Robin Hood — The Hooded Man of Sherwood

Robin Hood
Robin Hood and the Merry Men gather beneath the ancient trees of Sherwood.

A price hangs upon his head, his lands have been seized, and the Sheriff’s men scour Nottinghamshire for his hiding place. Yet Robin Hood remains the most dangerous archer in Sherwood, commanding a brotherhood of outlaws whose arrows have made powerful enemies fear the sound of rustling leaves.

Robin of Loxley is a dispossessed nobleman, celebrated outlaw, master archer and defender of those oppressed by corrupt officials. He robs wealthy exploiters, intercepts unjust taxes and protects the villages that shelter his band. His enemies call him a thief and a rebel. Those whose families he has saved call him the Hooded Man.

At a Glance

  • Full name: Robin of Loxley
  • Known as: Robin Hood, the Hooded Man, Robin of Sherwood
  • Race: Human
  • Gender: Male
  • Alignment: Chaotic Good
  • Position: Dispossessed Earl of Loxley, outlaw captain
  • Home: Sherwood Forest, Nottinghamshire
  • Allegiance: Cernunnos and the old laws of the greenwood
  • Companion: Marian Fitzwalter
  • Teacher: Gilbert Whitehand
  • Followers: The Merry Men; up to 140 yeomen in a major rising
  • Enemies: William de Wendenal, the Sheriff of Nottingham, and Sir Guy of Gisbourne
  • Languages: English, Thieves’ Cant
  • Campaign role: Patron, ally, rival, fugitive or adversary

Game Statistics

Robin Hood

Medium Humanoid (Human), Chaotic Good

AC 18 (+1 studded leather)
Initiative +5 (15)
HP 127 (17d8 + 51)
Speed 35 ft.

Robin Hood ability scores
STRDEXCONINTWISCHA
12 (+1)20 (+5)16 (+3)14 (+2)17 (+3)18 (+4)

Saving Throws Dex +9, Wis +7
Skills Acrobatics +9, Insight +7, Perception +11, Persuasion +8, Stealth +13, Survival +11
Senses Passive Perception 21
Languages English (Common), Thieves’ Cant
CR 9 (5,000 XP)
PB +4

Traits

Woodland Skirmisher. Robin ignores nonmagical Difficult Terrain caused by natural undergrowth. While in a forest, he can attempt to Hide when lightly obscured by foliage.

Precision Archer. Once on each of Robin’s turns, a weapon attack that hits a target deals an extra 3 (1d6) Piercing damage if Robin had Advantage on the attack roll or if an ally of his is within 5 feet of that target.

Master of the Greenwood. As a Bonus Action, Robin can direct an ally he can see within 30 feet to use nearby natural cover. The ally has Advantage on its next Dexterity (Stealth) check made within 1 minute. Robin cannot grant this benefit to the same ally again until the start of his next turn.

Actions

Multiattack. Robin makes three attacks with his Longbow or Shortsword, in any combination.

Longbow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 9 (1d8 + 5) Piercing damage.

Shortsword. Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d6 + 5) Piercing damage.

Pinning Arrow (Recharge 5–6). Robin makes one Longbow attack. On a hit, the attack deals an extra 14 (4d6) Piercing damage. The target must succeed on a DC 17 Strength saving throw or have its Speed reduced to 0 until the end of its next turn.

Pinning requires a solid surface within 5 feet of the target; otherwise only the damage applies. The target or an adjacent creature can use an action to free the pinned clothing or equipment, ending this effect early. This ability does not release a creature from unrelated restraints.

Bonus Actions

Greenwood Step. Robin takes the Hide or Disengage action.

Outlaw Captain. Robin chooses one willing ally he can see within 30 feet. That ally can use its Reaction to move up to half its Speed without provoking Opportunity Attacks from creatures Robin can see.

Reactions

Split the Shaft. When Robin is hit by a ranged weapon attack he can see, he adds 4 to his AC against that attack, potentially causing it to miss.

Combat Behaviour

Robin fights from cover, uses elevation and keeps escape routes open. He targets commanders, signalmen and dangerous archers before ordinary guards. He prefers surrender, disarmament and withdrawal to unnecessary killing.

