacks of grain and other ffoodstuffs lyiing scatteredd over its soutthern extentss.
j. Servaant Quarterss - This dirty,, ill-kept room m houses thee general servvants of the kkeep, such ass
cookks and servingg wenches. None
N are pressent now, havving either flled or been sent to
Nottingham. Thee floor is littered with frayyed blankets and straw maattresses andd pillows.
k. Privaate Quarterss - Copious am mounts of bllood stain thee sheets of the beds, but nno bodies cann
be foound. These rooms
r were the
t private chhambers of dde Belame's steward.
s De B
Belame
suspected that hiss steward waas
plottting against hhim and decidded
kill hhim off.
l. De B Belames Quaarter - This rroom
is moore opulent thhan any otheer in
the kkeep. A lockeed wooden chhest
rests against one wall. The chhest
is traapped with a poison needlle
whicch causes parralysis (5th lvl
poisoon). It will taake a successsful
Meddium Disarm Trap roll to
disarrm the trap annd a successfful
pick lock roll to oopen the chesst.
The chest containns 220 sp, 455 cp,
a lovve potion caauses the drinnker
to faall madly in loove with the first
the ddrinker sees ((10th lvl RR),, De
Belaames Spell bbook contaiins

447
all thhe Open Channnelling spelll lists to 5th llvl and Dark Channellingg to 5th lvl, annd +10 daggeer.
c. Privaate Chapel - This chambeer contains thhe castles prrivate altar. A towering w wooden cross
adornns one wall. Alternating red and blacck drapes hanng on the wallls here, obsccuring both
the ssecret door annd staircase ddown to area 17f. A succeessful medium m perceptionn roll will
alloww the PCs thee discover thee secret doorr. Good-alignned PCs apprroaching witthin 5 feet off
the aaltar feel milddly uncomforrtable. On ceertain nights the
t cross is taaken down inn order for D De
Belaame to perforrm some of hish more nefarrious rituals for his cultissts.

18. T
The Dungeoons - The dunngeons below w Castle de Belame
B have bbeen carved out of the roock. The
w
whole area iss dank and diismal. Waterr drips from tthe ceilings aand collects oon the unevenn floor. Greyy-
g
green growthhs of algae drrip from the corners
c of the rooms and passages. Thhe smell of rootting timberr
a flesh perrmeates the aarea. Few whho have had thhe misfortunne to be incarcerated here have been
and
l alive. Dee Belame hass rarely seen ffit to feed or otherwise caare for his prisoners; thosse who amusee
left
h are eitheer tortured to death (in areea 18d) or sacrificed to thhe baron's darrk god.
him
a. Stairrs - These staaircases, carvved from the bedrock, are slippery witth algae and water.
w
b. Cellss - Each of thhese filthy, barred chambers is empty of furniture aand occupannts. The baronn
has nnot furnishedd his prison w
with any form m of bedding or latrine faccilities. Stainns from the
previous occupannts' last days cover the waalls and floorr.
c. Com mmon Jail T This serves mmore of a waitting area for prisons. Theere is a largee iron cage
leaniing against thhe south roomm. It
is larrge enough too hold severaal
indivviduals. The lock requirees a
successful mediuum Pick Lockk
Roll to open.
d. Tortuure Chamberr - A rack annd an
iron maiden dom minate this rooom.
Bloood covers the floor and waalls,
and small
s body pparts can be sseen
decoomposing in tthe corners.
Coreey and Gulnaar torture the
victimms while thee Baron watchhes.
Set into one wall is a secret dooor
openning into a naatural passagee
(areaa 18e). The seecret door is not
as well hidden well and requiires a
successful Easy P Perception rooll to
discoover it.
e. Tunnel and Trappdoor - Comppared to the dungeond thiss tunnel is rellatively dry and
a not as
odorrous. Just insiide the secrett door (whichh is not disguuised from thhe tunnel sidee) stands an
iron--reinforced wooden
w laddeer. The ladderr leads up to the secret traapdoor in areea 17f. The
tunnel continues for about 150ft before ennding at anothher secret door (which aggain, is not
disguuised from thhe tunnel sidee).
d. Cryppts - This area lies directlyy underneathh the circle off stones northh of Evil Holld (area 2b).
De B Belame will mmake his finaal stand here along with hhis cultist andd Amice if prresent. Gulnaar

448
would have fled the castle. Using blood from tortured prisoners. De Belame's cultists have
neatly painted a large pentagram on the crypts floor. At each corner of the pentagram stands
a tall iron brazier containing foul-smelling incense. The braziers radiate smog that blankets
the room. There is an easy feeling about the room that causes everyone of Good Align to
receive a -10 to all rolls. All evil persons, like the Baron receive a +10 to all rolls. This effect
can be dispelled by knocking over all five braziers. Set against one wall is an iron-reinforced
ladder leading up to a trapdoor barred from this side. PCs who slide the bar aside and open
the trapdoor find themselves in area 2b. (In a fantastical setting, the room would host four
level 2 zombies in addition to the cultist and De Belame. These zombies are the result of the
Barons foul rituals. If the GM chooses a less magical setting, then the zombies are normal
peasants, which have been hypnotize to serve the Baron.)
e. Storage This room contains dark robes and other ceremonial vestments. It also is a storage
for fantastical ingredients such as jars of bat wings, cat eyes, frog tongues and other
necessary ingredients for evil rituals.
f. Dark Temple This chamber contains de Belame's altar to his dark god. A towering statue
depicts the goat-headed visage of this entity, glaring over the blasphemously etched altar
that stands in front of it.

