Grasp A Swords & Wizardry Quick-Play Adventure Rescuing a halfling community from an ogreish overlord. TROUBLE IN HILLSHIRE illshire is a tiny halfling community located !" miles south- west of Aran. #his isolated community was granted inde$endent status many years ago as a reward to the halfling inha%itants of the time in return for some long forgotten favor. &ue to its location hidden dee$ within the hills' as well as man(s notoriously short memory' time has mostly erased the knowledge of illshire(s e)istence *e)cluding the folk of Aran' who sometimes make their way through the hills to visit the community+. ,ne month ago an ogre chief' along with - of his kin and a %and of orcs' descended u$on illshire from the north. #he ogres and orcs .uickly took the halfling village. After esta%lishing their rule over the community' the ogres claimed the old a%andoned kee$ known as illfort which overlooks the halfling village' while the orcs were left in the village $ro$er to maintain violent order. HILLFORT, THE OGRE'S KEEP illfort was esta%lished at the same time as illshire. #he kee$ was %uilt %y a minor Aranian no%le and friend of the halflings' to $rotect the small village from the monstrous inha%itants of the hills and mountains to the north. While the aranian no%leman lived' he and his men manned and occu$ied the kee$. With the no%leman(s $assing after many years of $eaceful watch' the kee$ known as illfort .uickly %ecame a%andoned' the illshire folk occasionally using it for certain festivities. When the ogres and orcs overtook the village' the ogre chief and his kin took the old kee$ for themselves. CALL FOR AI /e it through a halfling ac.uaintance' or a sym$athetic Aranian' word of illsire(s $light will reach the P0s. #he sheriff of illshire' /irill 1ong-Pi$e' has let it %e known that rich rewards await any %rave $arty willing to take on the ogres residing in illfort. With the ogres tied u$ in illfort' /irill will use the o$$ortunity to mount an assault on the orcs within the village' free from any retaliation from the ogres in the kee$. THI!BLE HAIRFOOT" HALFLING#OGRE What no one in illshire sus$ects is that the ogre chief who suddenly a$$eared in their midst is in fact one of their own *as demonstrated %y the fact that the chief had three halfling favorites2 $i$e-weed' ale' and $udding' confiscated and %rought to the kee$ for his en3oyment+. #he illshireling in .uestion' one #him%le airfoot' a disagreea%le' nasty halfling cast out of illshire 4" years hence' has now returned under a new guise. After having %een cast out from the village for some offense' the unscru$ulous airfoot took u$ with a %and of unsavory adventurers. &uring his travels' #him%le ac.uired a magic $endant which $olymor$hed the halfling into an ogre. With a new' $owerful form and 4" years of accumulated hate for the community that cast him out' #him%le assem%led a %and of ogres and orcs and $roceeded to dis$ense dark retri%ution u$on the halfling community. THE KEEP #he 56 may $lace the ogre chief(s - su%ordinates anywhere in rooms 7 through -. #he 56 may have them wander room to room' or may decide to have the P0s encounter the ogres singly or in grou$s' de$ending on the $arty(s strength. 8f the 56 uses the ogres in multi$le grou$s or in - singular encounters' remem%er that the sound of a %attle %eing fought might very well alert and attract one grou$ of ogres to another *7-9 on d:+. Room 1 (Mess Hall): #his is where #him%le(s ogres dine on whatever the $atrolling orcs from the village %ring. 0hicken %ones' mutton carcasses' and $orcine left- overs' as well as small humanoid remains' are strewn across the room. Any ogre*s+ found within this room will most likely %e gorging on ha$less halfling livestock *if not on ha$less halflings+. A single wooden door leads to this room from the west. #hree ta%les take u$ most of the area' occu$ying half the room(s surface which s$ans !"(;-"(. Room 2 (Storage): #his !"(;-"( room contains the $ilfered $i$e-weed' $udding' and ale that was %rought from the village. Rooms 3 & 4 (Sleeping Quarters): <ach slee$ing .uarter s$ans 9"(;-"( and contain two %ed-frames u$on which foul- smelling' molding straw has %een hea$ed to conform to ogreish $reference. #here will %e a 7-4 on d: chance that any ogres found here will %e slee$ing *in lazy ogre fashion+. Rooms 5 (Thimbles Sleeping Quarters): #him%le(s slee$ing .uarters s$an !"