Robin Hood is one of the most famous and endearing heroes from the history of England, battling the Norman regime with his trusty band of Merry Men. In this article for Wargames Journal’s Age of Blood rules, Little John and Will Scarlet lead a daring mission to rescue Robin from the clutches of Guy of Gisbourne. You can download the Age of Blood rules for free at www.wargamesjournal.com THE LEGEND Along with King Arthur, Robin Hood is one of the most enduring quasi-legendary figures from British history. The famed outlaw of Sherwood Forest supposedly robbed from the rich to feed the poor beneath the backdrop of Norman-ruled England. Perhaps it would be better to describe him as a character, as, like King Arthur, there has yet to be conclusive proof that the man we know as Robin Hood really did exist as we have been led to believe. The Robin Hood of legend is not a simple brigand but a gallant outlaw who fought the tyrannical reign of Prince John, the Sheriff of Nottingham and Sir Guy of Gisbourne. With his band of merry men hiding out in Sherwood Forest, Robin was a local hero whose adventures have captured people’s imaginations for the last seven hundred years. The England of the 13th century was a divided land with the Saxons, who had been in Britain for around eight hundred years, living under the rule of a Norman aristocracy. There was a clear class divide and with a poor repressed populace it is not hard to see how a legend such as that of Robin Hood would grow in such a period. The people needed a hero figure. Though originally made famous by medieval verse, most people know the name of Robin Hood from the world of cinema where such actors as Kevin Costner, Errol Flynn and Sean Connery have played Nottingham’s favourite rogue. Whether or not Robin Hood was a real man of history or a product of medieval fiction is something of a moot point. We will never really know one way or the other, but, unlike Arthur, there is a fair chunk of evidence to at least suggest that a person or persons not only bore the name Robin Hood but also in some way performed the deeds that spawned legend. There are a number of candidates for the basis of the character of Robin Hood, who first appeared in songs and poems as early as the 14th Century. Our main sources of the legend come from these original ballads but historians have made some compelling finds that lend weight to the reality behind the myth. In the 13th Century there are several individuals who may have started the myth, one of which, though called William Robehod, bore the nickname Robinhood. Like I said, compelling if unfortunately not conclusive. Robinhood would become a common nickname for outlaws in the second half of the 13th century, but was this because there was once a Robin Hood, or is Robin Hood merely the amalgamation of all those Robinhoods? I guess we’ll never know. BACKGROUND In this scenario the valiant Robin Hood has been captured by Norman men-at-arms and has been taken to the castle of Sir Guy of Gisbourne. Thrown into the stinking dungeon beneath the castle, Robin awaits the arrival of the Sheriff of Nottingham and his entourage who plan to take him back to Nottingham castle where he will be publicly executed at dawn. However, Robin’s Merry Men, now led by Little John, have been informed of Robin’s capture and fate by one of Guy’s cooks, who sympathises with Robin’s plight. Knowing they have but little time to act, John gathers what outlaws are available and with the help of Will Scarlet sets off to Guy’s castle where a daring rescue ensues. Having captured the elusive master rogue himself, Guy’s men take to some hearty celebrations in the local village, leaving Guy and his bodyguard alone in the castle to watch Robin. Unfortunately for them, Robin, ever the wily trickster, doesn’t plan to just sit in the dark waiting for his doom… 4 Robin of Loxley and his pal Little John escape the fort THE SCENARIO THE RULES The game begins when Robin tricks his jailor into entering the dungeon he is being held in by toying with a gold coin he had hidden on his person. The jailor cannot resist the chance at nabbing some easy money and, sword in hand, ventures into Robin’s cell to take the coin for himself. Robin has other ideas and launches himself at the jailor. We used Wargames Journal’s own Age of Blood rules for this scenario as they work well with almost any heroic skirmish game and are completely free. The only change to the rules we made was to take into account the mighty English longbow. Longbows perform just like regular bows, except they do not suffer the penalties against armour, making them lethal Norman killing weapons. In addition, ignore Fate cards for this scenario. At the same time Little John and Will Scarlet have arrived and both wait with their loyal outlaws in the trees near to Guy’s castle. They can see that the Norman fort is lightly defended but nearby, in a local village, Guy’s tough men-at-arms are getting drunk and feasting. THE MAP Meanwhile, Guy himself is in his study preparing himself for the Sheriff’s arrival and the huge reward he must surely receive for capturing England’s most wanted man. As a deft and dangerous swordsman, he represents Robin’s most difficult obstacle to freedom. Today Sherwood Forest is less than 500 acres in size but in the 13th century it occupied a massive 100,000 acres. That’s a lot of trees. Though the game takes place within the Sherwood Forest area it is set inside the boundaries of Sir Guy of Gisbourne’s estate, which has been mostly cleared of woodland. Therefore, the only scenery requirements for trees are at the two opposite corners as shown on the map. These areas are where Little John, Will Scarlet and the Merry Men are hiding at the start of the game. The Sheriff himself is galloping to Guy’s castle and will arrive before long with a force of men-at-arms strong enough to repel any outlaw attack. Therefore, if Robin is to escape he must do so quickly, else one of England’s most loved heroes will be executed before his name can be immortalised. The scenario’s more specific requirements are Guy’s castle and the local village. The village is nothing more than a collection of huts and there is no hard and fast requisite number of buildings. The castle, however, is more important. We used the Norman Fort from Grand Manner but any castle or fort-like piece will do 5 Gripping Beast Normans defend their fort (Grand Manner) from the the outlaws known as the Merry Men ... 