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Foreword Initially, the Robin Hood Campaign © was designed for Rolemaster™ (Second Edition), Hero System™ users, and Middle Earth Role Playing™ System (MERP). 1 Although, the campaign was superbly written (it is after all the best role playing adaptation of Robin Hood) MERP users have had to filter through the confusing and insufficient character generation rules to play the campaign. The purpose of this article is to fill in character generation gaps and to clarify the rules. It is hoped that the article will allow players to switch their characters from one campaign world to the next with no problems. Hence, MERP players should be able to enjoy the Robin Hood campaign in many ways. 1 Staplehurst, Graham. Robin Hood Campaign. Charlottesville, VA: Iron Crown Enterprises, Inc., 1987.

MERP Robin Hood Addendum

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This addendum provides additional information for playing in Robin Hood Campaign. It provides rules for character creation, stats on the heroes and personalities of the time and herbs. Usable with MERP and Rolemaster.

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Page 1: MERP Robin Hood Addendum

Foreword

Initially, the Robin Hood Campaign © was designed for Rolemaster™ (Second Edition), Hero System™ users, and Middle Earth Role Playing™ System (MERP).1 Although, the campaign was superbly written (it is after all the best role playing adaptation of Robin Hood) MERP users have had to filter through the confusing and insufficient character generation rules to play the campaign. The purpose of this article is to fill in character generation gaps and to clarify the rules. It is hoped that the article will allow players to switch their characters from one campaign world to the next with no problems. Hence, MERP players should be able to enjoy the Robin Hood campaign in many ways.

1 Staplehurst, Graham. Robin Hood Campaign. Charlottesville, VA: Iron Crown Enterprises, Inc., 1987.

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Introduction2

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

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

1.0 Character Creation

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

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

1.1 Creating a Robin Hood Character in the MERP System

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

1.2 Rolling Stats & Choosing a Profession

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

TABLE 1.1: MERP Professions in Robin Hood

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.

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Standard Professions Optional ProfessionsWarrior KnightAnimist RogueRanger ConjurerScout 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 Development Points:

M&M Skills

Weapon Skills

General Skills

Subterfuge Skills

Magical Skills

Languages Spell Lists

Body Development

Secondary Skills

Knight 2 5 3 1 0 1 0 3 0Profession Bonuses: Realm Prime Stat Bonus

Knight None St (+2) Weapon Skills, Body development, Ride, Perception

1.3 Background & Role Traits

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

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

TABLE 1.3: Robin Hood Background Options and Special Abilities

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Background Option (each option costs 1 BGO point)Stat Increase Increase one stat by 2 points; ORIncrease three stats by 1 pointHeirloomReligious or Pagan artifact: protects the wearer (+10 to one RR type {Channeling, disease, or poison})Heirloom of Superb craftsmanship: +10 OB with weapon, +5 DB with armorMagic Potential ImprovementIncrease roll by +10Hobby Skill RanksIncrease one primary skill by 2 ranks; ORIncrease one secondary skill by 5 ranksLanguagesLearn one language to rank 3

d100 Special Abilities – PC must roll to determine Special Ability01–20 Extra Skill: PC receives a special +5 bonus to any one primary skill.21–40 Craftsman: PC receives a special +15 bonus to any one secondary skill.41–50 Resistance: PC receives a special +10 to RRs versus diseases and poisons.51–60 Nimbleness: PC receives a special +10 bonus to all Moving Maneuvers.61–65 Observant: PC receives a special +10 bonus to Tracking and Perception skills.66–70 Empathy: PC has empathy with any one type of animal. PC starts with one loyal companion animal of this type.71–75 Charisma: PC receives a special +10 to all Influence skills.76–80 Lightning Reactions: PC receives a +5 to all offensive and defensive bonuses.81–85 Linguist: PC receives a special +1 rank to all known languages or two native languages.86–90 Hardy: PC receives a special +2 per rank bonus to Body Development rolls for Hit Points.91–95 Scholar: PC receives a special +1 rank to all scholarly Knowledge Skills.96–00 Sixth Sense: PC receives a warning of danger to himself or one close to them immediately before the threat arises.

Such premonitions might be a tingling of the spine or a flash vision.

1.4 Skill Development

For skill development, follow the MERP format for developing Adolescence and Apprenticeship skills. Secondary skills follow the normal MERP format.

Note: Robin Hood Campaign © has an expand list of secondary skills from which the PC can choose.

1.5 Magic

In the original legends references to magic are rare. In Graham Staplehurst’s Robin Hood Campaign, magic plays a minor role. This is in keeping with the culture and atmosphere of 12 th century England where belief in superstitions, folklore and paranormal events are common. To stay in-tune with the flavor of the times, magic is included and expanded. The section below describes how magic is handled in Robin Hood.

In Robin Hood, magic does not exist in the same form as it does in Middle-Earth. There are no evil Mages or fire-breathing Dragons. Instead, magic is very subtle and rare. The very few mortals who can use magic 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

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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, CreationsClosed: Not Available for PCsCleric: Channels, Communal Ways, Life Mastery, SummonsEvil 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 DiviningSpirit 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.

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A roll of None indicates that the character has no knowledge or ability of magic. The character can not develop their Magical Skills. Therefore, the character must transfer their Development Points for Magical Skills to other primary or secondary skills.

A roll of Skill indicates that the character has some skill in magic and, although the PC can not learn spells, can develop magical skills and cast spells from runes or other magical devices.

A roll of Ability indicates that the character has the ability to cast spells and use magic. However, the PC can only learn spells up to 5th level.

A roll of True Power indicates that the PC has true magical abilities and is not restricted in his use of spells. However, the PC still has to worry about witch-hunts by the Church and the local population who believe all magic is a source of evil! A player who selects the Magic Potential Improvement from Table 1.3 adds +10 to the magical potential roll.

Example: Jack the Monk chooses to be a Conjurer. According to the Adolescence Table, Jack the Monk begins with four BGO points (see section 1.7). He uses one BGO point on Special Abilities, another on Stat Increase, and two BGO points on Magic Potential Improvement (see section 1.3). As part of the Robin Hood character generation procedure, Jack the Monk must roll to determine his magical potential. Jack rolls a 65. Since he has selected twice the Magical Potential Improvement for his Background Options, he adds 20 to his roll (remember each selection of Magical Potential Improvement adds 10 to the character’s Magical Potential roll). This will brings his total roll value to 85. According to Table 1.5, Jack the Monk’s Magical Potential is Ability. With Ability, Jack can develop his magical skills and learn spells only up to level 5. Likewise, if Jack the Monk had rolled a 45, his total Magical Potential will be a 65, which is Skill. With Skill, Jack the Monk can still develop his Magical Skills but will not be able to learn any spells but will be able to cast any spells from runes and scrolls.

