TEXT: Designed by Bill Barsh 
  Illustrations by Al Cook and Walt Robillard 
  Q3 
  Death on Signal Island 
  Pacesetter Games & Simulations 
  2699 Katie Lane 
  Milford, Michigan 48380 
   
  pacesettergames.com 
  1904 
  ©2011, Pacesetter Games & Simulations 
  First S&W Printing, February 2013 
  Signal Island—the easiest assignment in the navy! Simply man the small fort and watch the ships go by.  
  Nothing to do but sit back and enjoy the sun. Until now. Without warning, communication from the island has ceased.  
  The investigation must be quick and discrete. Only the bravest adventurers can defeat certain Death on Signal Island! 
   
  Death on Signal Island is a Quick Play™ adventure designed for four to six characters of second to fourth level. The scenario 
  requires the Swords & Wizardry™ rules system. Quick Play™ modules are designed for one or two game sessions and include 
  optional pre-generated characters, quick reference charts, and a separate color, cardstock cover. 
  
   
  Signal Island: DM Map 
  Each Hex = 500’ 
  Reef 
  Rocks 
  1 
  9 
  8 
  3 
  4 
  5 
  7 
  6 
  2 
  Hill 
  Hill 
  Hill 
  Hill 
  Path 
  Spring 
  Stream 
  Lagoon 
  10 
  Hill 
  
  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  Contents 
  Signal Island DM Map  .............................. Inside Cover 
  Adventure Introduction ............................. 4 
  Player Introduction ..................................... 5 
  New Magic Items ........................................ 13 
  New Monsters ............................................. 13 
  Pre-Generated Characters  ......................... 16 
  Open Gaming License ................................ 17 
  Signal Island Player Map ........................... 18 
  Quick Reference Charts .............................. Inside Cover 
   
   
  Designer: Bill Barsh 
   
  Cover Illustration: Al Cook 
   
  Illustrators: Al Cook and Walt Robillard 
   
  Editorial Board: 
  Anthony Allen, Mike Badolato, Doug Bartholomew, 
  John January, Jim Hare, Joan MacDonald,  
  Scott McClenaghan, Ian Montgomery, Steve Rubin, 
  Mark Shipley, Ryan Simm, Hugh Marbach,  
  David White and Andrew Zambrzycki 
   
  Special thanks to all the members at the Acaeum  
  for their tireless support and enthusiasm. 
  acaeum.com 
  Credits 
  Pacesetter Game & Simulations 
  2699 Katie Lane 
  Milford, Michigan 48380 
   
  pacesettergames.com 
   
  Product Number: 1904 
  First Printing, February 2011 
  Second Printing, May 2011 
  Third Printing, January 2013 
   
  First Swords & Wizardry Printing 
  February 2013 
   
  ©2011, Pacesetter Games & Simulations  
  Death on Signal Island 
  
  4  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
   
  Death at Signal Island is a Quick Play adventure de-
  signed for four to six characters of second to fourth level 
  or about 12 character levels total. No particular character 
  class is required. This module uses the Swords & Wiz-
  ardry™ game system rules. 
   
  The player characters (PCs) are recruited to investi-
  gate the apparent disappearance of troops stationed at 
  Signal Island. The location of this adventure is a small 
  tropical island near a major port city. The island is strate-
  gically located just outside the harbor of a major port city 
  and serves as both a beacon for incoming vessels as well 
  as an early warning station in the event of attack. The is-
  land’s main feature is a small fort located on the wind-
  ward side of the island. The fort is designed to garrison 
  no more than a dozen soldiers. The island is located 
  within two miles of the city’s harbor. 
   
  The island’s land features are fairly generic. There is a 
  small lagoon on the leeward side of the island. A small, 
  spring-fed stream originates on a craggy hill near the cen-
  ter of the island and drains into the lagoon. The island is 
  completely surrounded by a reef and safe access is only 
  possible via small boats at two points. 
   
  This adventure can be located in virtually any cam-
  paign setting. The only requirement is that a large harbor 
  city is present. The island, as described, is located in a 
  tropical or subtropical environment. The location can be 
  an ocean, inland sea or even a massive lake. There are no 
  specific names associated with this adventure. 
   
