Hi.
I'm trying to run a WFRP3e adventure where the players play a party of norscans.
Short summary of the story so far:
The characters live in the Graeling village of Örnheim. One day the village is shaken by an earthquake.
The village Vitki tries to discern the meaning of this by sacrificing a thrall. Tchar answers his call and informs him that the ancient dragon living in the mountains above the village is waking up. Tchar will aid the village if they bring a sacrifice to his shrine.
A party of 6 villagers (2 players and 4 NPCs) is assembled. As a sacrifice, they take a casket of treasures with them, as well as 6 thralls (3 bjornling warriors and 3 imperial thralls).
They head out through the forest, and find themselves stalked by a pack of wolves.
They come to a river they need to cross to continue. They start making an improvised bridge from a tree they cut down.
While they're working on the bridge they're attacked by the wolves, which they manage to kill/drive off.
They finish cutting the tree down and manages to tip it over the river. It doesn't look particularly safe, so to test it out, they send an imprial thrall over first.
He falls off the tree and drowns.
So they cut down another tree ot make a better bridge. The second tree falls on another imperial thrall who breaks his leg.
The leader of the party slits his throat and offers the kill to Tchar.
They finish the bridge and attemtp to cross. One of the Bjornling thralls fall in, but manages to hang on until his fellow bjornlings haul him up.
The final imperial thrall slips and falls in the river as well, and joins his countrymen in death.
The norscans make camp for the night. They are now 2 PCs, 4 NPC graeling warriors and 3 NPC bjornling thralls and they've lost some equipment in the river with the two inperial thralls (what equipment has been lost is still to be decided).
So, the next session will start as the characters wake up the next morning. My plan onward is that they'll spend 3-4 more days traveling thorugh the forest until they reach the mining village of Jerngard, where they can stock up on supplies, thralls and possibly new companions, before continuing onwards into the middle of the forest.
What I'm looking for, are suggestions for encounters they can have along the way. As I mentioned at the start, I've included 4 nondescript "warriors" which can be used as new player characters, if their current characters should die. So having a sort of lethal encounter is no problem.
So far, what I've come up with is this:
The cold: The adventure is set at the onset of winter. So as the characters travel, it gets colder and colder, giving them an extra incentive to press on. I'll represent this by introducing harder and harder Resilience tests which cause fatigue and even wounds. I'll let the characters themselves try to come up with solutions to protect themselves from the cold.
Ymir: Ymir are the beastman version of the yeti. I'm thinking of having one stalk them as they move through the misty woods. Perhaps even grabbing one of the NPCs during the night and running off with him.
Norse Dwarves: The Norse Dwarves are not on good terms with the Graelings, but I'm thinking it might be interesting for them to run into a small group of dwarven explorers. Both groups will have enough troubles as it is and be less inclined to start a fight. They might even be able to do a bit of trading and exchange of information. However, the bjornling tribe is on better terms with the dwarven clans and might try to escape by joining forces with the dwarves.

I had topic about my "Alcohol & Topacco Expansion" rules too. Anyways... The idea is that those drunken penalties (from various levels of toxication) affect all the skills (physical and mental) and this way also to any checks to resist things like charm and guile. Only exception should be Unsettling, Intimidate, Fear, Terror... But maybe the intimidate part is not so well presented in the WFRP3 rules (WFRP1 and WFRP2 rules should have it).