9.6.2 The NPCs

The PCs might need some help storming the castle. It is bad enough to deal with Baron De Belame, but
Gulnar might be present as well. Therefore, the PCs will face two powerful characters with magical abilities.
Gulnar would fight to defend the inner wall and his tower but will not fight inside the keep. Being a wild
man, the castle is much too constricting for him He will run away, which means the GM can use Gulnar as a
recurring villain in later adventures. The Baron will fight to the death. He is not going to let a vagabond
group of outlaws kick him out of his castle. Besides there is a lot of incriminate evidence of mischief and
sins against nature to be found in the castle. He will help his men by casting spells to kill off PCs. The PC
can asked Friar Tuck who is still at the Abbey for help. Depending on how much help the PCs need, Friar
Tuck could enlist the aid of other Merry Men such as Little John, Will or Alan-a-Dale.

The following are characters that can be found in the castle.

Scrivel Scrivel is one of the captains. He is a blood relative of the Baron and shares his love of torture,
greed and power. He walks like a cat and looks like one. His black hair is greased back and his eyes are
black as well. He enjoys working for the Baron and hopes one day to be his steward, especially since the
latest steward has been killed. The Baron is fond of the young man. Scrivel will never openly challenge the
PC instead, he will try his best to ambush or caught them unawares.

Hamo A French mercenary, Hamo is the newest addition to the Barons soldiers. He is a captain and likes
nothing better than to bark orders and maim innocent folks. Of course his demeanour is just what the Baron
wanted. While Scrivel is quiet (like a cat), Hamo is a braggart. He loves to tease his opponents as he slices
them apart with his great sword.

Corey This middle age man is something of an enigma. He runs the stable with efficiency and loving care
of the animals. He is a devotee of Gulnar. He will follow Gulnars lead when the PCs attack the castle. His
second hobby is torture people. He likes the power it gives him.

49
Baron de Belame is already described in this booklet. He is trying to create zombies and has had some
success. If the GM chooses a less magical setting, then the zombies are normal peasants, which have been
hypnotize to serve the Baron. Obliviously this goes against the teachings of the church and while the Abbot
is a friend of the Baron, it is very unlikely he will turn a blind eye to evil.

9.6.2 The Mission

The mission is to take down the Baron and his evil crew. There are several methods of gaining entry into the
castle. The walls can be scaled with a successful Climb roll, but that invites attacks from guards standing
atop the walls (areas 11 and 13). The difficulty of the climb depends on what equipment if any, the PCs use.
PCs, who approach the outer gatehouse (area 3) are rebuffed by the guards stationed there. Hamo will be
sure to sound the alarm and give chase. He likes nothing better than the hunt of humans. If the PCs attack
the guards or try to break down the main gate, the guards sound the alarm. The guards use the castle's
battlements and arrow slits for cover as they pepper the PCs with arrows. PCs might also find the secret
trapdoor located within the stone circle close to the castle (area 2b). PCs might try to divide their force, one
group creating a running diversion while the other group scales the castle walls or otherwise gains entry. If
the PCs are accompanied by other Merry Men, the Merry Men could suggest such tactics if the PCs are
having trouble devising a plan of their own. Friar Tuck will have a religious artefact either a cross or holy
water, which would provide some protection against spells (+10 RR and +10 to valor).

The following are characters from Dark Times, part one and two.

TABLE 9.6: Personalities of Dark Times: Part One


Name Lvl MM Hits AT DB Shld Melee OB Notes
Edgard 3 0 45 SL 5 N 40St 35bw Peasant, Ranger. Headman of Oston. Wanys to be Reeve, doesnt
want to disappoint the Sheriff.

Ralf 4 10 72 SL 15 N 63sw 62lb Peasant, Warrior, Reeve of Edenton. Commands the respect of
his village. The Sheriff leaves him alone.

Coela 6 5 50 No 15 N 35ss 20da Peasant, Animist. Miller's Wife is the Healer of Oston. Has a
small room in the back that serves as a hospice.. Observant.
Sister in law to Edgard. Edgard always pester her on her clients. Possess numerous herbs. Knows First Aid +80 and Herb Lore +40.
Justin 5 20 72 CH 20 Y 83sw 70lb Mercenary, Warrior. Cruel lackey of De Belame. Nimbleness.
Sword, chain armor, and bow.
Amice 5 10 47 Rl 5 N 22qs 47lb Apprentice, Arab. Evil Cleric. Pupil of de Belame. Very
beautiful woman with dark features. Magical Powers: Ability
One or two scrolls of minor power (level 5 max). PP10. DS 35 BS 5. Knows 2 Open Channeling and 3 Evil Cleric list to 5th level.
Drysten 4 5 70 CH 20 Y 61bs 57lb Mercenary. Rogue. Hireling of de Belame.