If civilians are endangered, Robin gives up a favourable position rather than abandon them. He uses Outlaw Captain to move companions out of danger, not merely to increase damage.

Equipment. Robin carries +1 studded leather, a Longbow, a Shortsword, 40 arrows, a signal horn and travelling provisions. The magic armour is the standard item; its bonus is included in AC.

Robin Hood

Medium Humanoid (Human), Chaotic Good

AC 18 (+1 studded leather)
Initiative +5
HP 127 (17d8 + 51)
Speed 35 ft.

Robin Hood ability scores
STRDEXCONINTWISCHA
12 (+1)20 (+5)16 (+3)14 (+2)17 (+3)18 (+4)

Saving Throws Dex +9, Wis +7
Skills Acrobatics +9, Insight +7, Perception +11, Persuasion +8, Stealth +13, Survival +11
Senses Passive Perception 21
Languages English (Common), Thieves’ Cant
CR 9 (5,000 XP)
PB +4

Traits

Woodland Skirmisher. Robin ignores nonmagical difficult terrain caused by natural undergrowth. While in a forest, he can attempt to Hide when lightly obscured by foliage.

Precision Archer. Once on each of Robin’s turns, a weapon attack that hits a target deals an extra 3 (1d6) Piercing damage if Robin had Advantage on the attack roll or if an ally of his is within 5 feet of that target.

Master of the Greenwood. As a bonus action, Robin can direct an ally he can see within 30 feet to use nearby natural cover. The ally has Advantage on its next Dexterity (Stealth) check made within 1 minute. Robin cannot grant this benefit to the same ally again until the start of his next turn.

Actions

Multiattack. Robin makes three attacks with his Longbow or Shortsword, in any combination.

Longbow. Ranged Weapon Attack: +9, range 150/600 ft. Hit: 9 (1d8 + 5) Piercing damage.

Shortsword. Melee Weapon Attack: +9, reach 5 ft. Hit: 8 (1d6 + 5) Piercing damage.

Pinning Arrow (Recharge 5–6). Robin makes one Longbow attack. On a hit, the attack deals an extra 14 (4d6) Piercing damage. The target must succeed on a DC 17 Strength saving throw or have its Speed reduced to 0 until the end of its next turn.

Pinning requires a solid surface within 5 feet of the target; otherwise only the damage applies. The target or an adjacent creature can use an action to free the pinned clothing or equipment, ending this effect early. This ability does not release a creature from unrelated restraints.

Bonus Actions

Greenwood Step. Robin takes the Hide or Disengage action.

Outlaw Captain. Robin chooses one willing ally he can see within 30 feet. That ally can use its Reaction to move up to half its Speed without provoking opportunity attacks from creatures Robin can see.

Reactions

Split the Shaft. When Robin is hit by a ranged weapon attack he can see, he adds 4 to his AC against that attack, potentially causing it to miss.

Combat Behaviour

Robin fights from cover, uses elevation and keeps escape routes open. He targets commanders, signalmen and dangerous archers before ordinary guards. He prefers surrender, disarmament and withdrawal to unnecessary killing.

If civilians are endangered, Robin gives up a favourable position rather than abandon them. He uses Outlaw Captain to move companions out of danger, not merely to increase damage.

Equipment. Robin carries +1 studded leather, a Longbow, a Shortsword, 40 arrows, a signal horn and travelling provisions. The magic armour is the standard item; its bonus is included in AC.

This 2014 conversion uses the 2014 weapon-attack terminology, familiar Hide/Disengage bonus actions and Robin’s original campaign ability scores. Its CR 9 challenge assumes use of woodland cover and allied outlaws.