TABLE 1.5: Magical Potential Roll

d100 Magical Potential01-34 None35-79 Skill80-89 Ability90-100 True Power

Normal MERP rules still apply for learning spell lists and using spells.

1.52 Non-Spell-Users

Non-spell-user characters who wish to learn spell lists must also follow the rules above. The PC must score an Ability or True Power on the Magical Potential Table (see Table 1.5) to be able to learn spell lists and cast spells. Otherwise, non-spell-users follow MERP rules. Due to the rarity of magic in Robin Hood, the GM may wish to further limit magic use by forbidding non-spell-users from learning any spells. 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.

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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 DISHuman +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

PeasantSoldier/

MercenaryNoble Apprentice Priest/Monk Wild Man

Movement & ManeuverNo Armor 1 1 1 1 1 1

Soft Leather 0 0 0 0 0 1Rigid Leather 0 1 0 0 0 0

Chain 0 0 1 0 0 0Plate 0 0 0 0 0 0

Weapon Skills1-H Edge 0 2 1 1 0 0

1-H Concussion 1 0 0 1 1 12-Hand 0 0 1 0 0 0Thrown 0 0 0 0 0 1Missile 0 2 1 0 0 1

Pole-Arms 1 1 0 0 0 1General Skills

Climb 1 0 0 0 0 2Ride 0 1 2 1 1 0Swim 1 0 1 0 0 1

Trickery SkillsAmbush 0 1 0 0 0 0

Stalk/Hide 1 1 1 2 0 2Magical Skills

Read Runes 0 0 0 0 0 0Use Items 0 0 0 0 0 0

Misc. SkillsPerception 1 1 1 2 1 2Body Hits 2 3 2 2 2 3

SpecialLanguages 4 4 6 5 9 3

Background 5 3 3 4 4 3

2.0 Languages

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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/Ability1 Simple phrases only; not able to read or write2 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 have 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.

CornishWelshBretonGaelicFrench Noble 3.NorseEurope Soldier/Mercenaries have one European or one additional 'In and Near England'

Language to rank 2.Arabic (Spain, parts of Italy)FlemishGermanItalianDead Language Priest/Monks have one 'Dead Language' to rank 4.Latin (necessary for certain lore)HebrewGreek

Note: Subject to background language restrictions, all language ranks cost double.

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3.0 Background Descriptions

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

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

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

Overview

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

All characters will be equipped with one 'large' weapon, such as a sword, spear, staff, or long bow, and one 'small' weapon such as a dagger, hand axe, club, or knife. Similarly, very few characters will have mail armor unless they are of noble background. Larger weapons are all confined to castles and the fiefs of noble lords. If characters want better weapons, they will have to beg, borrow or steal them! All characters will begin with 20 pounds (or 20 silver pieces (See Section 5.0)) worth of goods or equipment. Some backgrounds modify these general guidelines.

Peasant

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

Other Factors

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

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

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

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Background

BGO Points: 5.

Hobbies: Peasants possess many hobbies, such as Foraging, Cookery, First Aid, Weather Watching, Trickery, Husbandry, and Gambling. Artistic skills are Dancing and Singing. Craft skills are Leather Working, Smithing, Masonry, Rope Mastery, Caving, and Carpentry. Lore skills are Herb lore, Poison lore, Myths & Legends of England and local geography. Athletic skills are Sprinting and Jumping. Influence skills are Public Speaking.

Soldier/Mercenary

This character is assumed to have some form of military training prior to becoming an outlaw. This might include the Crusades, the city guard, or a mercenary contingent.

Other Factors

Profession Restrictions: Typically Soldier/Mercenary are Warriors, Knights, Scouts, and Rogues. A few can be Rangers. They can not be Bards, Animists or Sages.

Languages: A Soldier/Mercenary will speak English to rank 2, and one additional language to rank 2 from the in and near England languages or European languages. A Soldier/Mercenary may learn the following extra languages: any language in or near England and any language in Europe.

Outfitting: Soldier/Mercenary use spears, swords, quarterstaves, short- and longbows, clubs, daggers, and slings. As armor they typically wear anything from nothing to leather armor and often use a shield.

Background

BGO Points: 3

Hobbies: Soldier/Mercenaries possess many hobbies, such as Foraging, Signaling, First Aid, Unarmed Combat, Siege Engineer, Military Organization, Torture, Law, and Gambling. Artistic skills are Singing and Story Telling. Craft skills are Leather Working and Smithing. Lore skills are War Tactics and Geography. Athletic skills are Sprinting and Jumping. Influence skills are Leadership, Interrogation, Seduction, and Public Speaking.

Noble

This character is from the upper classes of society and therefore more than likely of Norman descent. Since a noble can buy off punishment, a player choosing a noble should be rare. However, a character could be a sympathetic noble to the cause of the common man or have been exiled for some misdeed.

Other Factors

Profession Restrictions: Nobles have no Profession Restrictions.

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

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

Background

BGO Points: 3.

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

Apprentice

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

Other Factors

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

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

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

Background

BGO Points: 4.

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

Priest/Monk

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

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Other Factors

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

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

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

Background

BGO Points: 4.

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

Wild Man

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

Fears and Inabilities: Wild Men fear towns and cities.

Other Factors

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

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

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

Background

BGO Points: 3.

Hobbies: Wild Men possess many hobbies, such as Foraging, First Aid, Signaling, Omen Reading, Weather Watching, and Gambling. Artistic skills are Dancing, Story Telling, and Singing. Craft skills are Leather Working, Smithing, Navigation, woodcarving, and Sculpting. Lore skills are Myths & Legends, Magic Symbols, Magic Runes, Saints & Holy Men Lore, Herb and Poison Lore, and Geography. Athletic skills are Sprinting, Tumbling, Acrobatics, and Jumping. Influence skills are Leadership.

