5-man, low-risk quest.  Written by Blue. -- >Reports of fires have come in to the guard over the last couple of weeks. >Originally small and harmless, usually being put out by the wind, snow, and cold, they have become more bold and have recently set fire to the Shanty Town. >Public concerns arise but the issue is handled under the guard force. >Players find themselves at the inn enjoying themselves and a fire breaks out. >It grows quickly and blocks the main exit. >Players escape mostly unharmed save for some minor smoke inhalation and bruises from tripping over each other. >A fire brigade arrives to douse the flames. >In the aftermath, it is decided that the fire had grown too suddenly and in the strangest of places (the front door) for that to be an accident. >Players take their concerns to the guard captain who informs them of their suspicions of a particular citizen (either NPC or PC who's long gone) who's been rather disgruntled lately. >Players, along with the guard captain (assuming NPC and not PC) visit suspect's home. >Knocking on the door turns up nothing and the captain won't enter the home on suspicion alone. >The next morning, he has a warrant from the town (mayor? head of council?) and enter the home with the players at his side. >Found evidence will show that the suspect does have the capabilities to peform the inn fire and is suspected of past arson as well. >When their whereabouts are questioned, it turns out that no one has seen the suspect in about 2 days. >Suspicions at an all-time high and border on guilty. >Captain deduces that suspect must have fled to avoid capture. >A continued search of the house turns up a partially charred sheet of paper with his plans; a remnant of a failed attempt to purge evidence. >Suspect has fled (either Northwest to Old Town or South into the Badlands). >The captain requests the players form a posse and bring this pony back for trial. >Players should be fairly upset at their potential murder and set off to find the suspect. >Suspect already has a 1-night lead. -- If Old Town: >Players set off through the woods to the Northwest. >Route will be: Hunting Grounds > Big Hole > Old Town. >Random events may happen along the way to spur interest or to hurry the group along. >Players do not rest due to the suspect's lead. >Make it to town after nightfall. >Wary of the dangers of being in town at night, the group must hurry along. >They find a boat tied to the pier, ready to take off down the river. >Suspect is found sitting in one of the old houses. >The house is surrounded and the players attempt to coax them out peacefully. >Suspect refuses and reveals his plan (now ruined) to sail down the river to freedom in Equestria in the morning. >Players decide to rush in and take him alive. >Before they can act, the supernatural forces of the area act up. >A pair of wisps fly down and plant themselves in the ground, spawning a swamp-like ghoul. >2 players will subdue the suspect while the other 3 will hold off the ghoul. >After players accomplish both, they rest for the night in the house with the suspect hog-tied and someone on watch for more supernatural activity and to watch the suspect. >Morning comes without incident. >The players take the suspect (non-compliant) back to Four Cannon by dragging the suspect along the ground or carrying them on their backs. >Turn suspect in to the guards on post at the town entrance. >They take suspect to the barracks (or wherever the jail is). >The guard captain returns to players with a small cash reward from the city council to be split evenly amongst the group. == If the Badlands: >The players follow the road south out of town. >The road eventually comes to an end (since the town is in the middle of nowhere) so the players opt to follow the railroad. >Random events may happen along the way to spur interest or to hurry the group along. >Players do not rest due to the suspect's lead. >Night falls on the players. >Being in an unfamiliar territory at night puts them on edge, so they opt to try to hurry along. >A rocky outcrop is discovered not too far from the railway. >Upon investigation, it reveals a shallow cave. >The suspect is hiding inside to stay the night. >The players determine that there are no other exits and attempt to coax the suspect out peacefully. >Suspect refuses and reveals his plan (now ruined) to continue following the tracks the rest of the way into Equestria in the moring. >Players decide to rush in and take him alive. >Before they can act, the howling of a coyote causes them to stop. >A single coyote, albeit a bit large, approaches the group. >2 players will subdue the suspect while the other 3 will hold off the coyote. >After players accomplish both, they rest for the night in the cave with the suspect hog-tied and someone on watch for more coyotes and to watch the suspect. >Morning comes without incident. >The players take the suspect (non-compliant) back to Four Cannon by dragging the suspect along the ground or carrying them on their backs. >Turn suspect in to the guards on post at the town entrance. >They take suspect to the barracks (or wherever the jail is). >The guard captain returns to players with a small cash reward from the city council to be split evenly amongst the group.