  DM’s Plot Summary 
   
  Signal Island is currently a main topic of conversation 
  at the highest levels of local government. More accurately, 
  the cost of maintaining the fort and soldiers is the focus of 
  the debate. Many high-ranking government officials have 
  determined that the money could be better spent else-
  where (not necessarily more efficiently!). Several promi-
  nent government leaders have defended the staffing of 
  Signal Island as a matter of critical importance. The politi-
  cians in favor of demilitarizing the island are secretly in 
  the pockets of area pirates and smugglers who want a less 
  vigilant island staff. The debate went public and the is-
  land’s supporters have won the debate, though consider-
  able resistance and opposition is still present. 
   
  As fate would have it, only days after the political 
  fight concluded, something has happened at the island. 
  All communications with the fort have ceased. Fearing a 
  renewal of debate, the issue has been hidden from all but 
  a select few.  
   
  The local military commander has decided that hiring 
  some mercenaries to conduct an “unofficial” investigation 
  was the best and quickest way to deal with the situation. 
  This is how the PCs become involved in the scenario. 
   
  Two days prior to the PCs involvement a small but 
  powerful storm roared through the area. These storms are 
  typical for the season and none thought much of it. How-
  ever, a merchant ship sailing from southern waters was 
  approaching the island and harbor and was caught in the 
  storm. The ship was thrown against the outer reef of the 
  
  5  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  island at its closest point to the island. In fact, the ship is 
  run aground and hidden from view (seaward) as it is par-
  tially submerged and its masts have collapsed.  
   
  The ship was under commission of a local wizard 
  who funded an expedition to capture various beasts and 
  creatures from a far off jungle to the south. As the ship 
  fought the storm, it sustained damage and one of the crea-
  tures escaped. The creature is a red ape – a massive, car-
  nivorous gorilla (see New Monster section). The red ape 
  was taunted and tortured by the crew of the ship during 
  the voyage and it attacked with malice. The red ape killed 
  several crewmen as it made its way to the deck and the 
  remaining either died fighting the ape or attempted to flee 
  in a life raft. The ship, out of control, miraculously sur-
  vived the outer reef, but was dashed against a series of 
  rocks just off the island’s north windward shore. 
   
  The red ape survived, as did a few other dangerous 
  creatures, and it fled the ship to the island. On the island, 
  the red ape attacked the small garrison of soldiers. This 
  effectively ended all communication with the nearby city. 
  A single member of the doomed ship survived the storm 
  and wrath of the ape. That man is hiding on the island.  
   
  To complicate matters, the secret of the island’s prob-
  lem has found its way to a politician who opposes the 
  island’s mission. This politician, a devious man, quickly 
  formed a plan to land a band of cutthroats on the island 
  and make sure that whatever has occurred will benefit his 
  argument.  
   
  Player Introduction 
   
   
  The Seaside Tavern was closing when the mysteri-
  ous man approached your table. Though disguised, it 
  was obvious he was a military man – most likely a na-
  val officer. The man’s offer of employment soon con-
  firmed your suspicions.  
   
  The nameless man offered you 500 gp each to per-
  form a delicate mission requiring the utmost secrecy. 
  The job was simple, at least according the man. A small 
  naval outpost on a nearby island had mysteriously 
  ceased all communications. No “official action” could 
  be advanced due to a delicate political matter. The man 
  would only say that there would be severe criticism if 
  the incident was related to negligence on behalf of the 
  garrison.  
   
  That was last night. 
   
  The early morning air is warm and heavy. A deep 
  fog prevails as the sun has yet to rise. Only the sound 
  of bells and creaking wood betrays the presence of nu-
  merous ships in the harbor and at the docks. A pair of 
  navy sailors has guided you to the correct dock. The 
  mystery man emerges from the fog, this time wearing a 
  naval military uniform.  
   
  He addresses you quickly, “I am glad that you have 
  accepted my offer. We will transport you to Signal Is-
  land immediately. We can only get within a half mile of 
  the island and you will have to take a longboat to reach 
  the beach. You will have two days to complete your 
  investigation. This ship will rendezvous with you in 
  exactly 36 hours. Do not miss this appointment.” The 
  man finishes as the ship, under oars, leaves the dock.  
   
  “There is a small outpost on the island,” continues 
  the officer. “It is located near the windward side of the 
  island – that would be the side that faces the ocean. You 
  will land on the leeward side – the side facing the har-
  bor. There is a small lagoon which is easily approach-
  able and there is little danger of hitting the reef that 
  surrounds the island. You can follow the beach to the 
  outpost, which will take you about four hours, or you 
  can follow the overland trail that will cut your travel 
  time in half.  
   
