  The below is an outdoor adventure using AD&D stats and rules, 
  but set in Middle-Earth.  The format is Text for PC.  
  If you have a Word Processor format (IBM or Mac) you'd like, let me know, and I 
  will send you a file in that format.  
    My group consists of players 7th-9th level, and this is a 
  communserate adventure.  If you like this adventure, I have 
  others available set in this general time (end of the Third 
  Age), including "The Scouring of the Trollshaws",  "Vinglok's 
  Revenge,"  "The Battle of the White Hand" (a military 
  adventure against a battalion of orcs and half-orcs led by a 
  powerful Perenolog), and "the Left Claw of the Dragon" (an 
  espionage mission set in Minas Tirith).  Keep in mind this adventure is tailored for 
  my groups particular history, and in response to previous adventure.  This should 
be 
  used as a framework, as "grist for the mill," so to speak.
                -Capt Bill Marcellino
  2949, Third Age
  Situation:  Saruman has left the council, and declared 
  himself no longer of the Order of Istari, but rather Saruman 
  of Many Colors.  He has militarized the Nan Curinir, and sent 
  forces to harry the Rohirrim in the Eastfold (See "The Battle 
  of the White Hand"), even as he incites the Dunlenders to 
  arms against Rohan.  
    Minas Tirith is failing, slowly but surely.  Osgiliath is 
  held, but Minas Morgul stills leers at the men of Gondor like 
  a displayed corpse, hints and rumors come of the re-building 
  of the Barad-Dur, and the Easterlings stir along the sea of 
  Rhun.  Recently, a ring of Easterling agents led by the Anzil 
  (See "The Left Claw of the Dragon") assasinated Aldarion, but 
  the plot was exposed even as it succeeded, and the council of 
  Aldarion, preparation for war soon, will be heeded.
    Bree is destroyed, and the Rangers of the North in 
  dissarray (See "Scouring of the Trollshaws").  Only Lindon is 
  throughout Eriador.
    Escaroth on the lake is burned, but the Lakemen are 
  rebuilding Dale, and Dwarves from the Iron Hills and the Ered 
  Luin are investing Erebor (See "The King under the 
  Mountain".)
  
  Mission:  The players have killed Annuven, the immortal son 
  of a human woman and fallen Maia, (See "Scouring" and 
  "Battle), when they might have taken him prisoner, or at 
  least afforded him a chance to repent his service to Saruman 
  and the Shadow.  The players seek Galadriel's aid, in 
  particular the Elessar, the most powerful healing item in 
  Middle-Earth, that they might bring back Annuven.  Galadriel 
  will only agree if the players raze Dol Guldur.  Play begins 
  in Minas Tirith.
  
  Enemy:  Ishaak, least of the Nine, has invested Dol Guldur, 
  where he awaits the arrival of two more Nazgul.  At least two 
  of them will then begin to scour the Anduin basin in search 
  of the One Ring.  Meanwhile, he has with him Ibn ar Assam, 
  and the Hanin guards from Far Harad.  The are in his service 
  at the order of evil Wajdis who have turned to Dark Worship.  
  They acknowledge Sauron as King of Men, and Morgoth as Lord 
  of Aman. 

  Dramatis Personae:
  Gondormen
    Aldarion, a councilman who wishes to arms against the 
   coming days  (deceased)       
   
    Erendis, lone councilwomen, who opposes him
    Ecthelion II, Steward of Gondor
    Indis, his wife
    Denethor II, their son
    Finduilas, Denethor's wife
    Meneldur, scribe at the public archives, a historian
    Halleth, a Ship's Captain at the Pellagrir
    Garen, Captain of the City gaurd, 2d watch
    Finedhel, a magistrate in the 1st circle of the city
    Myrrah, a shopkeeper, an elderly lady who runs Crookedshanks    
    Ozra, an arm's dealer
  
  Men of Rohan
    Thengel, king of Rohan
    Theoden, his son
    Mardil, Thengel's Steward
    Harfold, Warden of the Westmarch
    Grimbold, his son
    Glimfingon, Warden of the Eastmarch
    Elfhelm, a friend of Theoden
  
  The Nazgul
    The Witchking, Captain of the Nine
    Khamul, The Black Easterling, his second
    Akhorihil, the Storm King
    Ishaak, the Kinslayer
  