+5 broad sword.
Morgan 4 10 57 CH 30 Y 55ss 60sb Mercenary, Rogue. A cutthroat and hireling of de Belame.
Sword, chain armor, and bow.
Brice 3 15 60 CH 20 Y 41bs 53lb Apprentice, Warrior. Henchmen of de Belame

Drogo 5 10 76 CH 35 Y 76bs 45cr Wild Man, Warrior. Mute and loyal companion of Justin.
Berserk.
+5 sword

50
Sir Walter 4 0 40 No 5 N 35da 35da Noble, Warrior. An old wealthy man with a young wife.
fitzGilbert
His oldest son by a previous marriage, Cormen is having an affair with his wife. They meet near Bilsthorp estate.
Cormen 3 0 67 CH 40 Y 71sw 60cb Noble, Warrior. Son of Sir Walter. Idealistic and flirty.
fitzGilbert

Leofwin 5 10 30 SL 25 N 65sw 75bw Apprentice, Warrior. Steward to Cormen. Grounded individual


frowns on Cormens adventures.
+5 Long Bow
Adam the 5 10 55 No 10 N 45st 40da Monk, Sage. Of Echering. Also known as Adam of
Clerk Northampton. Magical Ability : Skill
Very interested in old beliefs and tales. Mostly books with pen and an inkwell. Knows Legend & Lore +20, Magic Symbols +20, Herb Lore
+25, First Aid +40, Perception +55. He does not know it but he is able to cast spells from scrolls and create potions.
Erchenbrand 4 10 58 RL 20 Y 68sw 71cb Apprentice, Warrior. Forester of Echering. Lightning Reactions.

+5 Sword from her father's heirloom.


William 3 5 45 SL 10 N 55st 60lb Apprentice, Warrior. Headman of Echering. Friends with
Adam.

Abbot 4 0 55 No 10 N 45st 40da Monk, Sage. Runs Rufford Abbey. Stern but fair. Dislikes the
Michael Sheriff.
Knows to read various languages. Possess some knowledge of herbs. Herb Lore +20, First Aid +20, Religious Lore +20, Perception +25.
Boar 5 20 95 SL 30 N 70ho 50ba Large boar of Jordan Castle. Berserk
Howard Pyle 5 10 65 No 25 N 65sw 50bw Apprentice, Bard. Jolly Innkeeper of the Blue Boar Inn.
Sympathetic to Robin and his Merry Men. Knows much of what
goes on in Sherwood Forest.
+5 guitar for Music Rolls, Knows to read various languages. Perception +25, Drawing +20, Storytelling +20, Singing +25, Underworld +10.
Ulrich 2 10 30 SL 10 N 40da 50sp Apprentice, Warrior. Helps Mr. Pyle run the inn.

Brawling +35
Will Blount 4 10 67 SL 25 N 65sw 55bw Apprentice, Warrior. Tailor and spy for the Sheriff. Frequents the
Blue Boar Inn.
Perception +15, Stalk/Hide +25, Underworld +35
Friar Tuck 9 10 83 No 15 +5Y 50ss 30sb Monk, Animist. Once under the direction of the Abbot
Simon. Unorthodox Monk.
Trusted advisor. Wears a helmet and carries a +5 round shield and short sword. Knows First Aid 77, Pagan Lore 15, Herb
Lore 25, Perception 48 and numerous languages.

51
TABLE 9.6: Persoonalities of D
Dark Times: Part Two
N
Name LLvl MM Hiits AT DBB Shld Mellee OB Nootes
Baron de 110 0 355 No 100 N 30sww 35da Nooble, Evil Clericc. An evil Norm
man dealing in ddark Magic.
Belame Waants to marry MMaid Marian. Truue Power
V
Very tall man, +55 short sword. V Various potions and scrolls of m
minor power (leevel 5 max). PP
P20. DS 85 BS 10. Knows 3 Oppen Channelingg
too 5th level and aall Evil Cleric liist to 10th level..
G
Gulnar 7 0 477 SL 200 N 55stt 40da Wiild Man, Evil Cleric. An evil ppagan dealing inn dark Magic.

V
Various potions and
a scrolls of minor
m power (levvel 5 max). Staaff of Gulnar a black oak staff
ff that provides +10
+ to OB and acts as a *2 PP..
M
Magical Potentiaal: True Power. PP14*2. DS 555 BS 7. Knows 3 Open Channeling to 5th levell and all Evil Clleric list to 7th llevel.
Sccrivel 6 20 788 RL 255 N 85sss 70da Nooble, Rogue. A captain
c and relaative of Baron dde Belame.
Ligghting Reactions, Dark Vision
K
Knows Ambush + +8, Poison Loree +20, Trickeryy +45, and .
H
Hamo 7 10 899 CH 200 Y 83sw
w 70lb Meercenary, Warrior. Cruel Captaain of De Belam
me.
Sw
word, chain arm
mor, and bow.
Corey 3 10 477 SL 5 N 52qs 47lb Appprentice, Warriior. Sick Stablem
master.