Robin Hood — CR 10

XP 9,600
Male human ranger 5/rogue 5
CG Medium humanoid (human)
Init +9; Senses Perception +16

Defence

AC 22, touch 17, flat-footed 21 while uncanny dodge applies (16 when denied Dexterity; +4 armour, +5 Dex, +1 deflection, +1 natural, +1 dodge)
hp 80 (5d10 + 5d8 + 30)
Fort +8, Ref +13, Will +5
Defensive Abilities evasion, uncanny dodge, trap sense +1

Offence

Speed 30 ft.
Ranged +2 composite longbow +16/+11 (1d8+3/×3); within 30 feet, +17/+12 (1d8+4/×3)
Melee shortsword +13/+8 (1d6+1/19–20)
Special Attacks sneak attack +3d6, favoured enemy (humans +2, undead +4)
Ranger Spells Prepared (CL 2nd; concentration +5): 1st—longstrider (2); Wisdom-based, DC 14 where a save applies

Statistics

Str 12, Dex 20, Con 16, Int 14, Wis 17, Cha 18
Base Atk +8; CMB +9; CMD 26
Feats Deadly Aim, Dodge, Endurance, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +18, Climb +14, Diplomacy +17, Knowledge (geography) +15, Knowledge (nature) +15, Perception +16, Sense Motive +16, Stealth +18, Survival +16, Swim +14
Languages English, Thieves’ Cant
SQ favoured terrain (forest +2), hunter’s bond (companions), track, trapfinding, wild empathy +9; rogue talents (fast stealth, combat trick—Weapon Finesse)

Special Abilities and Tactics

Major Oak’s Blessing (Su). Within the elder treant’s guarded reaches, Robin’s forest favoured terrain bonus increases from +2 to +4. It modifies initiative, Knowledge (geography), Perception, Stealth and Survival. Elsewhere in a forest he uses +2; outside forests he uses the listed baseline. The blessing grants no extra class levels.

Hunter’s Bond (Ex). As a move action, Robin grants half his favoured enemy bonus against one appropriate target to companions within 30 feet who can see or hear him. It lasts 3 rounds and does not stack with their own favoured enemy bonuses.

Sneak Attack. Add 3d6 when the target is denied its Dexterity bonus to AC or Robin flanks it; ranged sneak attacks require a target within 30 feet. Evasion requires a successful Reflex save and light or no armour. Uncanny dodge retains his Dexterity bonus when flat-footed, subject to its normal exceptions.

Archery choices. Rapid Shot changes the full attack to +14/+14/+9, or +15/+15/+10 within 30 feet. Deadly Aim applies an additional −3 attack/+6 damage when chosen before attacking. Favoured enemy adds its separate bonus against the relevant creature type. The composite bow has a +1 Strength rating; the bow’s +2 enhancement and Weapon Focus are already included. He cannot fire a full attack after ordinary movement. Track adds +2 to Survival checks made to follow tracks. Trapfinding adds +2 to Perception checks to locate traps and to Disable Device checks; he can disarm magical traps.

Skill allocation. All ten listed skills have 10 ranks, using 100 ranks in total. Fast stealth removes the ordinary movement-speed penalty to Stealth at full speed. Rapid Shot comes from the ranger’s archery style; Endurance is a ranger bonus feat; Weapon Finesse comes from combat trick. The six remaining feats are the normal level and human selections.

Equipment

+2 composite longbow (+1 Strength rating), shortsword, mithral shirt, ring of protection +1, amulet of natural armour +1, reinforced cloak, 40 arrows, signal horn and travelling provisions. Longstrider takes a standard action, affects Robin and grants +10 feet to his land speed for 2 hours; he begins with two preparations available. He withdraws when prolonged combat would expose a protected village or refuge.

