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Arthur a Bland

“Discover the Legendary Fighter Who Bested Robin Hood – Meet Arthur a Bland!”

Arthur a Bland
Midjourney
  • Alias: Arthur a Bland
  • Gender: Male
  • Race: Human
  • Occupation: Outlaw, member of Robin Hood’s Merry Men
  • Religion: Not specified
  • Allies: Robin Hood, the Merry Men
  • Enemies: Corrupt officials, tyrannical nobles
  • Abode/Base of operations: Sherwood Forest
  • Nationality: English
  • Languages: English
  • Alignment: Chaotic Good
  • Affiliation(s): Robin Hood’s Merry Men
  • Significant others: Not specified

Arthur a Bland is a courageous and skilled fighter in English folklore, known for his association with Robin Hood and his Merry Men. He hails from humble origins, but his exceptional combat prowess and unwavering loyalty have earned him a place among the legendary band of outlaws. As a member of Robin Hood’s Merry Men, Arthur seeks to protect the oppressed and defy the unjust authority of the rich and powerful.

Arthur is a charismatic and fearless individual, possessing a strong sense of justice and a deep compassion for the downtrodden. He was drawn to Robin Hood’s cause after witnessing the plight of the common folk and their struggle against the oppressive regime. Motivated by a desire to champion the rights of the oppressed, Arthur stands shoulder to shoulder with his comrades in their daring exploits and acts of defiance against corrupt officials and tyrannical nobles.

In addition to his exceptional combat skills, Arthur possesses a quick wit and a keen eye for strategy, making him an invaluable asset to the Merry Men. He can be seen engaging in daring rescues, engaging in skilled archery, and fearlessly confronting those who seek to exploit the weak. Arthur’s unwavering loyalty to Robin Hood and his unwavering dedication to their cause make him a beloved and respected member of the band.

While Arthur is driven by a desire for justice and a longing to bring about a fairer society, he also finds solace in the camaraderie and close bonds forged within the Merry Men. Their shared adventures and unwavering support fuel his determination to continue fighting for what he believes in. With every triumph against the forces of injustice, Arthur moves closer to achieving a world where the oppressed can find hope and freedom.

Arthur’s story is one of bravery, resilience, and the unyielding pursuit of a more equitable society. With his sword at the ready and his indomitable spirit, he stands as a symbol of hope and a steadfast defender of the powerless. Whether engaging in daring heists, outsmarting the Sheriff of Nottingham, or rallying the people against tyranny, Arthur a Bland remains a legendary figure whose name will be forever etched in the annals of folklore.

Arthur a Bland, Legendary Outlaw

Arthur a Bland

Medium humanoid (human), neutral good

Armor Class 16 (studded leather) Hit Points 162 (18d8 + 72) Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)20 (+5)18 (+4)14 (+2)16 (+3)16 (+3)

Saving Throws Str +7, Dex +9, Wis +7 Skills Acrobatics +9, Stealth +12, Survival +7 Senses passive Perception 13 Languages Common, Elvish Challenge 12 (8,400 XP)

Background: Folk Hero

Actions

Multiattack. Arthur makes three attacks: two with his longbow and one with his quarterstaff.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 5) piercing damage.

Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Sneak Attack (1/Turn). Arthur deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Arthur that isn’t incapacitated and Arthur doesn’t have disadvantage on the attack roll.

Defensive Tactics. When a creature Arthur can see targets him with an attack, he can use his reaction to impose disadvantage on the attack roll.

Legendary Actions

Arthur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arthur regains spent legendary actions at the start of his turn.

Hide in Plain Sight. Arthur takes the Hide action, even while being observed.

Precise Shot (Costs 2 Actions). Arthur makes one longbow attack with advantage.

Whirlwind Strike (Costs 3 Actions). Arthur makes a quarterstaff attack against each creature within 5 feet of him.

Equipment

Studded Leather, Longbow, Quiver with 20 Arrows, Quarterstaff, Dagger, Thieves’ Tools, Cloak of Elvenkind, Boots of Elvenkind.

Magic Items

Cloak of Elvenkind. While wearing this cloak, Arthur can take the Hide action as a bonus action, and he has advantage on Dexterity (Stealth) checks made to hide.

Boots of Elvenkind. While wearing these boots, Arthur’s steps make no sound, and he has advantage on Dexterity (Stealth) checks that rely on moving silently.

Background Traits

Rustic Hospitality. Since Arthur is a folk hero, commoners and peasants will gladly provide him with food, shelter, and minor assistance.

