Some good replies so far. I'll try to respond to each in turn.
Arwink: I don't think I've ever found circumstances where anyone gets away, unless I was approaching TPK. I only expect the 'Robin' character to get away once, just to give the party something to hunger for. I would not normally fabircate a situation in this way, as I wouldn't expect my plans to survive once players are involved, but since this is a short pair or trio of sessions I want to inject a sense of drama.
Nonlethal Force: Brilliant point on good and killing. I may have to suggest that the objective is to take captives, not to kill wayward peasants. I don't want to use more than a few magic items because I don't want to 'cheapen' the situation too much. A couple of one shot things like potions should be ok. One idea I did have prior to starting this thread was to replace 'Friar Tuck' with a druid, and have him slow the party with a entanlge spell. Obscuring mist is another great spell for the situation.
Hussar: As above, I wouldn't normally try to concoct this sort of situation, I'm just trying to inject a little drama in the hunt for Robin. Running before your mooks are down is all well and good, but if we think of the classical Robin, it is not his style. Getting away with most of his mooks, and then rescuing the remainder is more like him. The sheriff on the other hand would run, just as you described. I should have mentioned that the party will be part of the sheriff's men, not Robin's band.
The Shaman: I am aiming at a part of 5 2nd or 3rd level characters. Nothing too complicated, but tough enough to takes one or two hits. I won't restrict what they can purchase other than by the amount of money they start with.
Matafuego: I agree. But the rules don't really support that. Running (immediately) from combat provokes attacks of opportunity. Not to mention the posibility of the party being able to run faster (monks/barbarians/magic items). Spells and ranged weapons also reduce the posibility or retreat.
Chimera: Traps and Snares! Brilliant! Where are the rules for caltrops in 3e? I think each of the merry men will be given a tanglefoot bag. Potions might also be my weapon of choice in this situation.
The feel I'm aiming for here is probably better suited to a different rule-set, such as MERP where there are damage tables - injuring an opponent could slow him down, thus allowing you to escape and so forth.
Another thing that just came to mind (again), is tactics. No story of Robin that I've seen or read ever depicted his men trying to fight one on one. They use all sorts of tricks to swing the odds. For example:
Each should have a ranged weapon of some sort (classically the longbow). None are too likely to charge the party. It is more appropriate for a group to release a hail of missiles, engage one or two party members, and then pull out before the party gets organized. I think this sort of thing might be what I need to focus on. Aside from that, I'm going to have to accept that mooks are mooks and dnd isn't the movies.
Keep the ideas rolling.
I may start a thread for story and adventure ideas for this particular setting also. Where has the correct forum gone? There used to be a forum section for DMs preparing adventures. I thought it was a subforum of the Rogues Gallery, but apparently not.
Zustiur.