Robin Hood — CR 10

Size/Type: Medium Humanoid (Human); ranger 5/rogue 5
Hit Dice: 5d8 + 5d6 + 30 (70 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armour Class: 22 (+5 armour, +5 Dex, +1 deflection, +1 natural), touch 16, flat-footed 22 while uncanny dodge applies; Dodge adds +1 against one designated opponent
Base Attack/Grapple: +8/+9
Attack: +2 composite longbow +16 ranged (1d8+3/×3) or shortsword +9 melee (1d6+1/19–20)
Full Attack: +2 composite longbow +16/+11 ranged (1d8+3/×3), or shortsword +9/+4 melee (1d6+1/19–20); Rapid Shot gives +14/+14/+9 with the bow
Space/Reach: 5 ft./5 ft.
Special Attacks: sneak attack +3d6, favoured enemy (humans +2, undead +4), ranger spells
Special Qualities: evasion, uncanny dodge, trapfinding, trap sense +1, wild empathy +9, woodland passage
Saves: Fort +8, Ref +13, Will +5
Abilities: Str 12, Dex 20, Con 16, Int 14, Wis 17, Cha 18
Skills: Climb +13, Diplomacy +14, Hide +18, Knowledge (nature) +14, Listen +15, Move Silently +18, Sense Motive +12, Spot +15, Survival +16 (+18 in aboveground natural environments), Swim +14, Tumble +17
Feats: Dodge, Endurance, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow)
Environment: temperate forest
Organisation: solitary or with Merry Men; up to 140 yeomen in a major rising
Challenge Rating: 10
Treasure: +2 composite longbow (+1 Strength rating), +1 mithral shirt, ring of protection +1, amulet of natural armour +1, shortsword, 40 arrows and travelling gear; communal caches are separate
Alignment: chaotic good
Advancement: by character class
Level Adjustment: —

Ranger Spells Prepared: 1st—longstrider (1); CL 2nd, Wisdom-based, DC 14 where a save applies. It takes a standard action, affects Robin and increases his land speed by 10 feet for 2 hours. No animal companion accompanies this encounter.

Woodland Passage (Su). Within Sherwood, Major Oak’s blessing lets Robin move through natural thorns, briars and undergrowth at normal speed without damage or impairment. Magical vegetation can still obstruct him. This is a supernatural favour, separate from the ranger’s seventh-level woodland stride.

Combat limits. Point Blank Shot adds +1 to attack and damage within 30 feet. Favoured enemy adds +2 against humans or +4 against undead to damage and to Bluff, Listen, Sense Motive, Spot and Survival checks involving them. Sneak attack adds 3d6 against a target denied its Dexterity bonus or flanked; ranged use is limited to 30 feet. Precise Shot removes the normal shooting-into-melee penalty. Rapid Shot requires a full attack; Robin cannot combine it with ordinary movement. Dodge’s selected-opponent bonus is excluded from baseline AC.

Skill allocation. 127 skill points: Hide and Move Silently 13 ranks each; Listen, Spot, Tumble and Climb 12 each; Survival and Swim 13 each; Diplomacy 8; Knowledge (nature) 10; Sense Motive 9. Diplomacy includes +2 from Sense Motive; Knowledge (nature) includes +2 from Survival; Survival gains +2 in aboveground natural environments from Knowledge (nature). Ranger was his first class. Ranger bonus feats are Track, Endurance and Rapid Shot; the other five use human and level selections.

Robin relies on concealment, prepared ambushes and favourable shooting positions. His arrows target officers and pursuers threatening civilians. When surrender can end the danger, he keeps an escape route open for his opponents as well as his companions.

What Is Robin Hood Doing Now?

Robin is keeping Sherwood independent enough that royal officers cannot treat the forest as a private hunting ground or an easy source of fines.

He intercepts abusive warrants, watches the Sheriff’s movements and protects the villages that feed his band. Every raid must recover food, coin, hostages or evidence. Wasteful bloodshed endangers the people who shelter him.

A messenger has entered Nottingham carrying orders that extend the Sheriff’s powers to seize land and grain. Robin wants to know whose seal is on the warrant before destroying it.

Marian is investigating its origins. Little John watches the river crossings, while Guy of Gisbourne follows the courier’s trail.

Robin could summon all 140 of his yeomen and crush a small punitive expedition. But gathering that many men would expose the farms, families and hiding places upon which his outlaw kingdom depends.

He must therefore discover whether the warrant is genuine, who benefits from it and whether a quieter solution might save the people he has sworn to protect.

The Hooded Man of Loxley

Robin was once Earl of Loxley, with lands, retainers and a place among the English nobility. His devotion to Cernunnos gave his enemies a weapon against him. Accused of forbidden worship, he was stripped of his possessions and condemned to hang.

With Marian Fitzwalter he escaped the gallows and fled into Sherwood. There he gathered dispossessed yeomen, foresters, escaped prisoners and others ruined by corrupt government.

His skill with the bow was already extraordinary. Under the teaching of Gilbert Whitehand, Robin learned not merely to strike distant targets but to judge terrain, wind, movement and the weaknesses of an armoured opponent.

