TEXT: IN THE OGRE CHIEF'S GRASP
  In the Ogre Chief's 
  Grasp
  A Swords & Wizardry Quick-Play Adventure
  Rescuing a halfling community from an ogreish overlord.
  TROUBLE IN HILLSHIRE
  Hillshire is a tiny halfling community located 50 miles south-
  west of Aran. This isolated community was granted 
  independent status many years ago as a reward to the 
  halfling inhabitants of the time in return for some long 
  forgotten favor. Due to its location hidden deep within the 
  hills, as well as man's notoriously short memory, time has 
  mostly erased the knowledge of Hillshire's existence 
  (excluding the folk of Aran, who sometimes make their way 
  through the hills to visit the community).
  One month ago an ogre chief, along with 4 of his kin and a 
  band of orcs, descended upon Hillshire from the north. The 
  ogres and orcs quickly took the halfling village. After 
  establishing their rule over the community, the ogres claimed 
  the old abandoned keep known as Hillfort which overlooks 
  the halfling village, while the orcs were left in the village 
  proper to maintain violent order.
  HILLFORT, THE OGRE'S KEEP
  Hillfort was established at the same time as Hillshire. The 
  keep was built by a minor Aranian noble and friend of the 
  halflings, to protect the small village from the monstrous 
  inhabitants of the hills and mountains to the north. While the 
  aranian nobleman lived, he and his men manned and 
  occupied the keep. With the nobleman's passing after many 
  years of peaceful watch, the keep known as Hillfort  quickly 
  became abandoned, the Hillshire folk occasionally using it for 
  certain festivities.
  When the ogres and orcs overtook the village, the ogre chief 
  and his kin took the old keep for themselves.
  CALL FOR AID
  Be it through a halfling acquaintance, or a sympathetic 
  Aranian, word of Hillsire's plight will reach the PCs. The 
  sheriff of Hillshire, Birill Long-Pipe, has let it be known that 
  rich rewards await any brave party willing to take on the 
  ogres residing in Hillfort. With the ogres tied up in Hillfort, 
  Birill will use the opportunity to mount an assault on the orcs 
  within the village, free from any retaliation from the ogres in 
  the keep.
  THIMBLE HAIRFOOT: 
  HALFLING-OGRE
  What no one in Hillshire suspects is that the ogre chief who 
  suddenly appeared in their midst is in fact one of their own 
  (as demonstrated by the fact that the chief had three halfling 
  favorites; pipe-weed, ale, and pudding, confiscated and 
  brought to the keep for his enjoyment). The Hillshireling in 
  question, one Thimble Hairfoot, a disagreeable, nasty halfling 
  cast out of Hillshire 20 years hence, has now returned under 
  a new guise.
  After having been cast out from the village for some offense, 
  the unscrupulous Hairfoot took up with a band of unsavory 
  adventurers. During his travels, Thimble acquired a magic 
  pendant which polymorphed the halfling into an ogre. 
  With a new, powerful form and 20 years of accumulated hate 
  for the community that cast him out, Thimble assembled a 
  band of ogres and orcs and proceeded to dispense dark 
  retribution upon the halfling community.
  THE KEEP
  The GM may place the ogre chief's 4 subordinates anywhere 
  in rooms 1 through 4. The GM may have them wander room 
  to room, or may decide to have the PCs encounter the ogres 
  singly or in groups, depending on the party's strength. If the 
  GM uses the ogres in multiple groups or in 4 singular 
  encounters, remember that the sound of a battle being fought 
  might very well alert and attract one group of ogres to 
  another (1-3 on d6).
  Room 1 (Mess 
  Hall): This is 
  where Thimble's 
  ogres dine on 
  whatever the 
  patrolling orcs from 
  the village bring. 
  Chicken bones, 
  mutton carcasses, 
  and porcine left-
  overs, as well as 
  small humanoid 
  remains, are 
  strewn across the 
  room. Any ogre(s) 
  found within this 
  room will most 
  likely be gorging 
  on hapless halfling 
  livestock (if not on 
  hapless halflings).
  A single wooden 
  door leads to this 
  room from the 
  west. Three tables 
  take up most of the area, occupying half the room's surface 
  which spans 50'X40'.
  Room 2 (Storage): This 50'X40' room contains the pilfered 
  pipe-weed, pudding, and ale that was brought from the 
  village.
  Rooms 3 & 4 (Sleeping Quarters): Each sleeping quarter 
  spans 30'X40' and contain two bed-frames upon which foul-
  smelling, molding straw has been heaped to conform to 
  ogreish preference. There will be a 1-2 on d6 chance that 
  any ogres found here will be  sleeping (in lazy ogre fashion). 