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5.0 Herbs of Robin Hood

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

TABLE 5.0: Herbs of Robin Hood

Herbs Codes Form/Prep Cost EffectsCirculatory RepairAmaranthus t-F-3 Flower/paste 3sp Heals 2 hits/rnd of bleedingClown'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 sleepWormwood m-F-6 Flower/paste 10sp Heals major wounds and heals 2–20 hitsYarrow t-M-4 Flower/paste 5sp Instantly heals all bleedingConcussion ReliefBugle m-F-5 Flower/brew 10sp Heals 2–20 hitsHealwell m-t-3 Leaf/brew 5sp Heals 1–10 hitsBone RepairRibwort t-M-6 Root/brew 30sp Heals any broken boneAlexipharmicsBlessed 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 halfSnakeweed 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 ReliefAloe h-H-6 Leaf/paste 8sp Doubles rate of healing for burns and minor cutsBarberry m-D-7 Berry/ingest 7sp Heals one burn areaHound's Tongue t-F-4 Root/brew 5sp Heals all burns and frostbiteSpecialHerb of Life 9 Flower/ingest N/A Heals any one non-fatal woundAmbrosia 9 Flower/ingest N/A Regenerates broken bones, torn muscles and vessels, and heals 3 hits/rnd for 30

roundsMoly 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 RepairRagwort m-D-4 Root/brew 10sp Heals sprains and muscle wound at twice the normal rateWitch 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 bruisesNerve RepairBurdock m-S-4 Stem/brew 30sp Doubles rate of healing for healing for nerve damageOrgan Repair & PreservationCalamus t-F-7 Root/ingest 10sp Heals stomach flu and restores partial hearing loss to within 10% of normalLungwort t-T-6 Root/ingest 80sp Heals lung damageSpring Adonis m-F-6 Leaf/ingest 50sp Heals minor organ damage

CodesThe codes use a small letter for the climate that the herb is normally found in., a capital letter for the type of locale that the herb is normally found in, and a number for the difficulty of finding a dose of such an herb. These herbs are but a small sample of the herbs and poisons used in the medieval England.

Climate Codesa.. aridc.. colde.. everlasting coldf.. severe cold (frigid)h.. hot and humidm.. mild temperates.. semi-aridt.. cool temperate

Locale CodesA.. AlpineC.. Coniferous forestD.. Deciduous/mixed forestF.. Freshwater coasts & banksH.. Heath/scrubJ.. Jungle/rain forestM.. MountainO.. Ocean/saltwater shoresS.. Short grassT.. Tall grassW.. Waste

Difficulty of FindingCode Difficulty Mod.

1...........Routine. .................+30 2..........Easy......................... +20 3..........Light........................ +10 4...........Medium.................... +0 5...........Hard........................ -10 6..........Very Hard........….... -20 7...........Extremely Hard.......-30 8...........Sheer Folly..............-50 9...........Absurd.....................-70

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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 EquivalentPenny (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 Rates12 Pennies worth 1 Shilling 10 Pennies worth 1 Shilling20 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 1 st 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. Items made from Toledo Steel are typically +10 and weigh 1/3 less than normal. These items do not break easily and normally cost three times their normal value.

Magical items in a Robin Hood are very rare if non-existence. If the GM does decide to have magical items, it will not be in the form of flaming swords or magical wands of fire bolts. The most frequently mentioned magical items are religious in origin or have some connection to paganism such as Celtic and Norse mythology. Religious relics of saints, such as bones, crosses, robes and staffs, are found in churches or monasteries as objects of pilgrimage. They are said to have great powers to heal or cure but their actual effects depends on the GM. These magical items have a story behind them which should play into the adventure or scenario.

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

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The more useful ‘magical’ items will be in the form of potions (herbs & poisons), scrolls, odd magical symbol, runesticks and charms. The effects of these magical items should be very limited or have a one time use. Examples of the magical items are:

Potion of Catatonic - instantly brings the drinker into a catatonic state.

Potion of Cernunnos (or St. Ciaran) – instantly heals 4-40 hits and cures any magical enchantments.

Swords of Wayland – these seven swords were constructed by a crusading knight long ago. They should be treated as Toledo Steel (+10 OB) and are designed to uphold the ‘forces of light’ and combat the “forces of darkness”. It is up to the GM to determine if this means the swords possess ‘magical’ powers. These swords were the main focal point in one of Robin of Sherwood4 episodes.

Scallop Shells of Saint James of Compostella – these shells are symbols of the pilgrimage to Compostella in Spain. The sea shells protect the owner from the effects of the weather while traveling. The owner will need to be a Christian in ‘good’ standing.

Bone of Saint Burgaweol – Burgaweol was a Saxon hero who defended the lands against invading Danes. The bone located in a monastery. Any Saxon with reverence for St Burgaweol might receive aid in the form of a cryptic premonition of doom and treachery or by strengthening their sword-arm.

Runestick of Herne – an ancient artifact of unknown origin in the shape of a silver arrow, it is decorated with runes and symbols. It is a pagan symbol. It provides the user with +10 to morale and +10 resistances against the magic of the dark forces.

The Dark Boar’s Amulet – Created by a witch through animal sacrifices for the forces of darkness the amulet possesses a dark spirit in the form of a dark boar. It provides the wearer with +20 to DB and +40 RR versus all magic. It’s powers are weaken in the presence of holy items or places of power such as a church, a pagan tree or any religious place.

Cross of St Cornelius - this large cross contains a bone from the Celtic Saint Cornelius who was said to heal the sick. Located in a monastery deep in the forest away from the ‘power of church’, touching the cross is said to cure illnesses and diseases such as leprosy.

Of course the GM can say there is nothing supernatural about items listed above. Perhaps the potions are nothing more than a mixture of herbs and flowers taken from the countryside. Or the ‘magical’ items mean something to the local population or person, but actually have no powers. Perhaps the dark boar amulet is being sought after by nefarious persons seeking it’s so called ‘mystical powers’ for evil purposes and the PCs are called to stop them. Or the Cross of St Cornilius is stolen by the church because its clergy fear its reputation as a ‘power outside’ the church and the PCs is asked by the local Celtic monks to retrieve before it is destroy. It is the belief in their mystical powers that can make an adventure worthwhile.

4 Robin of Sherwood was a TV series broadcasted in 1980’s. It is known for its introduction of an Arab as a Merry Man for the first time and for its pagan theme. The idea of several of the items listed came from the TV series.