His real achievement, however, has been to hold together a company that might otherwise have become ordinary bandits. He insists that captured property be returned to its rightful owners wherever possible, that helpless travellers be protected and that greed must never become the purpose of the band.

The Protection of Major Oak

The Merry Men shelter beneath the ancient trees of Sherwood Forest. Their most powerful neighbour is Major Oak, an elder treant whose roots have endured longer than the claims of Nottingham’s rulers.

Major Oak sometimes conceals Robin’s camps, closes paths behind pursuing soldiers and allows the outlaws to shelter beneath his branches.

Yet the treant is neither a servant nor a tame guardian. He expects the protection of living woodland in return. A careless fire, an unnecessary felling or the mistreatment of forest creatures may cost Robin his ancient ally.

The Merry Men

The Merry Men are not simply a collection of bowmen. Each brings skills, allies and obligations that allow the band to survive beyond the Sheriff’s reach.

  • Little John — Robin’s lieutenant, trusted fighter and keeper of the forest crossings. He is the man most willing to challenge Robin when a plan risks innocent lives.
  • Marian Fitzwalter — Robin’s beloved partner and political equal. Her knowledge of noble households, correspondence and courtly intrigue makes her indispensable.
  • Tuck of Sherwood — Staff-fighter, keeper of hospitality traditions, counsellor and defender of the band’s oaths.
  • Will Scarlet — A swift and dangerous swordsman, fiercely loyal but occasionally too quick to answer insult with steel.
  • Alan-a-Dale — Minstrel, messenger and gatherer of news. His songs carry messages that written letters cannot safely bear.
  • Much the Miller’s Son — Greenwood scout familiar with village paths, mills and overlooked approaches to the forest.
  • Arthur a Bland — Tanner and stout-hearted outlaw who knows the working people who supply the band.
  • David of Doncaster — Watchman, messenger and reliable veteran of the forest roads.
  • Gilbert Whitehand — The archer who trained Robin and still judges the promise of recruits.

The 140 Yeomen

Beyond the familiar Merry Men lies a larger company of supporters, scouts and bowmen. Robin can call upon as many as 140 yeomen during a major crisis.

They are not a standing army. Many are farmers, foresters, craftsmen and householders whose absence from home may draw the Sheriff’s attention. Summoning them is therefore an act of desperation, not a convenient military solution.

Enemies of the Greenwood

The Sheriff of Nottingham

William de Wendenal is Robin’s most persistent enemy. Through forest law, confiscation, imprisonment and punitive fines, his authority reaches far beyond the walls of Nottingham.

Robin suspects darker allegiances within the Sheriff’s household, but his rebellion rests upon crimes that ordinary people can see: stolen land, hungry families and unjust executions.

Sir Guy of Gisbourne

Sir Guy of Gisbourne serves as the Sheriff’s principal hunter and field enforcer. Where the Sheriff prefers warrants, taxes and legal machinery, Gisbourne favours pursuit, intimidation and the sword.

His relentless methods threaten the villagers who shelter Robin, making the hunter dangerous even when he cannot find the outlaws.

Adam Orleton

Adam Orleton is a powerful court contact whose influence may protect the Sheriff from complaints. Evidence linking the two men could be more valuable than defeating another patrol.

Factions and the Politics of Sherwood

Sherwood is governed by overlapping claims of royal authority, customary rights and older obligations.

Forest officers control hunting privileges. Villagers rely upon grazing and firewood. Merchants need safe roads. Landholders demand rent. The Merry Men interfere whenever these claims become instruments of extortion.

Not every official serving the Kingdom of England is corrupt, and not every outlaw calling himself Robin’s friend behaves honourably.

Non-human inhabitants also hold their own territories within the greenwood. The elder treant Major Oak recognises neither the Sheriff’s warrants nor Robin’s title as sufficient authority over his grove.

Adventurers may become allies, scouts, negotiators or enemies depending upon which claims they choose to uphold.

Personality and Behaviour

Robin is charming, watchful and theatrical because reputation is part of his armour. He enjoys a contest, an outrageous wager and a joke at the expense of an arrogant official.

