TEXT: THE HUNT
  The Hunt
  A Swords & Wizardry Quick-Play Adventure
  A simple boar hunt in Mystwood sees the heroes go from 
  hunters to prey.
  THE HUNTING PARTY
  You've agreed to join Sir Rudrigg, a aradanian  nobleman, as 
  his retinue on a boar hunt within Mystwood. The Mystwood 
  Hunt is a yearly event held amongst the minor nobles and 
  merchant-lords of the region. The object of the hunt is to fell 
  the largest boar before day's end. The winner of the hunt 
  receives 500 pieces of gold, with another 500 to be divided 
  among his retinue.
  Sir Rudrigg has equipped you with boar  spears (1d6, +1 if 
  used 2H) and loaned you fleet footed steeds (AC 7 [12], 2 
  HD) to aid you in your trek through Eldwood.
  In the chill of the early autumn morning you set off  with Sir 
  Rudrigg and the other noblemen, along with their respective 
  parties. towards the woods.
  RUDRIGG'S SECRET
  Unbeknownst to the players, Sir Rudrigg hides a dreadful 
  secret. Upon last year's hunt, Sir Rudrigg became separated 
  from his retinue while chasing down a particularly large boar. 
  In a small clearing in the woods the nobleman and boar 
  clashed. Sir Rudrigg sustained near fatal wounds at the end 
  of the huge boar's tusks yet managed to escape back to his 
  keep. Unfortunately for Sir Rudrigg the beast he faced within 
  the clearing in the woods was no mundane boar, but a 
  lycanthrop named Derius. Derius managed to infect Rudrigg 
  with lycanthropy, turning the nobleman into a wereboar.
  Now, Derius and Rudrigg wish to use this year's hunt to infect 
  more humans, thus increasing their numbers. With the 
  coming years, Derius hopes to use the lycanthropic party-
  members, noblemen, and merchant lords of the region, to 
  covertly take the area and establish it as a wereboar bastion. 
  Derius' plan calls for Rudrigg to lead the players within a 
  clearing in the woods. There, Derius and Rudrigg will attack 
  the party, hoping to infect  them with the Disease, thus 
  increasing their numbers.
  THE CLEARING
  The afternoon drags on and still Rudrigg and his party have 
  spotted no prey when all of a sudden the nobleman lets out a 
  cry of excitement. Pointing westwards he urges his retinue to 
  follow as he dashes madly through the trees. In a few short 
  moments though, it will quickly become apparent to the 
  players that the nobleman has greatly outdistanced them. 
  Trying to track the nobleman's direction will at first reveal a 
  westerly route yet soon enough apprehension sets in as the 
  players discover Rudrigg's steed, yet the nobleman is 
  nowhere to be found. Trekking further westwards reveals 
  additional discarded objects which belonged to the nobleman 
  (tabard, spears, chain shirt). Following these items will 
  eventually lead the players into a clearing at the center of 
  which they find Rudrigg's clothing. 
  Suddenly, from the encircling trees, two huge humanoid 
  boar-like creatures (Rudrigg and Derius) spring into the 
  clearing. The porcine monstrosities move to attack, 
  assaulting the party with their infective bite, hoping to infect 
  as many party members as they can before retreating back 
  into the forest.
  THE AFTERMATH
  If Rudrigg and Derius manage to seriously wound (50%+ of 
  each players' max HP) most of the party, they will retreat 
  back into the forest and let the Disease run its course (see 
  S&W p.51). If the infection is successful the GM may allow a 
  Cure Disease spell (3rd level cleric spell) to cure the 
  lycanthropy.
  If the players manage to slay the were-boars, they will be 
  surprised by the strange transformation that overcomes the 
  two large beasts. Upon death both shed their "animal-like" 
  forms and assume their human appearances. Although one 
  of the shape-shifting beasts is unknown to the players 
  (Derius), the second creature's human form reveals itself to 
  be none other than Sir Rudrigg.
  ANTAGONISTS
  Wereboars (Derius & Rudrigg): HD 5+2 ; hp 37/25; AC 
  4[15]; Atk 1 bite (2d6); Save 12; Move 12; CL/XP 6/400XP; 
  Special: Lycanthropy.
  SPOILS OF VICTORY
  Within Rudrigg's discarded items the players will find a Potion 
  of Healing (cures 1d8+1 hit points of damage), as well as a 
  magic boar spear (+1 to Hit and damage).
  These two items may be found wherever the GM wishes, 
  between the time the player find Rudrigg's riderless horse up 
  until they happen upon his discarded clothes within the 
  clearing.
  Should the players think of checking Rudrigg's steed, they 
  may discover the following item;
  Horseshoes of Speed: These double a horse’s movement 
  rate.  Usable by: horses.
  If the players return to town and relate their adventure to the 
  proper authorities, they will still receive the 500 gp they were 
  promised and will be entitled to keep Rudrigg's loaned 
  steeds.
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SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Hunt.pdf