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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/LClBear, Brown, Cub 1 S 20 34 RL 20 N 55/MGrBoar 3 L 30 110 SL 40 N 55/LHoBull 4 L 20 160 No 20 N 60LHo/55LBaCat, 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/30MBaDog, Large 3 L 30 70 No 25 N 70LBiDog, Medium 2 M 30 50 No 25 N 50MBiDog, Small 1 S 30 30 No 20 N 40SBiEagle, Golden 4 M 30 50 No 30 N 50MCl/35SPiHorse, 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 45SBiViper 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 NotesRogue 2 5 30 SL 5 N 25we/30we Typical BanditRuffian 3 10 45 RL 0 N 35we/35weThief 5 20 60 SL 15 N 60we/45weTown Guard 3 5 65 RL 30 Y 45we/30cbBowman 3 0 65 RL 5 N 30we/45cbSergeant 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 mountedPeasant 1 10 21 No 0 N 15we/10we SerfsFyrdman 2 10 30 No 0 N 25we/30we Not a serfVerderer 5 10 65 RL 15 N 60we/50bw Patrols the King's forestsForester 4 5 55 SL 10 N 50we/50weMerchant 5 10 35 No 0 N 40we/40weTemplar 4 15 65 CH 25 Y 65we/45bw Religious KnightTrader 4 5 58 SL 0 N 35we/25weBurgess 2 10 35 No 5 N 20we/18bwMonk 3 5 30 No 0 N 10we/10bw LiterateChaplain 2 0 30 RL 0 N 15we/5bw Local Priest (also Pagan Priest)Noble (Minor) 3 5 45 RL 30 Y 40we/35weNoble (Knight) 3 0 60 CH 40 Y 60we/40we Possess horse and menNoble (Baron) 5 5 75 CH 35 Y 60we/65bw Rich

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8.0 Characters of Robin Hood

The following details the characters found in legends of Robin Hood that were not mentioned in the Robin Hood Campaign. Some of the characters are recent additions to the legends such as Ivanhoe or Baron De

Belame. Others are outlaws though not as famous as Robin Hood who have their own legends told about their deeds. Please note that there are numerous variations upon and holes within the ballads. Where variations differ and holes appear, logic, imagination, interpretations, and pure fantasy are used to fill in the holes. Therefore, if some fact or detail about an Outlaw or Merry Men seems implausible, it should by all means be changed. In addition, the description of the characters is just a summary of events with many details left out. For an in-depth character overview of a particular hero, consult a book on Robin Hood or Medieval Outlaws. Refer to the bibliography for a sample of books to consult on these topics.

The section, Other Outlaws, describes Medieval Outlaws that have made their deeds into ballads outside the stories of Robin Hood and his Merry Men. The sections, Merry Men and Tyrants, are characters that are mentioned in the legends of Robin Hood. They either played a minor role in Robin Hood legends or were recent addition to the legends. The section, Ivanhoe, details the characters presented in the famous novel, Ivanhoe by Walter Scott in 1812. Although the novel focuses on the adventures of a young knight named Ivanhoe, Robin Hood and several of his Merry Men play a significant role in the story and thus the story is part of the Robin Hood legends. The last section provides MERP/RM game statistics for the mentioned characters.

8.1 Other Outlaws

Robin Hood is by far the most famous Outlaw but he is not the only Outlaw. Other Outlaws of lesser renown defended the poor against wily Sheriffs and money hungry Barons and Counts. This section details infamous contemporaries of Robin Hood; their game statistics are provided in Table 1.3. All the Outlaws presented operated in or near England, and the GM could have the PCs encounter these Outlaws as foes, rivals, or allies.

8.1.1 Eustace the Monk

Famed conjurer, renegade monk, outlawed knight and daring pirate describe the various careers of a historical figured named Eustace the Monk. Through the centuries the ballads of Eustace’s exploits have been exaggerated and transformed into the stuff of legends. A contemporary of Robin Hood, Eustace sold his naval expertise to the highest bidder working under the payment of King John of England or Prince Louise of France. His only real passion was to wage war against the powerful Count of Boulogne who had cheated him out of his family inheritance.

This renegade was once the son of a knightly house in the province of Boulogne, France. As a young man, he was very ambitious, gaining admission to a cryptic monastery in Toledo, Spain. There he learned magic arts from his abbot and became something of a conjurer, performing feats of magic and trickery. He later retreated into a monastery in Boulogne next to his father's lands, to become a monk. His father was ambushed and killed in a land dispute. Eustace left the monastery to claim his inheritance and to demand, unsuccessfully, justice for the murder of his father from the Count of Boulogne, Renaud. The Count who

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coveted his father’s land, took the fief as his own and falsely accused Eustace of wrongdoing. Eustace escaped to the woods to become a trickster outlaw using trickery and enchantments to rob merchants and the Count's men. His fame grew as an outlaw and was recruited by both the King of England and the Prince of France to terrorize the English Channel. He was probably the greatest sea captain of his generation razing several ports to the ground. His name was enough to strike terror into the hearts of seamen. As an outlaw, Eustace took up the causes of the poor and those oppressed by the tyrannous Count.

8.1.2 Adam Bell, Clim of the Clough, and William of Cloudesley

These three English yeomen were born on small farms in Cumberland, located north of Nottingham. They were spied hunting deer in the King's forests, which carried the penalty of death, but avoided capture. They fled to Inglewood Forest and became outlaws. Like Robin and his men, they began to prey on merchants, abbots, and the sheriff's men while assisting the destitute. In time, they became famous for their archery and daring exploits.

Adam Bell is the oldest and leader of the band. William of Cloudesley is the youngest; hot headed, arrogant and very much the family man. Whenever he gets a chance, he visits his devoted wife, Alice, and his three sons. Of the three, William is the best archer. Clim of Clough is the trickster of the group, often donning disguises and mimicking officials in his deceptive schemes. He is level headed and down to earth although his one blinding fault is his hatred of Normans.

In some ancient ballads and modern stories, Adam Bell and his band interact with Robin and his Merry Men either as rival outlaws or allies. The GM could have Adam Bell and his gang compete with PCs in some fashion.

8.13 Eric o’ Lincoln

Eric o’ Lincoln is neither an outlaw nor villain but is noted here simply because he is mentioned in several tales. In the tales, Eric challenges one of the Merry Men to a match of staves. He is reputed to be the best wrestler in Lincoln and can be found during fairs and festival challenging anyone to a wrestling match or a match of staves. Eric is as loud and boisterous as he is big. He is almost as big as Little John is. His confidence can be mistaken as arrogance. In truth, he likes to compete and have fun regardless of whether he wins or loses. He always carries a staff, which he uses with great skill. While not a Merry Man, Eric is no friend to the Sheriff of Nottingham either. He is his own man.

The GM can have the PCs meet Eric at a fair challenging the largest of the group to a wrestling match or match of staves. Or the PCs as outlaws could try to rob Eric while he travels through Sherwood Forest, only to realize too late that they are facing the renowned Eric of Lincoln!

8.14 George-a-Green (of the Geen)

George-a-Green lived in Wakefield, a small town near Sherwood Forest. Although mentioned in ballads of Robin Hood, he is a hero of his own set of tales outside the Robin Hood legends. As a youth, he was often in trouble with the law. He was placed at school under a surly tutor but ran away. When he grew up, Robin Hood, who was always on the lookout for spirits of this kind, secured him a place as one of the Merry Men. He served with Robin for some time until he commenced a small revolt against the local authorities, which was promptly put down.