  It is my opinion that the outpost was attacked by 
  smugglers or pirates. By “disabling” the outpost, a ship 
  could easily enter the harbor unnoticed. You see, the 
  island uses smoke by day and fire by night to signal 
  approaching ships and notify the harbor master that a 
  vessel is approaching. There is a light located on the top 
  of the outpost’s tower to warn ships of the reef.  
   
  My superiors do not agree with my assessment and 
  surmise that a disease or some other tragedy has be-
  fallen the outpost. Either way, you must investigate the 
  island and find the soldiers. If you can determine the 
  cause of the problem, so much the better.  
   
  I have placed several packs on your longboat. They 
  contain food and water. There are also a number of vi-
  als equal to your number. Each vial contains a single 
  draft that will protect you from any sort of disease for 
  two days. I suggest you drink the potions before you 
  land on the island. The alchemist tells me the potion is 
  useless if you have already contracted a disease. 
   
  Good luck and safe voyage.”  
   
  DM’s Description: The officer will answer some general 
  questions, but he has no specific information about the 
  mystery on the island. He also is not privy to the political 
  machinations that are in play. He knows the garrison is 
  comprised of 12 men; 11 are soldiers and one is a junior 
  officer. The men are rotated every two weeks. Resupply 
  occurs at the same time as the troop rotation. He will give 
  the PCs are general map of the island (see PC Island Map 
  on page 18). 
   
  Two hours later the PCs will be loaded into a long-
  boat. The fog has lifted and the PCs can clearly see the 
  
  6  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
   
  lagoon. They can also see the surf crashing on the reef on 
  the east and west sides of the island. The players may 
  wish to have their PCs row their boat around the island, 
  but this should be discouraged. The reef is a dangerous 
  place and once out of the harbor, the seas are churning 
  with some ferocity. The PCs would run aground on the 
  reef and their boat become battered. Drowning would be 
  a real possibility. There is a narrow channel that leads 
  through the reef to the lagoon. It is easy to follow and 
  marked with buoys. The PCs will arrive on the island at 
  approximately 8 a.m. They will be picked up at 8 p.m. the 
  following night. 
   
  Signal Island 
   
  This adventure takes place within the confines of Sig-
  nal Island. The island is approximately two miles wide 
  and four miles long. There are five low hills, one of which 
  produces a freshwater spring. The spring forms a small 
  stream that runs the course of the island (north to south) 
  and empties into the lagoon.  
   
  Vegetation on the island is fairly dense and move-
  ment off the foot path is slow. Due to the dense under-
  growth, visibility is limited to 100’ in the interior of the 
  island. Visibility along the path is 200’ (but still 100’ if 
  looking into the jungle growth). Visibility along the beach 
  is not limited. Movement off the path is reduced by 50%. 
  The movement penalty only applies to PCs, NPCs and the 
  smugglers. Creatures such as the red ape, giant snake and 
  other animals suffer no penalty to their movement rate.   
   
  There are numerous trees on the island and the tallest 
  are palm trees. Climbing a palm tree is not overly difficult 
  (5% chance of falling; 1d6 damage per 10’ fallen with a 
  maximum fall distance of 30’). The view from the top of a 
  palm tree will only offer the PC a general position. The 
  jungle canopy is too thick and even the trail cannot be 
  detected. However, the fort and lagoon can be seen from 
  virtually any location. The shipwreck can be detected 
  from the northern-most hill (if a tree is climbed).  
   
  The only indigenous creatures that pose a hazard to 
  the PCs are the giant crab (location 3) and the giant trap 
  door spider (location 5). There are no wandering mon-
  sters on this island. The weather for the duration of this 
  scenario is left to the DM. The DM may wish to warn of 
  an impending storm on the horizon to add some tension. 
  Also, if the island is located in a tropical environment, the 
  air temperature is brutally hot. While this will not have a 
  significant effect on the PCs, it will slow any overland 
  march as they will need to take more frequent rest breaks 
  and drink more water. 
   
  The PCs’ central mission is to discover what has hap-
  pened to the men that are garrisoned on the island. There 
  are several additional encounters including a group of 
  sahaugin, a giant trap door spider, a giant snake, the lace-
  dons and the smugglers.  
   
  The PCs are only required to stay on the island for 
  one night. The most comfortable location for an overnight 
  rest is the fort. There is no danger of attack by the red ape 
  or giant snake if the PCs remain in the fort. If the PCs stay 
  the night anywhere but the fort, they will either be at-
  tacked by the red ape (location 8) or the giant snake 
  (location 2) in the middle of the night. 
   