Yet he is much more serious about hunger, unjust punishment and betrayal than the ballads suggest.

Appearance

Robin wears practical green and brown layers, weathered boots and a cloak suitable for hiding beneath woodland cover. His hands carry the marks of a lifetime with the bow.

He watches exits, measures distances almost unconsciously and knows when someone is pretending not to recognise him.

Conversation

Robin offers food before demanding answers. He tests arrogance with humour and speaks plainly to frightened people.

He is capable of bargaining with a lawful enemy, but he demands proof before condemning a prisoner.

Principles

  • Protect people before protecting reputation.
  • Take only what can be justified.
  • Keep an oath once freely given.
  • Never endanger a village merely to embarrass the Sheriff.
  • Make restitution when the Merry Men cause harm.

Flaws

Robin finds it difficult to turn away from someone suffering injustice, even when intervention threatens a larger plan.

His pride can make him accept challenges best ignored. He also struggles to believe that members of his own company may become as cruel as those they oppose.

Private truth. Robin keeps a separate tally of the households his victories have harmed. He hides it from the younger outlaws, fearing they will mistake accountability for weakness. Marian knows where he keeps it and can demand that restitution takes precedence over a spectacular raid.

Encounters with Robin Hood

The Wrong Warrant

Robin asks the party to determine whether a confiscation order has been forged before his men attack the officials carrying it. The seal may prove genuine, raising a more dangerous question: who authorised the injustice?

Two Employers

The Sheriff hires the party to escort a tax chest. Robin approaches them with records showing which families were forced to fill it. The soldiers guarding the chest have not received their wages.

The Green Road

A wounded outlaw leads the party toward a secret refuge while mounted pursuers follow. A second trail leads into the territory of Major Oak, who may consider armed strangers as dangerous as the hunters.

The Archer’s Challenge

Gilbert Whitehand conducts an archery contest among strangers. Robin is observing from the crowd. Honest skill earns his attention; cheating earns his suspicion.

The Winter Stores

Robin has seized grain from a wealthy estate, but two villages desperately need it. The party must prevent a dispute between the intended recipients before the Sheriff arrives to confiscate everything.

Adventure Hooks

1. The Sherwood Heist

Robin has discovered that money stolen through unlawful taxes is being moved from Nottingham to a fortified treasury.

He asks the adventurers to obtain the ledgers, recover the money and return it to the communities from which it was taken.

The trouble begins when the party learns that some soldiers guarding the treasury are themselves owed months of wages.

2. Rescue in Sherwood

A trusted messenger has been captured while carrying information for Marian. The prisoner is being held in Nottingham Castle.

Robin needs a rescue that will not reveal the wider network of villagers supporting him. The party must choose between disguises, bribery, hidden passages and a dangerous assault.

3. Oak’s Judgement

Major Oak withdraws protection after a band member fells a tree within his sacred grove.

The woodland paths become unreliable, hiding places are exposed and the Sheriff’s trackers begin closing in.

Robin needs the guilty outlaw found and restitution made before the treant condemns the entire company.

4. Scarlet Goes Too Far

Will Scarlet kills a prisoner whom Robin intended to ransom or exchange. The dead man’s family vows revenge, while some Merry Men insist that Scarlet was justified.

Robin asks the adventurers to discover exactly what happened before his company fractures.

5. Marian’s Bargain

Marian negotiates a truce that would protect several villages through winter, but its terms require Robin to abandon a valuable forest crossing.

Little John distrusts the arrangement. The Sheriff claims the bargain is already binding. Someone is concealing a condition in the agreement.

6. The Fourteen Roads

A punitive expedition marches toward Sherwood. Robin could gather his 140 yeomen and meet the soldiers in battle, but doing so would reveal his entire support network.

The party has one night to destroy the expedition’s supply plan, free its prisoners or expose the false intelligence driving the attack.

7. The Lost Treasure of Sherwood

A map reveals an old cache hidden beneath woodland ruins. The treasure could sustain the Merry Men and their allies for years.

Yet the site lies in territory guarded by creatures that recognise no human claim of ownership. Robin wants a peaceful bargain; several younger outlaws want to take the treasure by force.

