The horror movie I'm taking this from is kinda old (80s) and obscure:
The Fated are hired to escort a small group of religious or political exiles and their families through the wilderness of the Knotwoods.
While the politics of Malifaux won't permit the arrest or execution of these exiles, they are not wanted in the existing civilized areas; which is fine with the group because they plan on starting a new society based on their ideals. Part of the adventure could be planning, recommending, and obtaining supplies for the trek, if your Fated like planning or homesteading elements. The Fatemaster should develop a few important personalities in the group of exiles (an eccentric but charismatic leader, his younger protégé, the family matriarch, the protégé's pretty wife, and perhaps, if the Fated don't have a magic-sensitive or medium type, a strange child who can "sense the presence of the spirits"). The personalities of the exiled group should be tailored to challenge or entice the Fated to the scenes of the story. Keep track of the # of exiled settlers, probably 12.
The Fated and their clients set off upriver into the Knotwoods, by raft. The rafts are attacked by primitive Nephilim, mostly ranged attacks from complete cover - dropped rocks, fire arrows, etc., giving the group little chance of striking back. This should be more of a Skills Challenge than a fight as the group attempts to dodge the damage, keeping their rafts, non-combantants, and supplies from being lost. As the Fated guide the rafts through a narrow canyon, marked by strange runes, the attacks cease. Oddly, and a rain of white feathers falls on the Fated, their charges, and their rafts. The strange child may mention "The secret is sleeping in the Trees."
The group's luck turns as they find a calm drift to gently shallow water fronting a sandy beach - a perfect place to land and pitch camp. No sign of Nephilim in this river valley, bottle-necked between the narrow canyon a water fall on the far side. The group's leader decides this is a perfect place to start their new civilization, "protected and prosperous as it is." The first few days of building makeshift shelters, fishing, and finding places to clear for crops go exceeding well, prompting the leader to congratulate the exiles on finding their "promised land." The strange child / or sensitive Fated start to have frightening dreams... where "eyes of fire" shine from the forest. Then people start disappearing; mysterious accidents. The leader becomes more and more certain that this a "holy place" and that those missing or injured were filled with doubts.
The Nephilim don't enter this valley because it's the domain of a Forest Witch (think less powerful Zoraida). In the evening, Dryads (fae beckoners) entice people out into the woods to become their servants. The spirits of slain Nephilim, (insubstantial young Nephilim) controlled by the Witch, attack at night. Waldgeists pick off scouting / hunting parties. If the group tries to leave by raft, either upstream or downstream, slimy root/tentacles grasp the rafts from underneath before they can even reach the natural borders of the valley. There's only one to win free- lure the Forest Witch out into a confrontation and defeat her. Defeat the Witch with the Eyes of Fire.