The Warriors are held up by a band of highwaymen, demanding that they hand over their valuables.
The Warriors can either hand over one random piece of Treasure or equipment each, or drive off the would-be robbers with a show of force.
If they choose to drive off the robbers, roll 1D6 on the following table for each Warrior:
- 1: Your Warrior is bested by the brigands, and knocked unconscious. When he wakes up, the fight is over and the brigands and D6 * 100 of his Gold are gone.
- 2: Your Warrior is bested by the brigands, and knocked unconscious. When he wakes up, the fight is over and the brigands and D6 * 50 of his Gold are gone.
- 3: Your Warrior slips on some loose footing, and knocked unconscious by the brigand he is fighting. When he wakes up, the fight is over and the brigands and D6 * 10 of his Gold are gone.
- 4: With a mighty display of his skills, the Warrior drives off the Brigands and nets D6 * 25 Gold
- 5: With a mighty display of his skills, the Warrior drives off the Brigands and nets D6 * 50 Gold
- 6: The Warrior defeats a mighty rogue in a savage duel without honour, eventually killing their foe and netting D6 * 100 Gold

During the day, the weather turns nasty with wind and rain making it difficult to travel. As night approaches, the ground become treacherous underfoot and the wind and rain become unbearable, the Warriors are forced to find shelter in a nearby village.
You are travelling through a heavily forested area when you hear a commotion up ahead in a nearby clearing.
Set atop a stony crag in a remote area of the mountains, you find a small, ramshackle old tower. The door has long since collapsed, but who knows what treasures such a place may hide?
As the Warriors journey through particularly dense forest, they notice a small wooden door left ajar in a tumble-down old annex to what looks to be an ancient chapel overgrown with choking weeds and trees.
The Warriors find what looks to be the camp of outlaws, brigands or cultists that looks abandoned. 