  Ishaak  
  [The Kinslayer]
  Ringwraith (LE)
  16th Lvl Fighter
  
  Saving throws:
  PPD   RSW   PP   BW   Sp
    5       7       6     5    8 (45% MR)
  AC: -6*                      HP:140
  D: 1d8+6 (Sword)    #Attk: 2/1
  THAC0 (S)=2   
  
  * -2 to those who can see the spiritworld
  
  
    Before you is a figure wrapped in shadow.  Boots, midnight 
  black breeches and a black silk blouse are worn, as well as 
  a black, hooded cloak.  But no hands emerge from the sleeves 
  of the blouse, and from the neck to the top of the hood 
  there is nothing save two murky red eyes like banked embers.  
  Invisible save for his clothing, the ringwraith, the Nazgul, 
  moves towards you without noise.  Palpable waves of terror 
  roll off him, and the desire to moan in terror rises in you, 
  to flee or hide, to let weapons drop from nerveless fingers 
  while your mouth gapes open in uncomprehending dread.
    
     Ishaak is least of the Nine, a powerful warrior of 
  Mumaken, who with the aid of his ring, conquered many of the 
  nations surrounding his own.  Any who can see into the 
  shadow world will see a powerfully built, black skinned 
  fighter.  Upon his right hand, his third finger is marked 
  with a pale ring where one of the nine rings of men left his 
  skin lighter than the rest.
  
  Abilities:  
  -Constant Wraithform.  
  -Able to see invisible, immune to illusions.  Those who are 
  invisible or in some wraithlike form are both visible to 
  Ishaak, but can see him clearly as well, so that he is at no 
  penalties to hit them, but he is more vulnerable to them 
  also
  -Immune to poison effects.
  -Emenates terror in 40' radius.  Save vs RSW when joining in 
  melee or flee in terror. Save modified by [12( if Nazgul is 
  clothed)-victim lvl or 16(unclothed)-victim lvl]  The terror 
  of the Nazgul is greater when they go unclothed.
  -Every three rounds the Nazgul may shriek.  Victim must save 
  vs PPD or by paralyzed by dread for one round (cower, moan, 
  flee, etc)
  -A character who has suffered (failed Save) the cry of the 
  Nazgul more times than they have Wisdom points is "broken" 
  and cannot face the Nazgul anymore (must flee, surrender, 
  crawl about, offer to serve, etc)
  
  Penalties:
  -Blind in the material world (-4 to hit penalty in light, -2 
  in shadow)
  -Captivate evil or neutral characters, 8 or less on D20
  Items:
  Mithril Chain +4
  Morgul Blade: A +3 longsword. Any hit must save vs PPD or 
  become infected by the Black Breath, withering away in spirit.                         
                                                        
  
 
  Ibn ar Assam  
  Southron Human (LN)
  11th Lvl Fighter
  
  Saving throws:
  PPD   RSW   PP   BW   Sp
    7       9       8      8    10
  AC: -7 w/ dagger,                  HP:78
  D: 1d8+8 (Sword)    #Attk: 2/1           
  D: 1d4+6 (Dagger)    #Attk: 3/2
  D: 1d8+5 (S Bow)     #Attk: 2/1 THAC0 (S)=5   
  THAC0 (D)=7
  THAC0 (B)=5
  
  
  A southron warrior dressed in a loose flowing white pants,  
  a brocade linen shirt, and a red vest. A red sash bears                                 
  pouches, a dagger, and a long curved sword with a gold hilt.  
  His head is bare of the usual wrapped scarf, and he is clean 
  shaven, with dark, handsome features.  His eyes are black, 
  and his voice musical and rich.  He will try to challenge 
  the best warrior from any opposing group rather then engage 
  in mass mele        e.  He is honorable, and will keep his word.
  
  Items:
  Rassan:  (S), 'Lion-heart'  A +3 Mamaluke sword (usable by 
  both scimitar and Longsword weilders).  Removes 3 from AC, 
  casts flame strike 1x per day. 
  Bracers, AC 2
  Short Bow, +2
  Arrows, +2(22)
  Ring:  Protection, +3
  Potions:  Shattar (1)
  Extra-Healing (4)
  Dagger +3, Defender.  When used defensively, Lowers AC 3
  Sun Pin,  1x Day Conjures Fire Elemental from nearest fire 
  source.  Small sources (torch, lantern) produce 8 HD 
  Eemental, medium (campfires) 12 HD, and large (bonfires, 
  wall of fire, etc) 16 HD.  Elemental fights until death or 
  end of combat, needs no control and will not normally turn 
  on summoner unless pin is lost.  Fire Elemental: THAC0 :13, 
  9, 5/AC:2/HP 48,  82, 106/# Attacks:1/D:3-24/+2 or better 
  weapon to hit/S: L/M:12
  