(;4"(. A %ed is $ressed against the south-western corner of the room' with a desk and $ IN THE OGRE CHIEF'S GRASP accom$anying chair *massively reinforced to accommodate #him%le(s $olymor$hed girth+ resting along the northern wall. A search of the ogre-chief(s %ed will turn u$ a set of key which o$en the chests found in Room :. Searching the desk will tun u$ ink and .uills' $archment $a$er' as well as #him%le(s 3ournal which will relate the $olymo$hed halfling(s e)$eriences since leaving illshire' his ac.uisition of the magic $endant and its $owers' as well as his $lans for revenge u$on the community of illshire. Room ! (Treasure Room): A successful search for secret doors *7 on 7d: or 7-4 on 7d: for elves+ will reveal the kee$(s hidden treasure room. 0ontained within are the ogres( hoarded treasures *e.ual to each ogre(s ;P value times 4 or 9' at the 56(s descretion+ all in a $ile to the right. #o the left of the treasure $ile' two locked chests contain gold and valua%les $ilfered from the halflings of illshire *the 56 should use his 3udgment as to the total amount. A minor magic item or two might also %e included+. #he keys to unlock the chests can %e found under the mattress in Room !. Room " (#u$ien%e &hamber): #his room was used in times $ast as the Aradan no%leman(s audience cham%er. ere' the no%leman would receive halflings and aradanians who would come to call. #he room s$ans !"(;:"(' with a 4"(;-"( raised area at the northern end of the room u$on which rests a throne-like chair. Wooden dou%le doors lead into the room from the south' with a single wooden door within the audience cham%er leading westwards. A secret door hidden within the eastern wall leads to the #reasure Room. =$on the raised $latform' sitting as %est he can u$on the human-sized chair' rests the ogre chief' long stemmed $i$e clas$ed %etween huge' shar$ teeth. A gargantuan clu% rests close at hand. Around his neck the mighty ogre wears a slightly shimmering %lue $endant. 8t should .uickly %ecome a$$arent to the $layers that this $articular ogre is far more intelligent than his allied %rethren. 8n fact' his mastery of the 0ommon tongue' used to taunt the intruding $arty' is uncanny. Should the $arty kill the ogre chief' they will witness his amazing transformation from mighty ogre to mundane halfling *see Pendant of Polymorphing' %elow+. THE AFTER!ATH #he halflings' under the command of the Sheriff /irill 1ong- Pi$e' and without the menace of ogreish retri%ution' will eventually overcome the orcish occu$iers' sending those still standing %ack to the hills. 5reat festivities will %e held in the P0(s honor with eating' drinking' dancing' and merry-making lasting late into the night. #he halflings swear oaths of friendshi$ towards the $arty' who have thus ac.uired de$enda%le allies. ANTAGONISTS 'gres (4): & ->72 h$ 7?' 44' 4@' 9"2 A0 !A7-B2 Atk 7 wea$on *7d7">7+2 6ove C2 Save 792 01D;P -D74". Thimble Hair(oot: & ->72 h$ 992 A0 !A7-B2 Atk 7 wea$on *7d7">7+2 6ove C2 Save 792 01D;P -D74". EoteF the $olymor$hed halfling retains his intelligence even in ogre form. As such' #him%le should %e $layed in a more intelligent and devious manner than his true-ogre allies. SPOILS OF %ICTOR& #he $arty may kee$ the ogres( hoard from Room :. What they do with the halflings( valua%les' found within the chests in Room :' is u$ to the $layers. Any reward %estowed u$on the $layers for their aid with the ogres will come from these chests. )en$ant o( )ol*morphing: #his $endant affects the wearer with a $olymor$h s$ell. #he form the wearer assumes will %e the original form of the last wearer. Gor e)am$le' anyone $utting on the $endant after defeating #him%le will %e $olymor$hed into a halfling. ,nce $ut on' the $endant(s chain will enlarge or retract enough to fit snugly around the wearer(s neck' yet tight enough that it may not %e removed. #he chain is indestructi%le and im$ervious to harm. ,nly with the death of the wearer may the $endant %e removed. #he death of the wearer will also see him revert %ack to his true form. Players may discover the $endant(s $ower %y sli$$ing it on *and %eing stuck with it+ or %y reading a%out it in #him%le(s 3ournal found in Room !. '
Dark Souls Remastered Walkthrough Guide Complete Walkthrough Guide of All Dark Souls Remastered Bosses, All Areas, Secret And... (Peter Wright (Wright, Peter) )