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He later became a Pindar, a town official whose duty is to watch over the livestock and protect the local crops. In some tales, he is referred to as the Jolly Pindar of Wakefield. His most famous deed was protecting Wakefield manor from Robin and his Merry Men. While acting as a Pindar, he challenged and defeated Robin, Little John and Will Scarlet in a duel over the town’s property. Although they did fight, Robin Hood holds no grudges and still assists George-a-Green in some of his adventures. At best he is considered a semi-member of Robin’s band. He will assist them in times of need; but only if it does not contradict his public duties as Pindar, which is to protect Wakefield. He knows most of the Merry Men personally since he adventured with them in the early part of his life. Others he has known since childhood such as Much the miller’ son who also grew up in Wakefield.

George-a-Green is a jolly fun-loving man sporting a thick curly mop of hair and beard. He is in his late twenties and his hair is sprinkled with gray. He has some convictions and prefers to handle things on his own. But he is no fool; if he thinks he will need help he will ask. He enjoys a good laugh and rarely is still for long. As Wakefield’s Pindar, he carries a sword, which he uses with great skill, and a yew bow. The GM can insert George-a-Green as either the PCs’ ally or an opponent who later becomes a friend of the PCs.

8.2 The Merry Men

The Merry Men are not your average peasants. They are highly skilled middle-class yeomen who, due to chaotic social conditions of the times, took to the forest to protest the repressive regimes of greedy Barons and power hungry knights. Merry Men are comprised of tradesmen, potters, tanners, cobblers and farmers. Even though they are members of Robin’s outlaw band, many still ply their trade with the locals. Due to their various talents, they are able to maintain a decent standard of living deep in the heart of Sherwood Forest. Things they cannot make or grow in the forest, they are able to barter for with the locals. After awhile some even return to their respective line of work as the village cobbler or tanner. The legends state that Robin Hood and his Merry Men are seven score strong. And despite modern tales, they lack horses. Horses are not mentioned in the old ballads. The reason for this is that horses are time-consuming to maintain, hard to hide, and expensive to feed in a dense forest with underbrush.

Merry Men are not just skilled craftsmen but hardy warriors. All carried a long bow that is used with great skill and most had a stout staff, which serves more as a deadly weapon than a walking stick. Most Merry Men have a history of disobedience (the reason why Robin Hood recruited them). The locals are sympathetic to their cause and situation. The following is a list of the more prominent Merry Men that have made their name into ballads and songs.

8.2.1 Arthur A’Bland

Nearly as tall and strong, but not as sharp, as Little John, Arthur A’Bland is Little John’s cousin. He is a stocky muscular man with wide shoulders and a deep chest. His hair is dark and curly and he sports a rough black beard. A tanner by trade, he joined the Merry Men when he bested Robin Hood in a combat of staves. He carries a stout black staff and wears a hardened cowhide cap, which he tanned himself and which protects him as a helmet would. Despite his menacing appearance, Arthur is an easy-going, good-natured fellow.

8.2.2 David of Doncaster

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Although withdrawn and quiet, he is popular with the locals and often acts as a spy for Robin Hood by venturing into villages to obtain information. David is one of the youngest members in the band. He is so young that he has yet to grow facial hair. He is a rather good-looking chap with corn blonde hair and deep blue eyes. Like most Merry Men, he is a craftsman, a cobbler by trade. An excellent shot with the long bow, he is one of the better archers in the group and partakes in nearly all of Robin’s schemes. He is a valuable friend to Robin Hood.

8.2.3 Much

He goes by many different names such as Much, Midge, and even Nick. In the modern tales, Much is portrayed as a dim witted puny young man. This portrayal is inconsistent with the early ballads. In the early ballads, Much appears as the miller’s young son and is a wily and dear friend of Robin Hood. He is generally mild mannered unless provoked, when he possesses a violent temper. He plays an integral part of most of Robin’s adventures and schemes. One thing that has not changed through the ages is his portrayal as the youthful mascot of the band. He represents the little people that tyranny steps on. Much appears as a small energetic youth with curly blond hair and blue eyes. He normally carries a short sword and longbow.

8.2.4 Sir Richard of Lee

Sir Richard is not a Merry Men but a sympathizer of Merry Men’s cause. Several times, he has given Robin and his Merry Men sanctuary in his castle during times of need. He is a respected knight who once fell heavily in debt to the local abbot. Robin caught him in the woods, listened to his sad tale and helped Sir Richard repay his debts. Ever since, Sir Richard has helped Robin and his Merry Men. He appears as a tall well-mannered knight and carries himself with pride and dignity. An honorable man, his word is his bond. His son, Walter, is currently crusading in the Holy Lands. When not wearing chain mail, which he covers with a white embroidered robe, he wears a cotton shirt and leather embroidered doublets. His favorite weapon is his two-hand sword, which he uses with great skill.

8.2.5 Nasir

Nasir is a recent addition to the legends of Robin Hood. Nasir is a Saracen with a past as a professional assassin in Palestine before having been captured by a European crusader and user of black magic, called Baron de Belame. Nasir was put under some sort of evil spell by the Baron and brought back to England to work as his henchman. He is eventually freed from the spell by Robin Hood and, having

found respect for Robin during a crucial sword fight, decides to join Robin's band of outlaws in Sherwood Forest and help to fight for the rights of the common people in medieval England. Nasir has always remained a mysterious character to the other Merry Men. His distinct looks and his quiet demeanor does not endear him to the other Merry Men. However, most Merry Men consider him to a fair and honorable man.

8.3 The Tyrants

In the twelfth century, the King’s authority only extended so far, and it was up to the local barons and knights to govern their lands as they see fit. They raised their own illegal taxes and hired men like the Sheriff of Nottingham to maintain their power on the lands. It was because of their repressive actions that middle class yeomen like Robin Hood and Little John rose up and took to the forest to combat their

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tyrannical regimes. The following are some of the tyrannical Barons and Knights that Robin Hood and his Merry Men faced.

8.3.1 Baron de Belame

Baron de Belame appears as a respected and upstanding Norman Noble with considerable wealth, which he gained by exploiting peasants and yeomen. He dresses, as one would expect a Baron to, in rich black tunics, ermine-tipped cloaks and fine leather boots with a lot of gold jewelry such as chains and rings. In appearance, he is gray haired, lean and often scowling. Abbot Hugo considers Baron de Belame an honorable person and often confers with him on his schemes against Robin Hood. A close cohort of De Belame is Sir Roger of Doncaster. Sir Roger has played a part in some of his more nefarious plots.