G
Guards (30) 4 5 700 CH 200 Y 61bs 57lb Meercenary. Roguee. Loyal to the B
Baron. Some are former
cuttpurses and thuggs.
Sw
word, chain arm
mor and bow.

552
9.7 On Ealden Byrgen8

The forest is home to the PCs, and it provides them with sanctuary and base from which to operate. But even
in the forest there are areas where folks dare not go - one such being the Ealden Byrgen. Ealden Byrgen is a
hill topped with mysterious stones and a barrow mound. Strange things happen on the hill that keep folks
away even during the day.

Sir Guy has been frustrated on numerous occasions to capture the outlaws (the PCs). They always have
managed to evade him or upset his plans whilst carrying out outrageous crimes against the rich and powerful.
Now he has a new plan to trap them in an ambush on the Ealden Byrgen, with a false rumour of buried
treasure hidden designed to both flatter and trick the PCs into searching for the treasure. His lure, the Lay of
lngestone, is a half-remembered fragment of an old Anglo Saxon poem. Little does Sir Guy knows, there is a
treasure hidden somewhere on the mysterious hill.
9.7.2 The Adventure begins

The adventure begins in the middle of the day. The PCs happen to come across four Verderers, forest
rangers, carrying a man bloody and beaten. It appears that the Verderers have captured some poor man
driven to poaching to feed his family. Hopefully, the PCs will rescue the poor man. If they don't, the
Verderers may challenge the PCs and/or recognise one of them as wanted outlaws. They are overconfident
and will at first rely on their authority to try and make the PCs cower. If any are killed or seriously injured,
the others will flee. A clever party should be able to see the Verderers off without suffering any loss.
Once the man is rescue and the PCs clean him up a bit. He will give his name as Robert FitzOoth. His name
comes from his Norman paternal grandfather, but he was brought up in an English village with nothing other
than his name to support him. He spent a little while as a soldier, more time wandering as a peddler and
singer on the continent, then worked hand-to-mouth in England. Recently, he came to a large village near
Sherwood where he was caught hunting deer. He will make every attempt to sing for them the Lay of
Ingelstone:

On Ealden Byrgen stand a lone stone,


He hides the treasure of a King's thegn,
Puttid there lays he did die.
None may find that golden hoard
Save a man Only!
He who would the Forest thegn,
And will very mighty be.

Robert explains this lay to anyone who is interested: it is an old ballad about a standing stone on the Old
Barrows (Enlden Byrgen) of Sherwood. In the barrow beneath the stone is the treasure of a bold and strong
chief of one of the old English Kings from the time before the Normans came. The lay tells that the treasure
may be claimed by one man only, he who would be the thegn (thane) of the Forest. The man who claims the
buried golden hoard must also be very mighty. This should interest the PCs to find the hidden treasure.
Robert is of course a rogue, charlatan and mischief-maker but more importantly a spy for the sheriff. He has
been sent to lure the PCs to the hill in the hopes of surrounding them and capturing them once and for all. If

8
Graham Stalpehurst, On Ealden Byrgen, White Dwarf, 89. Taken with permission.

53
offered a chance to jooin the groupp, he will readdily accept, aand shows hiimself to be ffamiliar withh a sword,
though nnot bows. If Robert is nott invited to jooin the PCs, hhe will ask. IIf they refusee him, he will depart afterr
bidding them
t farewelll and sayingg he will go nnorth. He willl actually staay in the area and try to sppy on the PCs
so that he can warn G
Gisburne of thheir movemeents.
It will taake a day for the PCs to m make it to Eallden Byrgen. During the jjourney they will have some chance
encounteers. If they keeep to the wooods, they wiill avoid conttact with otheer people forr the most part, but mightt
have som me difficult m
moments, succh as crossingg a stream annd there are also
a other hazzards, such aas the odd
wild anim mal or hunterrs' snares to trap
t the unwary.
9
9.7.2 The Ingglestone and Ambush
By the tiime they reacched Ealden B Byrgen, therre is a storm bbrewing. Sirr Guy has tweenty men at arms
a ready
surroundding the hill. The PCs muust make a suuccessful Verry Hard Percception Roll tto spot them. They are
hidden bbehind the unndergrowth of the forest thhat surroundss the bare hilll with the lonne stone. Ass soon as the
PCs reacch the top, theey will notice Sir Guy onn a horse encoouraging his men up the hhill. The PCss will have too
duke it oout with the m
men at arms.
Sometim me during thee fight, if Robbert is with thhem, he will
turn sidees and attack the PCs. If tthe PCs refusse his offer too
join thenn they will seee him amongg Sir Guys men.m Sir Guyy
will partake in the baattle, often thrrowing insullts at the PCss as
he swinggs his sword. It is importaant that Sir G Guy is not killled
during thhis encounterr. Some timee during the bbattle, lightinng
will strikke the stone ccausing the sttone to fall fl
flat on the
ground. The loud thuunder clap annd lighting sttriking nearbyy
will causse Sir Guy men
m to retreat.. They are allready afraidd of
the hill aand the lightinng strike onlly confirmed their fears of
the hill bbeing hauntedd by fey folkk. Sir Guy w will retreat as
well curssing at the PC Cs through thhe rain and wind.
w
Should thhe PCs invesstigate the baase of the stonne, they will discover a curious pale stone,
s with thhe glitter of
quartz sccattered in it. On closer innspection, it isi obvious thhat the stone w
was there on purpose. Thhere is an
inscriptioon on its surfface, easily ddiscernible iff the earth is bbrushed awayy. The Stone cannot be m
moved, nor caan
anyone ssee how thickk it is. The innscription on the stone is iin old Angloo-Saxon runess and reads:

