Idea for quest/exploration : Ghost town   number of players in quest : 4-5 players   Distance from 4c: About 2 days walk   i thought of possibly start GM'ing a quest and i thought a ghost town might be a good idea. It would be somewhere along some train tracks and it would all be shrouded by deep fog, lowering the visibility of the others greatly as they would have to follow the tracks to get to the town to explore. The party would go investigate the town to try and find out what happened. Possibility of the group getting split up by the fog, which could get things interesting if someone ends up alone as one of the only monsters in there would be ghost that follow everyone there in their shadow, only attacking once they find them alone and unaware. Also possible small loot and rare loot if they take the right steps.   Building and zones :-train station                     -pawn shop                     -guard tower                     -tavern                     -townhall                     -clinic                     -smithy/forge                     -houses[maybe like 3 houses]   possible loot : -small furniture[like lamps or vases,plates and bowls and the likes. Nothing too big]                 -bits[max 70 bits all around town]                 -light armor and weapons[Possible finds: Smithy hammer, swords, light steel shield with spikes, Leather armor, Light                  throwing hammers][Would all need repair to be usable since they were unused for such a long time][DC15]                 -Books[either town related or journals, if i come up with something good]                 -Iron bars[at the smithy, roll 1d6 for amount. DC 10 to find]   Rare and hard to find loot[Optional]: -ruby necklace: Would have to solve puzzle to find the safe, which would then require a special number combination to clear the special defense spell. If the combination is failed three time, the safe will disappear, lost forever. Also, if the MC, the players could spend some time to research the necklace, they may be able to find an hidden way to activate the magical properties from it (DC 20 identify magic item, will require at least 3 day to find it) which would for some reason only work on a mare. It gives the wearer +2 Resistance to mental affecting magic. The first mare that puts it on roll a d20 with a DC10. If She fails, she may suffer a permanent side effect for having been left for such a long time and being tempered with to find its magical properties.                              -Medical supplies? : would be accessible from the clinic, but most would be unusable [unless someone that          know what they're doing looks around with a 15 DC. Needs MC approval as well as possible finds cause i don't know what could be in there]   Monsters : -Shade : One shade per party member, only attacks if player is alone and possibly vulnerable. Share All of the stats and skills as the targeted player[does not include armor or any piece of equipment]. Shade hides if there is too much light and hides in the players shadow, waiting for the right moment to attack[possibility to dodge surprise attack]. Can play around with the surrounding slightly to scare others away. Also has illusion magic that could create sounds and shape of ponies to attract others away.              - Fog : The fog is in fact made by the shades, trying to separate the group as best they can [DC 10 to try and stay together. Those that fail roll again. Those who succeed stay as a second group. Those who fail are lost alone until they run into the group again]. If a shade is killed, the fog gets weaker until all of them are killed. Possibility of mystery to solve to free the shades and clear the fog without fighting, but needs more thought into.   Lore: Town used to be a forward colony way back in the day. Everything seemed to be all well bit at one point, the fog appeared out of nowhere and left the ponies unable to leave. They would simply end up back in town, no matter how much they tried. ponies started to disappear one at a time, day by day, until everypony was gone...The only pony left seems to be an old pony ghost, stuck with his old train and at the train station. He'll be the one to greet the group to the town...or at least warn them about it.           The way the group will find out about the towns existence is by a pegasus from the weather team spotting an unusual train on the tracks. If he tried to investigate, he would find that the train disappeared without a trace. The train might reappear again a different day, always heading in the same direction on the tracks, which would be away from town and off into the distance. He would most likely talk about it to the weather team captain, which would tell the council and so on.           Necklace lore: The necklace would of belonged to an earth mare named Rosebud. Her husband, An experienced mage that was sent along with the colonist to town, feel in love with her when they first met. things went quickly with the two and they got married and such. When the fog came however, he got worried about her and tried to warn the guards about his theory about the fog, which was quickly pushed aside for more realistic reasons for it. Seeing that the guards wouldn't do anything, he made her a magic ruby necklace to protect her from their mind magic. He put it into under a magic spell, waiting for her to return. Sadly, she never did, but his love for her was strong and he tried to search for her...he never came back. The necklace was made specifically for Rosebud, but it can be manipulated to work on any mare. However, if the first wearer fails his resist roll, She could possibly see her appearance change slightly to look like Rosebud, the changes to the necklace not having turned out so well. This change is permanent, even after taking it off but isn't harmful or important. Only things like the color of her mane, coat or eyes could possibly change.           Possibility of written lore: If the party goes to the library and searches for books, they may come across a record of the investigation about the fog, getting more information about what happened in town.Things like reports from the guards as well as journals from other ponies in town may be found as well, telling their side of the story about the happenings of the town