Unbeknownst to all, he dabbles in dark arts and is wicked. The locals call his residence, Belame Castle or the ‘Evil Hold’ and fear to tread near it citing strange incidents, which occur at night and during the summer solstices. Baron de Belame’s one passion in life is power. It is his passion for power that drove him to the ‘dark ways.’ And it is Robin Hood who thwarts his plans time and time again. If the Abbot or the Sheriff ever found out about his ‘nightly activities,’ they would be very shocked and the Baron would be in trouble.

Baron de Belame is a relative new addition to the Robin Hood legends. In some stories he is an evil man with few moral values and in others he dabbles in dark magic. The statistics provided in the Table 1.1 are for the Baron as a magic user. If the GM does not want to have magic used in his campaign then simply make the Baron, a scholar with mystical knowledge of such mysteries as herb or potion lore to give him a ‘magical feel.’

8.3.2 Sir Roger of Doncaster

Because of his violent and bullish behavior, Sir Roger of Doncaster is sometimes referred to as ‘Red Roger.’ He is a cruel and vile knight from Doncaster. Roger and David of Doncaster know each other well as they are from the same village. It was Sir Roger’s malevolent reign over Doncaster that forced David to join Robin’s Merry Men. He has dark features: tall, husky, strong, and sporting a stylish goatee. He often acts as a henchman for Baron de Belame and partakes in some of his nefarious plots. His ambitions are wealth (lots of it) and power. Robin has had several nasty run-ins with Sir Roger. In the ballads, Sir Roger badly injures Robin and on being taken to Kirklees Abbey for attention, is bled to death by the Prioress through a plot hatched by Prioress of Kirklees and Sir Roger. In earlier tales, Sir Roger is said to be a cleric.

8.4 Ivanhoe5

There are many adaptations, changes and additions to the Robin Hood legends. One of the most popular additions to the legends is the story of Ivanhoe where Robin Hood, along with Friar Tuck and Allan-A-Dale, play a minor supporting role. Written by the great Walter Scott in 1812, Ivanhoe became an instant classic. In a short time it became part of the ever-evolving legends of Robin Hood. Several adaptations of Ivanhoe have made their way into TV shows and movies. It is a tale of chivalry, jousts, burning castles, and damsels in distress.

5 Editor's note: This article is a supplement to the article "Robin Hood for MERP", which appeared in the September 2004 issue of The Guild Companion and “Merry Men” which appeared in April 2005 issue .

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Ivanhoe is set in the 12th century after the Third Crusade. Wilfred, commonly known as Ivanhoe, is the hero of the story. He returns to his pastoral home after venturing to the Crusades with King Richard. He seeks to reconcile with his father and marry his childhood love, Rowena whose ward is Ivanhoe’s father Cedric. Cedric, a Saxon noble, is a strong supporter of Saxon rights and heritage. He disinherited Ivanhoe for joining King Richard, a Norman King, to the Crusades. Ivanhoe, through a series of adventures, reconciles with his father and rescues and marries his childhood sweetheart, Rowena. Along the way, Ivanhoe is helped by an unusual cast of characters including the Jewess, Rebecca, who heals Ivanhoe from injuries sustained in a tournament, a disguised King Richard, and Robin Hood and his Merry Men.

Ivanhoe is set in the Robin Hood Campaign © setting. This article was written to allow the GM to introduce characters from Ivanhoe into their Robin Hood Campaigns. There are tons of storyline possibilities for the GM. The PC could be called (as in the original Ivanhoe) to rescue a local Saxon lord’s daughter from De Bracy and his band of mercenaries. Or the PCs are all that stand in the way of the evil Reginald Front-de-Boeuf and his evil henchmen from raiding churches and yeomen’s homes.

The below are descriptions of the major characters in the Ivanhoe. They have been divided into two sections Heroes and Villains.

8.4.1 The Heroes

8.4.1.1 Wilfred of Ivanhoe

Wilfred is the hero of Ivanhoe. He represents the epitome of the knightly code of chivalry, heroism and honor. Ivanhoe is the son of a proud Saxon lord, Cedric who claims to be descendant of the famous Saxon freedom fighter, Hereward the Wake, who fought against the Norman Invasion of England. Cedric disinherited Ivanhoe when he joined the Crusades with King Richard. Ivanhoe is a good friend of the king and is deeply loyal to him. During the Crusades, Ivanhoe gained fame for his bravery and skill in arms. He is in love with his father’s ward, the beautiful Rowena, a noble directly descended from the last Saxon king.

Ivanhoe returns from the Crusades disguised as a pilgrim to seek amends with his father and to marry Rowena. He joins a jousting tournament disguised as the Disinherited Knight and wins. But in the process he is badly injured. The Jewess Rebecca fails in love with him and heals him of his wounds. However, he does not return her affections. Through some twists and turns, Brain de Bois-Guilbert, the Templar Knight, kidnaps Rebecca. Ivanhoe ventures to the Templar’s headquarters and rescues Rebecca. Afterwards, he reconciles with his father and marries Rowena.

Ivanhoe appears as a rather slim figure with wide shoulders and of average height. Despite his lanky appearance, he possesses a tough sinewy strength. He often travels in disguise such as a pilgrim or as the Disinherited Knight. Due to his travels, he is more open than most to foreign cultures and speaks several languages. The GM might have the PCs encounter Ivanhoe in one of these disguises where they are asked to help him in a task such as a tournament or rescuing a damsel. Or the GM might have introduced a disguised Ivanhoe as an NPC helping the PCs in their quest unbeknownst to them that they have the renowned Ivanhoe in their group.

8.4.1.2 Gurth

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Cedric’s swineherd, Gurth is the faithful servant of Ivanhoe. He is a tall lanky fellow wearing a brass collar, which denotes that he is a serf (to Cedric). He longs for nothing else but freedom.

In the story, he deserts his master and disguises himself in order to become Ivanhoe’s squire at the tournament. He finally obtains his freedom after he helps orchestrate the attack on Castle Torqulstone to free his master, Cedric, and Ivanhoe. After this, Cedric frees him and Ivanhoe refers to him as his squire. He is quite skilled with the quarterstaff although he is reluctant to face opposition head on. Gurth should more likely be introduced along with Ivanhoe as his helper or assistant.