  
  Yusif ibn Quattar
  Southron (N)
  8th Lvl Fighter
  
  Saving throws:
  PPD   RSW   PP   BW   Sp
    10    12     11    12    13
  AC: -1                 HP:62
  D: 1d8+7 (Spear)       #Attk: 2/1
  D: 1d6+5(8) (Javelin) #Attk: 3/2 THAC0 (S)=5   
  THAC0 (J)=9
  
  
  Dressed in a black robe and head scarf from head to foot, 
  this blond warrior (his family has Northman blood in him) is 
  huge; broadshouldered and stands 6'4".  He wields a great 
  red bladed spear, carries a dun colored shield, and carries 
  javelins on his back.  He is the leader of the Hanin guards, 
  and follows Assam.  He is less than honorable, and is guided 
  only by personal loyalty to Assam.
  Items:
  Marumuka: (S) 'Wind Thrown' Spear, +2, cast Control Winds as 
  spell 1 per day at 9th level.
  Chain +2: 
  Javelin +2(3): 1d6+2, 1d6+5 under 20 yards
  Shield:  +1, +4 vs Missiles
  Medalion of Awareness: Wearer is instantly aware if anyone 
  else is surreptitiously watching them.
  
  Hanin Guards: 
  Yusef (AC:2, #Atk 2/1, D1d8+3 by Mamaluke +1, HP: 42, THAC0: 
  12), Kamuk (AC:2, #Atk 2/1, D1d8+5 by Spear +1, HP: 40, 
  THAC0: 11)
  Udal (AC:-1, #Atk 2/1, D1d6+6 by Flail +1, HP: 42, THAC0: 
  11)
  Humurab (AC:-2, #Atk 3/1, D1d6+4 by S Swrds +2, HP:38, 
  THAC0: 12)
  Gahlif (AC:3, #Atk 2/1, D1d12+4 by Spear 2-hand, HP:42, 
  THAC0: 12)
  J'han (AC:-3, #Atk 4/1, D1d4+4 by Open Hand, HP:37, THAC0:11
  Galadriel:
    The lady Galadriel is the most beautiful woman you have 
  ever seen.  She wears a blue gown, and her pale blonde hair 
  spills down in a cascade to her back;  flowers are garlanded 
  in her hair.  She smiles at you, and says, "Greetings, and 
  welcome to Lothlorien, the Golden wood.  I am Galadriel, and 
  this is my lord Celeborn.  Come, each of you and tell me 
  your name."
  
    "So, you would have me resurrect this fiend in man's form?  
  Why then should I do thus, and perhaps unleash great harm 
  upon the world?  Shall I put forth my hand and labor for you 
  with no recompense?  If I shall do so, and take this grave 
  risk, you must pay me.   The only coin I desire is safety 
  for my people.  Can you give that?"
   
   "Know that to the north lies Greenwood the Great, or so it 
  was called in my youth.  But since the rising of the shadow 
  in the second age it is The Mirkwood.  The Necromancer was 
  the name we knew this shadow by,  but by various arts was 
  discovered to be the enemy himself.  The White Council, 
  before it disbanded, stretched forth its hand and drove the 
  Necromancer out, but the tower of sorcery, Dol Guldur, still 
  stands.  Even now one of the Nine has come & made it his 
  headquarters....Yes!  The Nine ride again, and hope withers.
    Dol Guldur is a magnet for those who serve the shadow, and 
 until it is gone Mirkwood may not be cleansed.  Destroy Dol 
  Guldur and drove forth the Ringwraith who inhabits it, & I 
    will do this deed you ask of me

  Crookedshanks (Shopkeep: Myrrah)
  Curio (and magic) Store
  Minas Tirith, Gondor
  
  Contents:
  
  MAGICAL POTIONS & OILS:
       Invulnerability (Warrior) (350 xp)
       Rainbow Hues (200 xp)
       Philter of Stammering and Stuttering (0 xp)
       Heroism (Warrior) (300 xp)
       Water Breathing (400 xp)
       Human Control (500 xp)
       Polymorph Self (200 xp)
       Delusion (0 xp)
       Climbing (300 xp)
  
  MAGICAL RODS:
       Lordly Might (Warrior) (6000 xp)
       Alertness (7000 xp)
  
