
A crowd of excited citizens, protesting at the increase in taxes proposed by the burgomeister and his officials, fill the streets as an impassable, jeering mob. You are caught up and carried along by the crowd toward a cordon of the City Watch, halberds raised to repel the rioters…
Make an Pinning roll as if to escape from being pinned by a Monster. If you succeed, you manage to break free of the crowd and dart down a side alley before the inevitable violence. If you fail, you and a large number of the real rioters are beaten unconscious by the Watch. Upon recovery, you are fined 1d6 x 10 Gold for public disorder. You must pay up or spend 1d3 days in gaol, during which time you may not perform any Settlement Activities, generate Settlement Events or pay living expenses.

The wind in these hills blows low and mournful, before building to howling gales on dark nights. It is a place of ill-aspect, and sets even the most hardened adventurers’ nerves on edge.
A great hulking beast lies in the path, feebly trying to move toward the shelter of the undergrowth. 
In the main square of the Settlement, you see a wall decorated with Wanted posters.
You spy a pool of cool, clear crystal waters and feel compelled to drink.
The map is clear: the town should be over the next hill. Only there shouldn’t be so many hills…
In the crowded street, no-one notices the skilful fingers of the Thieves’ Guild relieving the Warriors of their money.
You check the damaged map again, sighing with frustration as you contemplate the many inaccuracies contained within and cursing the village ‘cartographer’ that produced it.
The hills in these parts are home to all kinds of beasts, and worse…
A dark obelisk has been raised in the hills, and the ground is littered with shards of what appears to be the same dark stone. Feeling unwell, the Wizard realises he cannot touch the Winds of Magic in these hills, and you fear what will happen if you press on through the shadow of that fearful dark monument.