Thhe Helm of the Geats,


His life fu
full of portionn paid out, saaid
Bid mann of battle buiild me a tombb,
So did hhis well-lovedd shieldsmann,
Whose courage didd not crumblee
Wheen called to ddefend his bold-tempered chieftain.
This sslaughter bedd raised for
W
Wiglaf Weostans son
His life's joourney wise aand full of yeears

Reading the rune reqquires speciall knowledge. A PC skilledd in English oor Norse mayy have some chance to
read themm or the PC with
w the secoondary skill oof Folklore Lore,
L Magic S
Symbols or L Lore and Layy might also
understaand the runes.. If the wordds 'Helm of thhe Geats' are pronouncedd over the stonne, then the stone
s can be

554
easily lifted by anyone present when the words were spoken. The Helm of the Geats is the title borne by
Beowulf. Wiglaf was the only thane of his brave enough to join Beowulf in the king's last fight, against a
Dragon. Beowulf ruled the Geats (or Weather-Geats) for many years, bringing them great prosperity, but left
no son. Soon after his death in fighting the Dragon, Beowulfs kingdom was overrun and its people fled.
Some, led by Wiglaf, fled to England where many other Germanic tribes already dwelt. In the tomb are
Wiglaf charred bones, along with three items: a helm, a ring-mail shirt and a large sword. All these pieces of
war-gear were taken by Weoxtan.
The Helm of Geats provides a +15 bonus to DB and negates 20% of all neck and head criticals. It also
provides protection against fire and heat attacks (+15 DB).
Wiglafs Mail-shirt is finely made and provides +10 to DB and negates 10% of all criticals on the
body. It also tingles to alert the wearer of any ambushes or attacks from behind.
Ancient Sword of Wiglaf this ancient two hand swords requires a 95 in strength or better to wield it. It
is of Sharpnessand provides +15 to OB. It also gives the wielder a +15 RR vs all Fear or mind attacks.
9.7.3 The NPCs

Robert FitzOoth role in the adventure have already been discussed in detail. He is a spy and trickster. The
GM may have Robert escape the final battle scene only to have the PCs seek vengeance on him at a later
day.

Sir Guy will be is cocky self when he surrounds the PCs and starts battle. As soon the battle goes awry he
will leave cursing the PCs in the process.

9.7.4 The Missions

The mission is to find out if the Lay is true. The GM should indicate that the hill is reputed to be haunted by
fey folk and that strange things happen there. Folks do not go there even in daylight. It is a lonely and
distant place. The rewards are high but the ambush could be dangerous for the PCs. If they have Robert with
them, he will attack them from behind starting with the toughest looking PC. Otherwise he will be with Sir
Guy leading the men at arms. It is conceivable that a few of the PCs will be wounded in this adventure. They
cannot stay on the naked hill for long. Sir Guy will return and with greater numbers. They will have to flee
and find sanctuary soon.

TABLE 9.7: Personalities of Ealden Byrgen


Name Lvl MM Hits AT DB Shld Melee OB Notes
Sir Guy of 7 15 78 CH 35 Y 93sw, 98ml, Mercenary, Warrior. Brash and arrogant knight.
Gisburne 48cb
+5 Sword, chain armor, and war-horse. During tournaments, he will wear plate armor.
Robert 5 10 57 SL 20 N 65st 40da Apprentice, thief. A trickster of the worst kind.
FitzOoth
Ambush +5, Trickery +15, Acting +10.
Men at Arms 5 15 70 CH 25 Y 75ss 65cb Mercenary, Warriors. Fickle soldiers of Sir Guy, 20 in all.

Sword, chain armor, and crossbow.


Vereders 4 10 65 RL 30 N 63sw 60lb Mercenary, Warrior. Four bold foresters.
Sword, chain armor, and bow.