8. The Outlaw of Sherwood

Travellers report that Robin Hood has begun robbing poor merchants and threatening innocent families.

Either the stories are true, a faction of his own company has betrayed him, or someone is committing crimes in his name.

The adventurers may be hired to bring Robin to justice. Their investigation must establish whom justice actually requires them to confront.

Equipment and Treasure

Carried Equipment

  • Carefully maintained longbow
  • Bodkin and broadhead arrows
  • Shortsword and hunting knife
  • Green cloak and reinforced woodland clothing
  • Climbing line and spare bowstring
  • Signal horn
  • Chalk, wax and coded messages
  • Small supply of coins and travelling provisions

Hidden Stores

The Merry Men maintain concealed stores throughout Sherwood: grain, medicine, spare weapons, coin, clothing and records of confiscated property.

These are communal resources rather than Robin’s personal fortune. Seizing one cache may create a crisis for the families dependent upon it.

Rewards

Robin may reward adventurers with money, safe passage, a woodland refuge or the assistance of the Merry Men.

The most valuable reward is often information: a court seal, a hidden route, an intercepted warrant or evidence that an official has abused royal authority.

Running Robin Hood at the Table

As a Patron

Robin offers missions involving investigation, rescue, restitution and difficult choices. He rarely asks adventurers to steal simply for profit.

As an Ally

Robin knows Sherwood intimately and can guide the party through dangerous countryside. His followers provide intelligence, shelter and escape routes.

He should support the adventurers, not solve their every problem. A battle is more satisfying when Robin protects the escape route while the party completes its own objective.

As an Enemy

A party hired by the Sheriff may encounter Robin as a skilled ambusher who refuses a fair fight.

He favours fallen trees, prepared firing positions, false trails and coordinated withdrawal rather than suicidal last stands.

Robin may defeat the party, take its weapons and invite its members to dinner rather than execute them. A prisoner who behaves honourably is more useful than a corpse.

As a Political Figure

Robin’s successes change the balance of power. Roads become safer for some travellers and more dangerous for others.

Confiscated grain may feed one settlement while leaving another short. A dishonoured agreement may cost an entire village its protection.

His struggle is most compelling when the adventurers have meaningful choices rather than instructions to agree with everything he does.

Names and Legendary Traditions

Robin Hood is also known as Robyn Hode, Robin of Sherwood, Robin of Locksley, Robert Fitzooth, Robin de Courtenay, Sir Robert Hode and Robert Huntingdon.

Ballads, travellers and chroniclers attach different histories to these names. Not every tale is reliable, and Robin rarely troubles himself to correct the more entertaining inventions.

The outlaw belongs to a long tradition of medieval English stories, including the early ballad Robin Hood and the Monk. Later retellings developed his noble birth, romance with Marian and familiar company of Merry Men in different ways.

Howard Pyle’s The Merry Adventures of Robin Hood (1883) is a well-known, public-domain literary retelling of the outlaw’s adventures.

  • Sherwood Forest — the woodland kingdom and refuge of the Merry Men
  • Nottingham — royal authority, civic politics and forest law
  • British NPCs — rulers, rebels, hunters and outlaws
  • Cernunnos — the ancient power honoured by Robin
  • Elder Treant — the nature and abilities of Major Oak

Sources and Game Notes

Robin of Loxley lives in Sherwood in 1454. His dispossession, service to Cernunnos and alliance with Major Oak belong to that age. Ballads that place Robin under different kings preserve other legendary chronologies. Adam Orleton’s influence at court likewise belongs to 1454; his lifetime falls later here than in ordinary historical accounts.

Robin Hood’s legendary background draws upon medieval English ballad traditions and later public-domain literary adaptations.

The living Robin of Loxley, his allegiance to Cernunnos, his dispossession, his supernatural woodland alliances and the political situation around Nottingham are elements of this fantasy campaign.

The 5.5e, Pathfinder 1e and D&D 3.5e statistics above are custom game adaptations, not official published stat blocks. Edition-specific game terminology remains subject to the applicable publishers’ rules and licences.

Rules references: D&D 2024 monster statistics; Pathfinder ranger; D&D 3.5 ranger; D&D 3.5 rogue.

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