Wanderer. Arthur can always recall the general layout of terrain, settlements, and other features around him. Additionally, he can find food and fresh water for himself and up to five other people each day, provided the land offers berries, small game, water, and so forth.

Personality Traits: I’m confident in my own abilities and do what I can to instill confidence in others.
Ideal: Fairness. No one should get preferential treatment before the law, and no one is above the law.
Bond: I’m trying to pay off an old debt I owe to a generous noble.
Flaw: I have a hard time trusting in the divine and prefer to rely on my own skills.

Legendary Lair

Arthur’s Lair is hidden deep within the heart of Sherwood Forest. It is a network of underground tunnels and secret chambers accessible only to the Merry Men and their trusted allies. The lair is protected by hidden traps, natural obstacles, and the watchful eyes of the woodland creatures. Inside, the lair is adorned with stolen riches, trophies from successful heists, and maps detailing the Sheriff of Nottingham’s activities. Arthur’s quarters are simple but comfortable, with a worn map of Sherwood pinned to the wall.

Pathfinder Version

Arthur a Bland
Human CR 11

XP 12800

Any Medium humanoid

Fighter level 12 (skill points 48) Thug (Fighter )

Init +3; Senses ; Perception +4
DEFENSE
AC 17, Touch 14, flat footed 13 ( Studded Leather, Shield, none)

(+3 Dexterity, +3 armour, +1 feats)

hp 106 (0d8+12d10+24+12);

Fort +10, Ref +7, Will +3
OFFENSE
Speed 30

Melee

Single Attack(+1/+0) Quarterstaff +21 (1d6+10/19-20) or (+1/+0) Longbow +16 (1d8 X3)

Full Attack (+1/+0) Quarterstaff +21/16/11 (1d6+10/19-20) or (+1/+0) Longbow +16/11/6 (1d8 X3) range 100

Space 5ft.; Reach 5

Special Attacks

Weapon Training become proficient in a weapon group 2
STATISTICS
Strength 18, Dexterity 16, Constitution 14, Intelligence 13, Wisdom 8, Charisma 8

Base Attack 12 CMB 16 ; CMD 30

Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Greater Weapon Focus, Mobility, Whirlwind Attack, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Improved Bull Rush, Improved Critical, Martial Weap Prof, Power Attack, Shield Proficiency, Sidestep, Simple Weapon Proficiency, Spring Attack, Tower Shield Proficiency, Weapon Focus, Weapon Specialization

Skills Climb 15, Craft Cloth 5, Handle Animal 3, Intimidate 14, Know Arch & Eng 5, Know Dungeon 1, Perception 4, Ride 3, Survival 7, Swim 19

Languages Common
SPECIAL ABILITIES
Armour Training Reduced armour check penalty and increases Dexterity bonus by 3

Bravery Save vs fear + 3
ECOLOGY
Environment Any

Organization Company 10-20, Band 30-100, Squad 4-8

Treasure Standard
MAGIC ITEMS (max value 16350)
Masterwork Quarterstaff (300gp), Masterwork Longbow (300gp)

Plot Hooks

  • The Tanner’s Tale: A tanner in a nearby village recognizes the party’s association with Arthur a Bland and begs for their assistance. He reveals that Arthur once saved his life from a gang of bandits, and now the tanner’s daughter has gone missing. The party must investigate the disappearance and uncover a plot that threatens to unravel the peace Arthur and his Merry Men fought so hard to achieve.
  • The Fabled Bow of Sherwood: Rumors abound of a mythical bow crafted by Arthur a Bland himself, said to possess extraordinary power. The party receives a cryptic message leading them on a quest to recover this legendary weapon, with Arthur providing guidance and advice along the way. However, they soon discover that they are not the only ones seeking the bow, and a race against time ensues to prevent it from falling into the wrong hands.
  • The Sheriff’s Conspiracy: A trusted informant within Nottingham Castle reveals a sinister plot orchestrated by the Sheriff of Nottingham to frame Arthur a Bland for a series of crimes he did not commit. The party must gather evidence, expose the truth, and clear Arthur’s name, all while evading the relentless pursuit of the Sheriff’s guards and facing deadly challenges set by his henchmen.
  • The Lost Lore of Sherwood: A forgotten tome containing valuable knowledge about the history and secrets of Sherwood Forest has resurfaced, attracting the attention of scholars and collectors alike. Arthur enlists the party’s help to retrieve the book, as it contains vital information that could ensure the safety and prosperity of his people. However, they must navigate a labyrinthine library guarded by magical traps and puzzles to claim the lost lore.
  • The Ranger’s Test: Arthur challenges a ranger within the party to a series of trials and tests of skill, designed to prove their worth and dedication to the cause of protecting Sherwood Forest. If the ranger succeeds, Arthur offers them an honorary place among his Merry Men and the chance to learn the secrets of their legendary archery.
  • The Ghost of Little John: Disturbing reports emerge of a ghostly figure resembling Little John, one of Arthur’s closest companions, haunting the outskirts of Sherwood Forest. The party investigates and discovers a powerful enchantment tied to the restless spirit. They must uncover the truth behind Little John’s lingering presence and find a way to release his soul, bringing peace to both the Merry Men and the forest itself.