55
10.0 Mini-Gazetteer of Robin Hood
The poster map depicts the region of England in which the legends of Robin Hood take place. The following
gazetteer gives a rough overview of some of the more important locations around Sherwood and provides
notes on how you might use them in a campaign.

Arbor Low (e8) This stone circle is known as the Stonehenge of the Peaks. It consists of over
forty limestone blocks arranged on a raised plateau surrounded by a ditch and bank, with entrances
to the northwest and southeast. It is 250ft wide at its broadest point. It is said that followers of the
old faiths gather here on special nights.

Bailey Hill (f5) This hill is an ancient mound that might have been a burial place. There is
supposed to be treasure buried somewhere underneath in one of the many tunnels that connects with
Castle Hill. The treasure is said to be guarded by magical beings. Whether or not treasure is buried,
the tunnels provide an excellent hiding place for outlaws.

Bakewell (e7) This Derbyshire hamlet has existed since Roman times. It is position near the Grey
Ladies and Leesmoor wood. It lies within 20 miles of Sherwood Forest and is mentioned in Robin
Hood tales.

Barnesdale Forest (g4-h4) This region of scattered woodlands lies north and west of Doncaster.
Its position across the old Roman Watling Street, still in use as a major road during the time of
Robin Hood, make it ideal for outlaws to stage ambushes against merchants and caravans as they
pass from north to south, or vice-versa.

Bridestones Tomb (b7) - This is a prehistoric chambered tomb located near Congleton. It is a place
of mystical importance. The undead is said to roam at night seeking revenge on any thieves foolish
enough to venture the area.

Castle Hill (e3) - The site of an Iron Age hill fort and the center of several legends. Castle Hill is
the subject of wild tales. Some say that a golden cradle is buried in the hill. Others whisper that
underground passages link it to the village of Farnley Tyeas (to the southeast) Almondury (to the
north), and across the River Colne. There is something that lurks in the tunnels but what it is no one
is certain.

Cockcrowing Stone (f5) a prehistoric monument, the Cockcrowing Stone is also known as Head
Stone and Stump John. The Cockcrowing Stones name comes from the belief that it turns around on
certain mornings when the cock crows. The site is sometimes used as a meeting place for folks
nearby.

Doncaster (h4) This is the nearest town to Barnesdale serves as home to Sir Roger of Doncaster,
who assisted the Prioress of Kirklees in Robins murder. David of Doncaster is also from this town
and has numerous run ins with Roger.

Edwinstowe (h7) This village lies within Sherwood Forest, just south of Major Oak. Edwinstowe
is sympathetic to outlaws.

Fountaindale (h7) According to legend, Robin Hood first meet Friar Tuck. He can still be found
here on occasion. He might challenge any PCs to a fight before they gain his respect and trust.

56
Grey Ladies (e7) The Grey Ladies form one of several stone circles and other ancient monuments
standing near a pair of tors. The tors are 18ft tall and stand 22 yards apart. The tors themselves are a
pair of druidic monuments. The monuments are closely associated with the mystical Green Man.
This would be a good location for the PCs to meet the Green Man and seek his aid.

Hathersage (e5) This village in the Pennines, west of Sheffield and south of Loxley, is said to be
Little Johns birthplace.

Kirkklees Priory (e2) The abbess is a relative of Robin and a known healer. She is corrupt and
often works for money. Something that goes against her Cistercian orders. Unbeknownst to Robin
and his Merry Men, she conspires with Sir Roger of Doncaster.

Loxley (e5) This small Saxon farming village is the legendary birthplace of Robin Hood.

Major Oak (h7) - North of Edwinstowe, this huge oak is one of the place that Robin and his Merry
Men meet.

Manchester (b4) Manchester is a textile town. To the north of Manchester stands Boggart Hole
Clough, a deep wooded valley. Boggart Hole is said to be haunted by a boggart, a mischievous
fairy.

Nine Ladies (f7) A stone circle with an accompanying single standing stone (the King Stone), the
Nine Ladies are part of a series of smaller sites and burial cairns scattered across Stanton Moor that
probably date back to the Bronze Age. Legends state the standing stones were once a group of young
women dancing about but were turn to stone for dancing on Sabbath.

Nottingham (h9) The castle here was founded by William the Conqueror in 1068. The Castle sits
on a hill and is riddled with tunnels and caves, some exceeding 100 yards in length. One such
tunnel, known as Mortimers Hole, is leads outside and into the castle. Only a few individuals know
of the tunnel. Some passages lead from the castle to the cellars of Olde Trip to Jerusalem, a tavern.
Other tunnels extend under the town. Indeed, the name Nottingham comes from the Anglo-Saxon
snodenge (caves) and ham (house).

Robin Hoods Bay The site of a small fish village and one of Englands prettier beaches, Robin
Hoods Bay lies halfway between Scarborough and Whitby, approximately thirty miles off the north
edge of the map. Robin keeps fishing boats here for use if a quick gateway on the sea was needed.