8.4.1.3 Rebecca

Rebecca, the daughter of Isaac of York, is a beautiful virtuous Jewish maiden. She is the tragic heroine of the story who falls in love with Ivanhoe despite knowing that Ivanhoe would never return her affections. De Bois-Guilbert becomes infatuated with her and kidnaps her, which eventually leads to her being accused of sorcery by the Grand Master of the Templar Order. In the end, Ivanhoe rescues Rebecca from the Templars.

Rebecca is a strong-willed woman with an extraordinary degree of self-control, dignity and courage. She has exceptional skill with healing having been taught by one of the great Jewish healers of her generation. Her healing gift has permitted her greater liberty than was usually indulged to those of her sex during the Middle-Ages. She appears as a tall dark-haired woman wearing make-up that accentuates her lovely facial features. She normally dresses in Eastern clothing, which marks her as different from the general population. As a Jew in Christian England, she endures many prejudices from the local inhabitants. Eventually, this constant discrimination forces Isaac and Rebecca to move to Spain, which had a more heterogeneous society.

In the Middle-Ages, Jews lived in a segregated society apart from Christians. Rebecca would not be encounter by PCs unless in public settings or in a formal business setting such as requesting medical assistance. Still, Rebecca would be very distant to the PCs unless they have shown great compassion to others regardless of sex or religion and are honorable persons. The GM could have the wounded PCs be healed by Rebecca at York, where her father has some businesses.

8.4.2 The Villains

8.4.2.1 Brain de Bois-Guilbert

A knight of the Templar Order, he is Ivanhoe’s archetypal nemesis. He joined the Templar, a powerful international militaristic/religious organization, not for spiritual idealism but because he was betrayed by the woman he loved. He went to the Crusades where, like Ivanhoe, he gained fame for his bravery and courage. He is a weak moralist consumed by ambition and often lets his temptations take control of him. He allied 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

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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.

8.4.2.3 Reginald Front-de-Boeuf

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

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

8.5 Tables of Outlaws, Merry Men, Tyrants and Ivanhoe

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

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8.5.1 Ivanhoe

The table below contains the game statistics of the above-mentioned Ivanhoe characters.

TABLE 1.1: The Characters of Ivanhoe

Name Lvl MM Hits AT DB Shld Melee OB NotesWilfred of Ivanhoe

8 15 88 CH 35 Y5 85sw, 88ml, 65lb

Noble, Knight. A courageous disinherited Saxon Knight a friend of King Richard.

Normally when not in disguise, he will carry a sword and dagger. He speaks English, France, Arabic and Spanish. Joust +35

Gurth 4 5 48 SL 15 N 56st 47lb Peasant, Thief. Companion of Ivanhoe and swineherd to Ivanhoe’s father.

Carries a staff.

Rebecca 6 10 52 NO 20 N 25da -25da Apprentice, Animist. A beautiful Jewess. Daughter of Isaac of York, a wealthy Jew. (Magical ability Skill)

Carries numerous herbs. First Aid +60, Herb Lore +25, Poison Lore +15,

Brain De Bois-Guilbert

8 15 85 CH 30 Y 92 2H, 80ml, 58cb

Noble, Templar. Hypocrite Knight-Templar.

+5 two-handed sword, chain armor, and war-horse. During tournaments he will wear Plate armor. Wears a white shirt with red cross on his chest. He speaks France, English and Arabic. Military tactics +20, Magic & Symbols +15, Joust +25

Maurice De Bracy

7 15 78 CH 45 10Y 81sw, 68ml, 48cb

Mercenary, Knight. Brash and arrogant knight. Leader of a Mercenary group called Free Companies.

+5 Spanish sword, +10 Spanish chain armor, and war-horse. During tournaments he will wear +10 Spanish Plate armor. Military tactics +15, Joust +20Free Company Soldier

3 5 40 CH 25 5Y 48bs 35cb Mercenary, Warrior. Typical Soldier from De Bracy’s Free Companies. There are 20–120 men at one time.

All men carried fine +5 Spanish-made arms and armor.

Reginald Front-de-Boeuf

8 10 113 CH 30 Y 98bs 55cb Noble, Warrior. Evil Lord of Torquilstone Castle. Hardy

Sword, Chain armor, and crossbow.

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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 NotesBaron de Belame

10 0 35 No 10 N 30sw 35da Noble, Evil Cleric. An evil Norman dealing in dark 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 "the cruel" of Doncaster

9 15 113 Pl 25 Y 101sw 63cb Mercenary, Warrior. An Ally of Baron Simon and Abbot Hugo. Robin runs afoul of Sir Roger on several 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 Sheriff

9 10 85 CH 25 N 74ss 54cb Noble, Bard. Sheriff of Nottingham. Archenemy of Robin Hood.

+5 Chain Armor and sword.

Abbot Simon of Gresham

4 5 38 No 0 N 15qs --- Noble, Scholar. Brother of Robert the Sheriff. Scheming and shifty Abbot.

Sir Guy of Gisburne

7 15 78 CH 35 Y 93sw, 98ml, 48cb

Mercenary, Warrior. Brash and arrogant knight.

Sword, chain armor, and war-horse. During tournaments, he will wear plate armor.

Baron Richard of Blyde

7 5 79 CH 15 Y 68bs 55cb Noble, Warrior. Resides at Tickhill Castle, a crony of the Sheriff and supporter of Prince John. Hates Robin Hood.

Sword, chain armor, and crossbow. Is still energetic despite his age.

Map of Churchby

3 5 56 Sl 15 N 45bs 59lb Peasant, Warrior. Henchmen of the Sheriff also the King's Miller in Churchby. Good shot with the bow.

+10 Longbow finely made.

Malgar the Sergeant

3 0 62 Rl 25 Y 53sw 29cb Peasant. Warrior. The Sheriff's right hand man. Often very clumsy.

Sword, leather armor, and shield.

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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 NotesSir Richard of the Lee

8 15 97 CH 30 Y 76sw 86sp Noble, Warrior. A knight who is sympathetic to Robin and his Merry band. Dislikes Abbot Simon.

Knight of Lee, Sword, chain armor, and war-horse.

King Richard Loinheart

14 20 132 Pl 40 Y 123th 82lb Noble, Knight, King of England. Fate: Richard is destined to die in battle in France. Any alteration of this fate would drastically change history.

King of England. +15 equipment.

Much 3 5 60 Sl 25 N 35bs 56lb 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 7 10 136 Sl 15 N 103qs, 80lb, 35ro

Apprentice, Ranger. Companion of Robin Hood. Hardy, 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 10 66 Sl 20 N 65bs 47lb 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 A’Bland

6 10 88 Sl 20 N 76st 74lb Apprentice, Warrior. A tanner by trade. A cousin of Little John and a valiant member of the Merry Men. Hardy

He carries a stout staff and wears a cowhide cap, which provides +5 DB and acts as a helmet but without restrictions. David of Doncaster

5 15 76 Sl 25 N 66sw 78lb Apprentice, Rogue. A cobbler by trade. Young member of the Merry Men. A trusted friend of Robin and John.