  Rooms 5 (Thimble's Sleeping Quarters): Thimble's 
  sleeping quarters span 50'X20'. A bed is pressed against the 
  south-western corner of the room, with a desk and 
  1
  
  IN THE OGRE CHIEF'S GRASP
  accompanying chair (massively reinforced to accommodate 
  Thimble's polymorphed girth) resting along the northern wall. 
  A search of the ogre-chief's bed will turn up a set of key 
  which open the chests found in Room 6. Searching the desk 
  will tun up ink and quills, parchment paper, as well as 
  Thimble's journal which will relate the polymophed halfling's 
  experiences since leaving Hillshire, his acquisition of the 
  magic pendant and its powers, as well as his plans for 
  revenge upon the community of Hillshire.
  Room 6 (Treasure Room): A successful search for secret 
  doors (1 on 1d6 or 1-2 on 1d6 for elves) will reveal the keep's 
  hidden treasure room. Contained within are the ogres' 
  hoarded treasures (equal to each ogre's XP value times 2 or 
  3, at the GM's descretion) all in a pile to the right. To the left 
  of the treasure pile, two locked chests contain gold and 
  valuables pilfered from the halflings of  Hillshire (the GM 
  should use his judgment as to the total amount. A minor 
  magic item or two might also be included). The keys to 
  unlock the chests can be found under the mattress in Room 
  5. 
  Room 7 (Audience Chamber): This room was used in times 
  past as the Aradan nobleman's audience chamber. Here, the 
  nobleman would receive halflings and aradanians who would 
  come to call. 
  The room spans 50'X60', with a 20'X40' raised area at the 
  northern end of the room upon which rests a throne-like 
  chair. Wooden double doors lead into the room from the 
  south, with a single wooden door within the audience 
  chamber leading westwards. A secret door hidden within the 
  eastern wall leads to the Treasure Room.
  Upon the raised platform, sitting as best he can upon the 
  human-sized chair, rests the ogre chief, long stemmed pipe 
  clasped between huge, sharp teeth. A gargantuan club rests 
  close at hand. Around his neck the mighty ogre wears a 
  slightly shimmering blue pendant.
  It should quickly become apparent to the players that this 
  particular ogre is far more intelligent than his allied brethren. 
  In fact, his mastery of the Common tongue, used to taunt the 
  intruding party, is uncanny.
  Should the party kill the ogre chief, they will witness his 
  amazing transformation from mighty ogre to mundane 
  halfling (see Pendant of Polymorphing, below).
  THE AFTERMATH
  The halflings, under the command of the Sheriff Birill Long-
  Pipe, and without the menace of ogreish retribution, will 
  eventually overcome the orcish occupiers, sending those still 
  standing back to the hills.
  Great festivities will be held in the PC's honor with eating, 
  drinking, dancing, and merry-making lasting late into the 
  night.
  The halflings swear oaths of friendship towards the party, 
  who have thus acquired dependable allies.
  ANTAGONISTS
  Ogres (4): HD 4+1; hp 17, 22, 28, 30; AC 5[14]; Atk 1 
  weapon (1d10+1); Move 9; Save 13; CL/XP 4/120.
  Thimble Hairfoot: HD 4+1; hp 33; AC 5[14]; Atk 1 weapon 
  (1d10+1); Move 9; Save 13; CL/XP 4/120.
  Note: the polymorphed halfling retains his intelligence even in 
  ogre form. As such, Thimble should be played in a more 
  intelligent and devious manner than his true-ogre allies.
  SPOILS OF VICTORY
  The party may keep the ogres' hoard from Room 6. What 
  they do with the halflings' valuables, found within the chests 
  in Room 6, is up to the players. Any reward bestowed upon 
  the players for their aid with the ogres will come from these 
  chests.
  Pendant of Polymorphing: This pendant affects the wearer 
  with a polymorph spell. The form the wearer assumes will be 
  the original form of the last wearer. For example, anyone 
  putting on the pendant after defeating Thimble will be 
  polymorphed into a halfling.
    Once put on, the pendant's chain will enlarge or retract 
  enough to fit snugly around the wearer's neck, yet tight 
  enough that it may not be removed. The chain is 
  indestructible and impervious to harm. Only with the death of 
  the wearer may the pendant be removed. The death of the 
  wearer will also see him revert back to his true form.
  Players may discover the pendant's power by slipping it on 
  (and being stuck with it) or by reading about it in Thimble's 
  journal found in Room 5.
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SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - In the Ogre Chiefs Grasp.pdf