6 This way men ...the Norman defenders charge to the main gate and are hit by deadly longbow fire ... the job. If you don’t have access to such scenery a hill could be used to replace the castle, which is not particularly large. THE TWO FIGHTS Robin’s attempted escape and the outlaws’ attempted rescue occur simultaneously and until both meet they need to be played out separately. Now there are two ways of doing this depending on your own personal preference. Either both can be played side by side, or one at a time, with Robin’s escape being played out first. Playing out Robin’s escape first is the easiest way of running the game if you have one person playing the Normans and one the outlaws. But, if you are comfortable with running things simultaneously, or if you have another player to control Robin, then having both battles going on side by side is probably the most fun to play. ROBIN’S ESCAPE Robin’s attempt to escape the castle falls into three phases – his fight with the jailor, then with whatever guards the Norman player sends to intercept him, before the final duel with Sir Guy. If he accomplishes all these things, or manages to perform some feat of heroics and escape in some other way he gains his freedom. To play out the escape you don’t need interior detail for the castle, or even a separate gaming area, you can just run the escape in an unused section of the board. Place your Robin Hood model in one spot and when he fights the jailor put the figure in base contact. Do the same when he fights the guards and again when he fights Guy. There is no need to bother with phases with the escape, merely wait until the combat phase of the turn. Assume any moving through the castle has already been done. His first test is the fight with the jailor, who, though not a hero like Robin, is armed with a sword while Robin has no weapons of his own. However, with his higher ability scores and Valour he will, unless he is desperately unlucky, overcome his foe. Because he is unarmed the Jailor receives +1 Prowess (in profile). After that Robin can arm himself with the jailor’s sword. Normans beware! After the jailor has been defeated Robin must fight his way past Guy’s men-at-arms. At this point, the amount of enemies he has to face depends on how many warriors the Norman player sends to fight him. This is entirely up to the Norman player as he will have to divert men-at-arms from the castle’s defence to fight Robin. He may decide to send all the guards to fight Robin, or he may send none at all. Once Robin has defeated the jailor the Norman player must decide how many of the castle’s guards he sends to intercept Robin. Once he has stated this, he cannot send more guards at a later time. Because of the cramped confines of the castle only two guards may fight Robin at any time. If the Norman player diverts more than two guards, at the start of each turn more guards, if they are available, can be placed into base contact with Robin. The last feat Robin has to achieve is the duel with Sir Guy himself on the castle’s high roof. Guy is a hero like Robin and though not as strong with Valour, should prove a match for him after he has fought his way through the castle. Once Robin has defeated Guy he is free to enter the fray and try and join up with his men. To do this he either dashes back through the castle and enters the courtyard or performs some feat of heroic daring and scales the castle wall. In either case he must spend a full turn moving, after which he can begin the next turn inside the courtyard. THE RESCUE Robin’s best friend and trusted lieutenant, Little John, is leading the outlaws with the assistance of Will Scarlet. They have no idea of Robin’s escape attempt and so will lay their lives on the line to save their beloved leader. Even with the two heroes to bolster their strength, the outlaws are outgunned by the well armoured Normans and will have to use cunning and skilful tactics if they are to succeed. Luckily they are equipped with the fearsome longbow with which to help even the playing field. 7 DEPLOYMENT THE NORMANS The outlaw player can divide his forces between the two areas of woodland any way he sees fit. This will depend on what, if any plan, he attempts. He could decide to launch an all-out attack on the castle with every man he can find, or maybe try and take out the Norman men-at-arms in the village first before trying to help Robin. It’s entirely up to the player. The goal of the Normans is simple: to prevent Robin Hood escaping. Now this would have been easy to achieve had the Norman men-at-arms not decide to head to the local village to get drunk, leaving the castle woefully undefended. In total there are 24 Norman men-at-arms, 16 in the village and eight at the castle. ASSAULTING THE CASTLE In the village men-at-arms are deployed in base contact with the buildings, spread between them as evenly as possible. This represents the fact that the battle begins when the alarm has been sounded and the soldiers have just exited the building they are next to. They have been partying inside. The