The Horn of Nimraug
Part I - Fire and Ice
The journey north
©1999 Craig Pay
Edited for The Guild Companion by Joe Mandala, August 2000
The Journey North
The PCs travel North through Arthedain, then on to the
shores of the Bay of Forochel.
Roll random encounters throughout this journey (p. 219
Arnor: the Land sourcebook) and use Strategic Movement rules (p. 66 MERP
From Bree to Rood
110 miles Road terrain, roll Northern Arthedain encounters.
Alaric leads the PCs North from Bree along the Greenway,
then off Northwest along a lesser roadway to the village of Rood.
In Rood Alaric books rooms for everyone at a dreary looking
Inn called the Midge and Maggot. That evening he is befriended by Ynarri (a
rather disreputable looking Dunlending) who says he knows a good short cut
through the Hills of Evendim (Emyn Uial) that will shorten their journey by a
day or two as well as help them avoid the orc-infested lands around ancient
From Rood to the Ruins of Annúminas
50 miles Road terrain, roll Arthedain Frontier encounters.
Ynarri leads the PCs West from Rood to the shores of Lake
Evendim (the Nenuial), then South across a ford to the Ruins of Annúminas,
which they may choose to investigate.
If the PCs camp near the Ruins of Annúminas then that night
they hear moans and cries for help coming from the ruins. Should they decide to
investigate during the hours of darkness, they will by attacked by a Minor
Wight. If the PCs have trouble with this Wight then Linyuilë, the spirit of the
Nenuial, comes to their rescue (p.159 Arnor: the People and p.71-73 Arnor: the
From the Ruins of Annúminas across the Hills of Evendim (Emyn Uial) then on to the
village of Mulkan
40 miles Open terrain around the Southern tip of Lake
Evendim (the Nenuial), roll Arthedain Frontier encounters.
Then 160 miles Rough terrain across the Hills of Evendim
(Emyn Uial) - roll Arthedain Frontier encounters.
Finally another 120 miles Open terrain to the village of
Mulkan, roll Forochel encounters.
Ynarri leads the PCs South for a short distance around the
southern tip of Lake Evendim (the Nenuial), then onwards North-Northwest for a
long slog across the Hills of Evendim. Every few hours Ynarri leads the party
away from the track they are following to slog cross-country for a while, only
then to rejoin another track (or is it the same one?) some time later. Some of
the PCs may start to have their doubts about his ability as a guide. To make
things worse, as they start to descend from the hills a light slow begins to
Upon leaving the Hills of Evendim, Ynarri now leads the
party to rejoin a track leading to the Northwest. From here they have a long
cold walk north as heavy snow now starts to fall and the track fades from
sight. After 60 miles or so after leaving the Hills, the track is no longer
visible and a thick blanket of snow covers the ground. The PCs may also now
start to wonder why this trip couldnt have been organized earlier in the year.
As the temperature starts to drop and the snow falls heavier
the PCs may start to suffer from the effects of the cold (see p.149 Northern
The PCs finally arrive at the Lossoth village of Mulkan to a
back to adventure