Robin Hoods Hill (h8) Atop the hill stands Oxton Camp, a small Iron Age hill fort just east of
Sherwood Forest. Nearby lies a round barrow some 20ft high and 90ft across. A ley runs through
Oxton Camp, mystically linking Oxton church, the camp, Bilstrorpe church and moat, Boughton
church, Walesby churchyard, and a chapel by the River Maun.

57
10.0 Bibliography
STAPLEHURST, Graham. Robin Hood Campaign. Charlottesville, VA: Iron Crown Enterprises, 1987.

CHARLTON, S. Coleman, et al. Middle-Earth Role-Playing, Second Edition. Charlottesville, VA: Iron
Crown Enterprises, 1994.

ROBERSON, Jennifer, Lady of the Forest, Kensington Publishing Corp, New York, 1992.

KNIGHT, Stephen and OHLGREN, Thomas H., Robin Hood and Other Outlaws Tales, Michigan, Western
Michigan University, 1997.

HOLT, J.C., Robin Hood, New York, Thames and Hudson Inc., University of Cambridge, 1982.

GODWIN, Parke, Sherwood, William Morrow and Company, New York, 1991.

MCSPADDEN, J. Walker, Stories Of Robin Hood And His Merry Outlaws, Project Gutenberg, 1904.

GILBERT, Henry, Robin Hood, Kellscraft Studio, 1912.

PYLE, Howard, Robin Hood and His Merry Band, Penguin Publications Company, New York, 2001 ed.

KEEN, Maurice, The Outlaws of Medieval Legend, Dorset Press, New York, 1989.

7.1 Television and Movies

Robin of Sherwood, British TV series, 1980s. The show ran for three years. It contained a pagan element in
its storyline and was the first to introduce an Arab as a Merry Man.

58
ROBIN HOOD: CHARACTER CREATION TABLES
Adolesence Skill Rank Table
M&M Weapon Skills General Skills Subterfuge Skills Magical Misc % A B
Races No SL RL Ch 1E 1C 2H Th Mi Pa Cl Ri Sw A s/h Pl Dt Rr Ui P Bd SP LR O

Apprenitce 1 0 0 0 1 1 0 1 0 0 0 1 0 0 2 1 1 0 0 2 2 0 5 4
Peasant 1 0 0 0 0 1 0 0 2 1 1 0 1 0 1 0 0 0 0 1 2 0 4 5
Priest/Monk 1 0 0 0 0 1 0 0 0 0 0 1 1 0 0 0 0 1 0 3 2 2 9 4
Noble 1 0 1 0 2 0 1 0 1 0 0 2 1 0 1 1 0 0 0 2 2 0 6 3
Mercenary 1 0 1 0 2 0 0 0 2 1 0 1 0 1 1 0 0 0 0 1 3 0 4 3
Wild Man 1 1 0 0 0 1 0 1 1 1 2 0 1 0 2 0 0 0 0 2 3 1 3 3

Special Race-Modifications
Races ST AG CO IG IT PR Essence Channeling Poison Disease
Human +5 0 0 0 0 0 0 0 0 0