castle guards can be deployed anywhere within the castle grounds. Guy’s castle is a Norman motte and baille fort and as such is As the men-at-arms in the village have been celebrating their capture of the infamous Robin Hood they have been downing wine and ale like it’s been going out of fashion. As a result some, if not all, of the Normans are in varying stages of drunkenness. When you attempt to perform an action a Norman figure must roll a D10 and consult the table below to see how drunk he is at that moment and how it affects him for the rest of the turn. easy to defend but not impregnable. How easy it is to get inside will depend mainly on how many Normans there are defending it. As it’s up to the Norman player how many guards fight Robin, the outlaws might find the walls heavily or lightly defended. Normans behind the palisade count as being heavily obscured for the purposes of shooting, and in melee combat they count as being in shieldwall so receive +2 Fortitude if they are wounded, but they do not suffer the associated Prowess penalty. Outlaws can scale the walls as per the normal climbing rules and those who attempt to do so within the threat range of a Norman model suffer a free attack. If either Little John or Will Scarlet successfully gets over the wall they can aid Robin in his fight with the guards and Guy. To do this, once over the wall they are assumed to have avoided any enemies and rushed off to help Robin, which takes them two actions to achieve. If when they have climbed the walls they have no actions left, they must spend the whole of the next turn getting to Robin, otherwise they spend one action in the current turn and one in the next turn to reach him. Only Little John or Will Scarlet can do this. FREEING ROBIN To free Robin two goals must be achieved. The first is that Robin must defeat Sir Guy of Gisbourne either on his own or with the help of his friends. Once this has been achieved he must escape off any board edge, via the two woodland areas. If he can manage this then he escapes, but if too many of his friends died to save him then the victory will be a hollow one indeed. “Give me a bow!” Robin is the Legolas of the real world and his deadly skills with the longbow are legendary. Unfortunately in this scenario he doesn’t have a bow, or at least he doesn’t begin the game with one. However, should he move into base contact with any of the Merry Men, they will gladly hand over their own longbow for him to use. If this happens, as well as now having the weapon, Robin is subject to the following special rule when using the bow. As a special action Robin may shoot twice (two Shoot actions), albeit it with -2 Deftness to each shot. 8 D10 Roll Drunkenness 1 2-3 4-6 7-10 Seeing Double: -2 Agility, -2 Prowess. Staggering: -1 Agility, -1 Prowess. Tipsy: -1 Agility. Sober as the day is long: No effect. FATE CARDS It is up to you and your opponent whether you use Fate Cards in this scenario as they are more fantasy than history and are designed with Vikings and their beliefs in mind. However, there is no reason why you cannot use them, even the more magical and god-related cards. To get into the swashbuckling mood try and think of reasons to explain the bonuses the cards grant your warriors. So, instead of the god Tyr granting improved Agility and Fortitude to Will Scarlet, just assume he’s received a bit of luck. Maybe his belt buckle stopped an arrow (the +1 Fortitude) or maybe his fine deerskin boots gave him extra purchase on the grass (+1 Agility). A CAMPAIGN? Why not use this scenario as a springboard into a Robin Hood campaign? One player might control Robin and his band of Merry Men whilst the other player controls the Sheriff, Sir Guy and the bad guys in general. The campaign could just be a series of independent scenarios or they could be linked, with the outcome of one affecting the rules of the next. The other famous characters from the legend, such as the vile Sheriff of Nottingham, will need to be created for any campaign and new scenarios could be inspired by your favourite Robin Hood moments from literature and film. Maybe the Sheriff discovers Robin’s Sherwood lair and sends mercenary Celts to attack (Robin Hood Prince of Thieves). The possibilities are, if not endless, vast. ENDING THE GAME The battle ends after the end of turn 10, at which point the Sheriff of Nottingham arrives with a host of Norman soldiers. When this happens any chance of Robin escaping vanishes and the Norman player has won the day. If Robin escapes off a board edge with at least half the outlaws (including Little John and Will Scarlet) then they have achieved a heroic victory. However, if he escapes in time but if either Little John or Will Scarlet die to save him, or if less than half the outlaws survive, the escape is a hollow one and the game is considered a draw. Robin Hood Wargear Traits Agl Bra Def For Pro Str Val 4 5 5 3 5 3 4 Nothing initially, then sword (add +2 Str) Keen Eye, Lightning Reflexes, Lucky and Charismatic Jailor Wargear Agl Bra Def For 1 2 1 3/4 Sword and leather jerkin Pro 3/4 Str 3/5 Val - Sir Guy Wargear Traits Agl Bra Def For 2 4 1 4/7 Sword and chain hauberk Armour Proficiency, Precision Pro 5 Str 4/6 Val 2 Little John Wargear Traits Agl Bra Def For Pro 1 5 3 4/5 4 Axe, longbow and leather jerkin Huge Stature, Frenzy and Axeman Str 5/8 Val 3 Will Scarlet Wargear Traits Agl Bra Def For Pro 3 4 4 2/3 4 Sword, longbow and leather jerkin Devious and Skald Str 2/4 Val 2 Outlaws (x12) Wargear Agl Bra Def For 2 3 2 2 Sword or spear and longbow Str 2 Val - Men-at-Arms Wargear Pro 2 Agl Bra Def For Pro Str Val 1 2 1 3/7/9 3 3/5 Chain hauberk, helmet and either sword and shield (x16) or sword and bow (x8). 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