  MAGICAL WANDS:
       Metal and Mineral Detection (1500 xp)
       Fire (Wizard) (4500 xp)
       
  MAGICAL JEWELS, JEWELRY, PHYLACTERIES:
       Pearl of the Sirines (900 xp)
       Periapt of Foul Rotting (0 xp)
       Periapt of Health (1000 xp)
       Brooch of Shielding (1000 xp)
       Pearl of Wisdom (Priest) (500 xp)
       Amulet Versus Undead (200/level xp)
  
  MAGICAL CLOAKS AND ROBES:
       Cloak of Protection (1000 xp/+)
       
  MAGICAL BOOTS, BRACERS, AND GLOVES:
       Boots of Elvenkind (1000 xp)
       Boots of Varied Tracks (1500 xp)
  
  MAGICAL CONTAINERS:
       Bag of Holding (5000 xp)
       
  MAGICAL CANDLES, DUSTS, OINTMENTS, INCENSE, STONES:
       Philosopher's Stone (1000 xp)
       Dust of Tracelessness (500 xp)
       Dust of Disappearance (2000 xp)
       Keoghtom's Ointment (500 xp)
       Stone of Controlling Earth Elementals (1500 xp)
       Ioun Stones (300 xp/stone)
       Keoghtom's Ointment (500 xp)
       Dust of Disappearance (2000 xp)
       Dust of Sneezing and Choking (0 xp)
       
  THE WEIRD STUFF:
       Crystal Ball (Wizard) (1000 xp)
  
  HERBS AND POISONS:
       Thurl (1 gp) -- heal 1-4
       Arnuminas (1 gp) -- doubles cartilage healing
       Berterin (190 gp) -- preserves organic material
       Winclamit (1000 gp) -- heals 10-100
       Aloe (1 gp) -- doubles healing of burns
       Kilmakur (650 gp) -- protection versus heat/flame
       Gefnul (900 gp) -- heals 4-40
       Bursthelas (1100 gp) -- repairs shattered bones/joints
       Arlan (13 gp) -- heals 4-9
       Megillos (12 gp) -- increases sight
       Arpsusar (300 gp) -- mends muscle damage
  
  MAGICAL RINGS:
       Mind Shielding (500 xp)
       Contrariness (0 xp)
       Chameleon Power (1000 xp)
       
  MISCELLANEOUS:
       Chest, large (2 gp)
       Backpack (2 gp)
       Rope, silk (10 gp per 50 ft.)
       Bell (1 gp)
       Belt pouch, small (7 sp)
       Hourglass (25 gp)
       Papyrus (8 sp per sheet)
       Grappling hook (8 sp)

  Ozra's Weapons
  Weapon and Armor House
  Minas Tirith, Gondor
  
  Contents:
  
  MAGICAL WEAPONS:
       Trident +1 (500 xp)
       Spear +3 (2000 xp)
       Pole Arm +3 (2000 xp)
       Sword +1 (400 xp)
       Sword +3 (1400 xp)
       Sword +1 (400 xp)
       Sword +5 (3000 xp)
       Sword (0 xp)
       Javelin of Piercing (250 xp)
       Mace +1 (500 xp)
       Bullet, Sling (3d4) +2 (1000 xp)
       Spear +1 (500 xp)
       Sword +2 (800 xp)
       Morning Star +1 (500 xp)
       Warhammer +1 (500 xp)
  
  MAGICAL ARMOR:
       Leather +2 (1000 xp)
       Plate mail +4 (2000 xp)
       Full plate +2 (1000 xp)
       Plate mail +3 (1500 xp)
       Studded leather +2 (1000 xp)
  
  SWORDS:
       Mamaluke (10 gp)
       Long sword (15 gp)
       Two-handed sword (50 gp)
  
  MISSLE WEAPONS:
       Harpoon (20 gp)
       Dart (5 sp)
       Blowgun (5 gp)
       
  OTHER WEAPONS:
       Sickle (6 sp)
       Footman's pick (8 gp)
       Horseman's pick (7 gp)
       Quarterstaff (0 gp)
       Scourge (1 gp)
  
  ARMOR:
       Scale mail (120 gp)
       Banded mail (200 gp)
       Small shield (3 gp)
  [Map is a seperate file.  Send me your graphics and WP format requirnments and 
I will e-mail you the requisite maps.  Bill at USMCM1A1@AOL.COM]
