
The Warriors pass through a region of bleak swampland, and strange gasses from the swamp water assail them.
Each Warrior must pass a Toughness Check (1d6 + Toughness, score 7 or higher) or is struck with severe nausea and is at -1 Toughness for the next adventure, unless they pay 1d6x100 to a healer at the next Settlement for a cure.
Contributed by Delve Lord (http://whqepicquests.blogspot.com/)

The Warriors come upon an empty, thatched cottage, which is the perfect place to rest and regain their strength. 
A vast cliff confronts the Warriors, blocking their intended path to the Settlement. 
The Warriors are amazed to come upon a gleaming City on the horizon. This is not on their maps, and as they get closer, they learn from the residents that it’s a brand new Settlement in the area. 


You haven’t seen daylight for – how long? – and the heavy, oppressive air of the forest and murky light have caused you many a wrong turn. Now you are travelling on some tiny goat path through the middle of nowhere, will you ever reach the open road again?
The Warriors travel through a lightly wooded area when they come upon a crude log cottage built by a stream. Smoke from the chimney indicates that someone is “home”. The Warriors knock on the door hoping to be offered some fresh water and perhaps lunch.
There are sites of power dotted throughout the Old World dedicated to half forgotten spirits of earth and forest, of animal hunter. Such sites leak the very stuff of life into the world, restoring the weary traveller.
You angrily take a swipe at a low-hanging branch in your way when you feel something heavy land on your shoulder. Frantically trying to twist to see what has landed on you, you feel a sudden hot pain at the base of your neck and immediately collapse. 