Starting Languages
Region Language Ranks for Starting Characters
In and Near England Soldier/Mercenaries learn one European or one additional 'In and Near
England' Language to rank 2.
English Peasant 3, Wildman 3, Priest/Monk 4, Noble 2, Soldier/Mercenary 2,
Apprentice 3.
Cornish
Welsh
Breton
Gaelic
French Noble 3.
Norse
Europe Soldier/Mercenaries learn one European or one additional 'In and Near
England' Language to rank 2.
Arabic (Spain, parts of Italy)
Flemish
German
Italian
Dead Language Priest/Monks learn one 'Dead Language' to rank 4.
Latin (necessary for certain lore)
Hebrew
Greek
Note: Subject to background language restrictions, all language ranks cost double.
NPC and Creature Encounters in Robin Hoods Campaign
Name Lvl Size MM Hits AT DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes Name Lvl Size MM Hits AT DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Human Creatures Natural Creatures
Rogue 2 5 30 SL 5 N 25/we 32/bw 20 15 Typical Bandit Badger 2 M 20 55 SL 40 N 45Cl
Ruffian 3 10 45 RL 0 N 35/we 35/bw 25 20 Bear, Brown 4 L 20 160 SL 30 N 65/LGr 70/LCl
Thief 5 20 60 SL 15 N 60/we 45/bw 35 25 Bear, cub 1 20 34 RL 20 N 55/MGr
Bandit Leader 6 10 85 RL 30 N 75/we 68/bw 45 23 Boar 3 L 30 110 SL 40 N 55/Lho
Town Guard 3 5 65 RL 30 Y 44/we 30/cb 25 20 Fox 2 S 30 50 No 30 N 30/Mbi Wily
Bowman 3 0 62 RL 5 N 30/we 45/cb 28 14 Ox 4 L 20 160 No 20 N 60Lho 55lba
Sergeant 4 10 70 CH 35 Y 60/we 55/cb 32 25 Goat, Wild 2 M 40 75 No 35 N 40ho 50ba adept at climbing
Men at Arms 5 10 75 CH 30 Y 65/we 40/cb 31 18 Elite Guards, mostly mounted Deer, red 3 L 30 90 No 25 N 50Lho 40Mba only males get antlers
Peasants 1 10 25 No 0 N 15/we 10/bw 10 5 Serfs Deer, roe 2 M 35 70 No 30 N 40ho 30ba
Fyrdman 2 10 30 No 0 N 20/we 30/bw 18 10 Free men Dog, sm 1 S 30 30 No 20 N 40/SBi
Verderer 5 10 64 RL 15 N 60/we 50/bw 22 30 Patrols the Kings forests Dog, med 2 M 30 50 No 25 N 50/MBi
Forester 4 5 55 SL 10 N 50/we 50/Bw 20 25 Dog, large 3 L 30 70 No 25 N 70/Lbi
Merchant 5 10 35 No 0 N 40/we 40/we 18 14 Eagle, golden 4 M 30 65 No 30 N 50cl 35Spi
Templar 4 15 65 CH 25 Y 65/we 45/we 36 22 Religious knight Hart, Great 4 L 25 105 No 25 N 60Lba 40ho Rare large deer
Trader 4 5 58 SL 0 N 35/we 25/we 20 13 Horse 2 M 30 90 No 30 N 30/MBa Domesticated horse
Traveller 2 15 52 No 10 N 44/we 32/bw 32 19 Horse, War 3 L 30 110 No 30 N 45/Lra Rare
Traveller 4 15 62 No 10 N 64/we 53/bw 34 26 Pilgrim Large whip snake 3 M 25 25 No 30 N 45Sbi
Burgess 2 10 35 No 5 N 20/we 20/bw 11 18 Moose 4 L 20 120 SL 30 N 80ba Friends with squirrels and birds
Monk 2 10 30 No 30 N 10/we 10/bw 12 12 Wild Cat 2 S 40 20 No 50 N 35Cl 40Sbi lynx and other wild cats
Chaplain 3 10 30 No 30 N 10/we 10/bw 17 18 Local Priest (could be Pagan) Wolf 3 M 15 95 No 30 N 65LBi Hunts in packs, smell
Noble, Minor 3 5 45 RL 30 Y 45/we 35/bw 28 11 Wolf, Large 5 L 15 110 No 30 N 75LBi Pack leader, the alpha, call others
Noble, Knight 3 0 60 CH 40 Y 60/we 40/we 25 10 Possess horse and men Viper 1 S 20 5 No 30 N 35sSt Venom with A crit or better
Noble, Baron 5 5 75 CH 35 Y 60/we 65/we 35 12 Rich
Wild Man 3 10 55 SL 20 N 55/we 50/bw 24 28
Minstrel 4 10 60 No 20 N 60/we 45/we 25 19 Music
Magical Monsters (if playing in a campaign with magic) Magical Monsters
Bat, Great 5 M 60 60 No 60 N 75/bi 60/cl poison with A crit or better Fae 2-10 30 50-140 No 30 N 50-120we Magic, variety of types and powers
Bat, Vampire 1 S 50 24 No 40 N 30/Sbi 25/Scl 5% disease, 1-5 hits after crit, Hart, White 6 L 40 120 SL 40 N 70/Lho Immune to mind spells, enchanted
Bear, Cave 12 L 25 190 RL 30 N 130LGr 105lcl Lcrit Hound, Black 5 L 30 105 No 40 N 70/LBi Smell, dark vision, foul breathe
Boar, Great 7 L 20 140 RL 20 N 70/HHo 60/LBa Unpredictable, ill tempered Giant, Minor 10 H 5 200 RL 20 N 90/LBa 110/we Lcrit,*2 dam/weapon, stomp *3 dam, rock *2 dam
Cave lizard 8 L 25 140 SL 30 N 90/Lbi 70/Lba If there is a dragon this is it Ghost 6 L 15 98 No 20 N 97/Lcl Lcrit, no bleeding/stun, fear, harm by magic only
Cat, Sith 4 M 20 90 SL 30 N 70/LBi 60/LCl possess a variety of powers
Demon, Servant 10 L 40 130 PL 40 N 95/da 75/LBa Fear 3rd lvl, dark vision, Holy items *2 damage
Snake, giant 8 L 20 100 No 60 N 70MBi 30MCr poison with A crit or better
Swamp Star 5 S 40 25 No 70 N drowns victims Lcrit, Spell of luring, Sense life, No stun/bleeding, normal weapons damage
Stag, Great 7 L 25 135 RL 45 N 75/LBa 60/Hho wily, resist magic
Werewolf 10 L 40 250 RL 65 N 120/HBi Lcrit, 5th level fear, shiftchanger, silver of slaying crit., harm only with magic weapon
Zombie 3 10 52 SL 20 N 62/Mcl 5% disease, 3rd lvl fear
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
I.C.E. All of this document has been derived from information that is Copyright to I.C.E (Ice Crown Enterprises). Removal of this notice is an infrigement of that Copyright.

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