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Robin Hood Using MERP

Copyright Daniel Myers 2004

Introduction1
Initially, the Robin Hood Campaign was designed for Rolemaster (Second Edition), Hero System
users, and Middle Earth Role Playing System (MERP).2 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.

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 in 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 fact, to limit the use of magic in Robin Hood, the player
must roll to determine the character's magical potential as part of character generation. This will be
discussed later in the Spell-User section.

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 of the backgrounds have been included in
Section 3.0.

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

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.

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 wear any armor but favor
chain or plate armor and large weapons.

Note: In Robin Hood, Knights are limited to those 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

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).

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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

Background Option (each option costs 1 BGO point)


Stat Increase
Increase one stat by 2 points; OR
Increase three stats by 1 point
Heirloom
Religious or Pagan artifact: counters magical spells (+10 to all Magical resistance rolls)
Heirloom of Superb craftsmanship: +10 OB with weapon, +5 DB with armor
Magic Potential Improvement
Increase roll by +10
Hobby Skill Ranks
Increase one primary skill by 2 ranks; OR
Increase one secondary skill by 5 ranks
Languages
Learn one language to rank 3
d100 Special Abilities
0120 Extra Skill: PC receives a special +5 bonus to any one primary skill.
2140 Craftsman: PC receives a special +15 bonus to any one secondary skill.
4150 Resistance: PC receives a special +10 to RRs versus diseases and poisons.
5160 Nimbleness: PC receives a special +10 bonus to all Moving Maneuvers.
6165 Observant: PC receives a special +10 bonus to Tracking and Perception skills.
6670 Empathy: PC has empathy with any one type of animal. PC starts with one loyal companion animal of this type.
7175 Charisma: PC receives a special +10 to all Influence skills.
7680 Lightning Reactions: PC receives a +5 to all offensive and defensive bonuses.
8185 Linguist: PC receives a special +1 rank to all known languages or two native languages.
8690 Hardy: PC receives a special +2 per rank bonus to Body Development rolls for Hit Points.
9195 Scholar: PC receives a special +1 rank to all scholarly Knowledge Skills.
9600 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.

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.

Magic

In the original legends references to magic are rare. In Graham Staplehursts Robin Hood Campaign, magic
plays a minor role. This is in keeping with 12th century England culture and atmosphere 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
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.

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

Channeling:
Open: Barrier Law, Creations
Cleric: Channels, Communal Ways, Summons
Evil Cleric: Not recommended for PCs

Other spells that are prohibited:


Flight spells such as 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

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. 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 Knowledge indicates that the character has some knowledge of magic and can
develop their Magical Skills but can not learn any spells. A roll of Skill indicates that the character has some
skill in magic and, although the PC can not learn spells, can 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

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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.
TABLE 1.5: Magical Potential Roll
d100 Magical Potential
01-34 None
35-69 Knowledge
70-79 Skill
80-89 Ability
90-100 True Power

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

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 1.4) 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.

Adolescence Skill Development Table

The table below presents MERP adolescence skill development points for the backgrounds more fully
described in Section 3.0
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 1 1 0 0
1-H Concussion 1 0 0 1 1 1
2-Hand 0 0 1 0 0 0
Thrown 0 0 0 0 0 1
Missile 0 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 0 1
Trickery Skills
Ambush 0 1 0 0 0 0
Stalk/Hide 1 1 1 2 0 2
Magical Skills
Read Runes 0 0 0 0 0 0
Use Items 0 0 0 0 0 0
Misc. Skills
Perception 1 1 1 2 1 2
Body Hits 2 3 2 2 2 3
Special
Languages 4 4 6 5 9 3
Background 5 3 3 4 4 3

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Racial Modification Table

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

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 2.1 provides a description of languages spoken during Robin Hood.

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: 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.
Cornish
Welsh
Breton
Gaelic
French Noble 3.
Norse
Europe Soldier/Mercenaries have 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 have one 'Dead Language' to rank 4.
Latin (necessary for certain lore)
Hebrew
Greek
Note: Subject to background language restrictions, all language ranks cost double.

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

The following background descriptions lack some of the descriptive segments that are found in race
descriptions in MERP, such as Culture. 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 or Animists.

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.

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.

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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.

Other Factors

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

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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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4.0 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 4.0: 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 4gp 5th level depressant causes sleep and doubles the rate of healing during sleep
Wormwood m-F-6 Flower/paste 5gp Heals major wounds and heals 220 hits
Yarrow t-M-4 Flower/paste 1gp Instantly heals all bleeding
Concussion Relief
Bugle m-F-5 Flower/brew 2gp Heals 220 hits
Healwell m-t-3 Leaf/brew 5sp Heals 110 hits
Bone Repair
Ribwort t-M-6 Root/brew 6gp Heals any broken bone
Alexipharmics
Blessed Thistle m-D-2 Berry/ingest 6gp Cures the effects of any poison (5)
Napweed m-S-6 Flower/brew 2gp Reduces the effects of poison by half
Snakeweed t-H-5 Leaf/brew 9gp Cures any snake bite (lvl 3)
Spiderwort t-M-3 Root/paste 2gp Cures spider poison (lvl 3)
St. John's Wort t-D-6 Nodule/brew 35gp Cures any enchanted poison (lvl 8)
Stinging Nettle m-C-3 Nut/ingest 7gp Cures any plant-based poison (lvl 4)
Burn and Exposure Relief
Aloe h-H-6 Leaf/paste 1gp 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 2gp 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 90gp 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 10gp Heals sprains and muscle wound at twice the normal rate
Witch Hazel m-C-2 Leaf/lotion 33 gp Relieves muscle aches (+10 to RR) and heals small cuts (1 hit/round)
Agrimony t-D-6 Leaf/boil 5gp Heals sprains and bruises
Nerve Repair
Burdock m-S-4 Stem/brew 10gp Doubles rate of healing for healing for nerve damage
Organ Repair &
Preservation
Calamus t-F-7 Root/ingest 20gp Heals stomach flu and restores partial hearing loss to within 10% of normal
Lungwort t-T-6 Root/ingest 40gp Heals lung damage
Spring Adonis m-F-6 Leaf/ingest 25gp 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

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5.0 Money
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 .

Note: The GM may want to use the prices listed on ST-4 Equipment and Price Table found in MERP 1st and
2nd ed. as a basis for prices.

TABLE 5.0: English Coinage


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

TABLE 5.1: 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

6.0 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 today, large predators such as wolves and bears roam Medieval England. The
following provides statistics for the fauna PC might encounter.
TABLE 6.0: 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

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

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Non-Character Players

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

TABLE 6.1: 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
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

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.

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

MCSPADDEN, J. Walker, Stories of Robin Hood and His Merry Outlaws, Project Gutenberg, 1904.

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

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