Currently in the World

Arthur a Bland is a tall and sturdy man with a rugged appearance. His weathered face bears the marks of a life spent in the wild, with a strong jawline and piercing blue eyes that reflect his determination. He has a head of unruly dark brown hair that falls just above his shoulders. Arthur’s physique is built for endurance, showcasing well-defined muscles and a broad frame.

Currently, Arthur is standing amidst the ancient trees of Sherwood Forest, his home and sanctuary. The dappled sunlight filters through the leaves, casting a gentle glow on his surroundings. He wears a forest-green tunic and brown leather pants, practical attire that allows him to move swiftly and silently through the dense undergrowth. A quiver of arrows is slung over his back, while a well-crafted longbow is held firmly in his calloused hands.

Arthur’s expression carries a mix of determination and a hint of mischief. He is focused on the task at hand, tracking the movements of a group of oppressive nobles who have been exploiting the common folk. His current mission is to ensure that justice prevails and the downtrodden are protected. The weight of his responsibilities is evident, but there is also a spark of excitement in his eyes, knowing that he and his band of Merry Men can make a difference in the lives of those who need it most.

As Arthur takes a moment to survey his surroundings, the sounds of chirping birds and rustling leaves fill the air, creating a serene backdrop to his thoughts. He inhales deeply, drawing in the scent of the forest, feeling a sense of belonging and purpose. Despite the challenges that lie ahead, Arthur’s resolve remains unwavering, ready to stand against injustice and fight for a better future for all.

Recommended Encounter: The Ambush at Nottingham Bridge

Encounter Level: Medium Environment: Forested area near a bridge

Description: The party is traveling through Sherwood Forest when they come across a seemingly abandoned bridge. Unbeknownst to them, the Sheriff of Nottingham has set up an ambush to capture or eliminate Arthur a Bland and his Merry Men. The encounter takes place in a dense forest, with the bridge serving as the focal point.

Enemies:

  • Sheriff’s Guards (x4): Medium humanoid (human), equipped with swords and shields. They are trained soldiers under the command of the Sheriff, skilled in close combat.
  • Sheriff’s Archer (x2): Medium humanoid (human), armed with longbows and arrows. They are highly skilled archers and excel at ranged attacks.
  • Sheriff’s Lieutenant: Medium humanoid (human), a seasoned warrior who serves as the leader of the group. Equipped with heavy armor, a longsword, and a shield, they are a formidable opponent.

Terrain:

  • Forested Area: The encounter takes place in a dense forest with thick undergrowth, providing ample cover for both the party and the enemies.
  • Bridge: The bridge spans a small river, creating a bottleneck and forcing the party to cross through a narrow passage. It serves as a strategic point for the enemies to set up an ambush.

Tactics:

  • The Sheriff’s Guards engage the party in melee combat, attempting to overwhelm them with their numbers and coordinated attacks.
  • The Sheriff’s Archers position themselves strategically to gain a clear line of sight and rain arrows down on the party from a distance.
  • The Sheriff’s Lieutenant takes a defensive stance, using their shield to protect against incoming attacks and leading the guards in combat.

Additional Features:

  • Surprise Element: The enemies initiate the encounter by springing the ambush, catching the party off guard. The element of surprise gives the enemies an advantage in the early stages of the battle.
  • Reinforcements: If the encounter proves too easy, additional Sheriff’s Guards or Archers can be introduced from the surrounding forest, making the fight more challenging.

Objective:

  • The party’s objective is to either defeat the Sheriff’s forces or drive them off, ensuring the safety of Arthur a Bland and the Merry Men. This encounter can serve as a crucial moment in the campaign, further establishing the ongoing conflict between the outlaws and the Sheriff of Nottingham.
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