He carries a +5 sword. Will Scarlet 9 15 125 Rl 20 N 108bs+75da,

87lbMercenary, Rogue. Former Mercenary and friend of Robin. Ambidextrous, Lightening Reactions.

+5 Broadsword.

Friar Tuck 9 10 77 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 78 and numerous languages.

Robin Hood (of Loxley)

12 25 96 Rl 50 N 100bs 130lb Noble, Ranger. Leader of the Merry Men. Sixth Sense, 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’.

Maid Marion

8 20 48 Sl 20 N 48qs 67sb Apprentice, Thief. Robin Hood’s love to be. Numerous 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.

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8.5.4 Other Outlaws

The tables below provide game statistics on the other outlaws that fall outside the Robin Hood tales. The Green Man is also included. He is a mystical being representing the forces of nature. The statistics are taken from the Robin Hood Campaign with a few modifications.

TABLE 1.3: Other Outlaws of Robin Hood

Name Lvl MM Hits AT DB Shld Melee OB NotesEustace the Monk

9 15 77 Rl 25 N 64sw, 56lb Monk, Conjurer. A wily trickster Outlaw and pirate who studied the magic arts in Toledo, Spain. A man of disguises. Charisma, True Power

+10 Sword (family heirloom). One or two scrolls of minor power (level 5 max). PP27. DS 65 BS 9. Knows the following Spell Lists; Weather Ways, Sound & Light Ways, Calm Spirits, Curses, and Concussion's Way to 9th level. Knows Acting 55, Herb Lore 30, Magic Symbols 35, Rune Craft 15, Sailing 35, Military Tactics 35 and Disguise 45.

Hainfrois 5 10 72 CH 25 Y 63sw 52cb Noble, Warrior. Knight of Hersinguehans. A rival of Eustace and murderer of Eustace’s father. Works for the Count.

Sword and horse.

Count Renaud

7 5 50 Sl 25 N 55ss 40da Noble, Scholar. Rich Count of Boulogne. Chief Antagonist of Eustace the Monk. Possesses a lot of men and money. Tyrant.

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 Clough

7 15 102 Rl 20 N 83ss 78lb Peasant, Rogue. Hates Normans. Often performs trickery for the band such as disguises and acting. Hardy

+5 Short sword. Disguise 35, Trickery 45.

William of Cloudesley

8 20 77 Rl 25 N 74ss 97lb Apprentice, Ranger. Hot headed and loves his wife Alice dearly.

William carries a short sword and a great longbow +10.

George-A-Green

8 25 87 Rl 25 N 81bs 75lb Peasant, Rogue. The Jolly Pindar of Wakefield; a semi-member of Merry Men. A hero with his own tales. Nimbleness

George carries a broadsword +5 and a long bow.

The Green Man

25 60 125 Rl 75 N 75qs 125Lb Ancient Forest Spirit. Skin is green. Immortal, Lore, Strength of Spirit, Resist Elements, Merging, Ward of the Greenwood, Healing Plants & Animals, and Large Creature Critical.

Ancient legendary being with the power to control plants. +20 Staff (Old Stave) A simple gray willow staff, it is also a x3PP. The staff enables the wielder to communicate with any plant (with a range equal to 1'/level of the wielder). The plant will respond according to its gift of spirit, but the wielder can always ascertain the exact nature of the plant and its feelings. +20 Magical Long Bow (Green Bow) makes no sound when fired, fires every round, and only fumbles on a roll of 01. Neither the bow nor its bowstring will warp or break. Pouch of Herbs contains an unlimited amount of various herbs. The coat and clothing act as rigid leather and provides extra protection. PP50x3, DS80, BS25, knows all Animist spell lists to 25th level, knows all Open & Closed Channeling to 15th level, and knows Repulsions, Inner Walls, Far Voice, Starlights, and Starsense to 10th level.

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Other Personalities

The table bellow represents other personalities found either in Robin Hood Campaign or in Robin Hood legends.

TABLE 7.4: Other Personalities of Robin Hood

Name Lvl MM Hits AT DB Shld Melee OB NotesSir William Peverel

6 10 68 CH 30 Y 76sw, 86lb Noble, Ranger. A knight and friend of Sir Guy of Gisburne. 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 Taverner

5 0 72 Sl 20 N 63sw 62lb Mercenary, Warrior, former Crusader, owes a tavern in Nottingham called, 'Trip to Crusades Tavern.' Supplies info to Robin and other bandits.

+5 Sword from the Holy Lands.

Coela 6 5 50 No 15 N 35ss 20da Peasant, Animist. Miller's Wife is the local Healer in the area of Oston. Has a small room in the back that serves as a hospice. Observant.

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.

Drysten 4 5 70 CH 20 Y 61bs 57lb Mercenary. Rogue. Former mercenary and 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

Sir Roger of Hockton

6 15 76 CH 35 Y 76bs 45cr Noble, Warrior. Of Hockton. Popular young traditional landed knight has served in several campaigns.

Has an attractive raven hair wife, Lady Evelyn. +5 sword, +5 lance.

Sir Walter fitzGilbert

4 0 40 No 5 N 35da 35da Noble, Warrior. An old wealthy man with a young wife.

His oldest son by a previous marriage, Cormen is having an affair with his wife. They meet near Bilsthorp estate.

Robert fitzHurbert

9 15 107 CH 50 N 121ha 75cb Mercenary, Warrior. Rogue lord. Mean and frightening large 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-Maux

5 10 30 No 0 N 20da 5da Monk, Celtic. Animist. Woman. Witch with hideous appearance. 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 Clerk

5 10 55 No 10 N 45st 40da Monk, Sage. Of Echering. Also known as Adam of 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, 67cb

Apprentice, Knight. Poor Knight but skillful in tournaments. Lightning Reactions.

+5 Sword from her father's heirloom. +25 Jousting.

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Eric o’ Linclon

7 15 88 Rl 35 N 88st, 77lb Apprentice, Warrior. Renown for his skill in wrestling and staves. Very Confident and popular figure.

+5 stout staff, +5 rigid leather finely cured. +60 Wrestling, +30 Foraging, +10 Lands of England Lore

7.0 Bibliography

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

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

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

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

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

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

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

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

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

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

7.1 Television and Movies

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

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