  1. The Lagoon 
   
  This sheltered lagoon is the perfect place to harbor a 
  boat. The water is fairly deep and without obstruction. 
  All sides of the lagoon feature a sandy beach that 
  stretches 50’ from shore to tree line. A small, clear 
  stream flows from the jungle into the lagoon. A large, 
  stone-lined fire pit is located close to the stream. Only 
  50’ from the stream, a longboat rests upside down on 
  the sand. A pair of jagged holes are located in the front 
  hull of the boat. 
   
  DM’s Description: The lagoon is a safe harbor for boat 
  anchorage or beaching. The area is protected from seaside 
  winds and rough surf. The depth of the lagoon is approxi-
  mately 30’ and it drops rapidly from the shoreline. The 
  fire pit is unremarkable and only used periodically. The 
  longboat was used by the current garrison. The red ape 
  has visited the lagoon and recognizing the boat as some-
  
  7  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  thing man-made, it attacked and punched two great holes 
  in the bow. A close investigation will reveal several red 
  hairs stuck in the jagged wood. 
   
  A path leads from the lagoon to the fort at the north 
  end of the island. The path is located near the fire pit. The 
  path is narrow and the PCs must traverse it single file or 
  suffer a 50% reduction in their movement rate. If the PCs 
  decide to stay the night at the lagoon beach, the red ape 
  (location 8) or giant snake (location 2), if still alive, will 
  attack in the middle of the night.  
   
  2. The Giant Snake 
  DM’s Description: A giant snake has recently made its 
  way to the island from the wrecked ship. The snake hunts 
  at night. It has found a lair at the base of the island’s 
  southern-most hill where a thick grove of mango trees 
  flourish. Small island animals frequent the area in search 
  of the mango fruit, and the snake has found easy hunting 
  in the general vicinity. If the PCs make their way through 
  the trees, the snake will attack from above. It will gener-
  ally gain surprise (1-4d6) and the victim will not receive 
  dexterity or shield bonuses to their AC. If the snake 
  strikes by four or more to hit, the target PC has been con-
  stricted by the snake’s tail section and raised into the tree 
  canopy. The PCs on the ground will have to climb into the 
  tree to help the constricted PC. The snake can still attack 
  with its bite while it constricts. If a PC is killed by con-
  striction, the snake will attempt to constrict another PC. 
   
  At night the snake roams the island in search of food. 
  It generally feeds on small rodents and land crabs. The 
  ape is aware of the snake and avoids it. If the PCs encamp 
  at the lagoon, or anywhere outside the fort, the snake will 
  attack them at night. If the snake is reduced to less than 
  50% of its base hit points, it will flee. The snake will re-
  treat to its lair where it will remain for the duration of the 
  scenario. 
   
  Giant Snake (1) HD 6 +1, hp 34; AC 5 [14]; #AT 2; Dmg 
  1d4 bite, 2d4 constriction; SA Constriction; MV 9; AL N; 
  Save 11; EXP 7/600; The giant snake has no treasure. 
   
  3. The Sahuagin 
  DM’s Description: As the ship carrying the red ape ap-
  proached the harbor and signal island, it was detected by 
  a group of sahuagin. While not enough in number to 
  overtly attack the ship, the sahuagin were aware of the 
  approaching storm. They waited and watched for an op-
  portunity to attack the ship. The sahuagin witnessed the 
  carnage exacted by the red ape, and determined that at-
  tacking the creature would be perilous. But all was not 
  lost as several crewman of the doomed ship escaped the 
  carnage and fled the ship in a life boat. The sahuagin at-
  tacked the boat, but a single sailor escaped their notice 
  and swam for the island. It was not until the sailor was 
  climbing out of the raging surf and onto the beach did the 
  sahuagin become aware of their mistake. The sahuagin 
  have watched the island, waiting for the sailor to reap-
  pear. They witnessed the slaughter of the garrison by the 
  red ape, but noticed the sailor was not among the dead. 
  Finally, they discovered the sailor as he moved along the 
  beach.  
   
  The sahuagin have captured the sailor and will be 
  making their way out of the jungle back to the ocean 
  when the PCs arrive. If the PCs are walking along the 
  
  8  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  beach, a giant crab will emerge from the surf and attack. 
  The sahuagin, who are just inside the tree line, will at-
  tempt to attack the PCs by surprise if they are engaged 
  with the crab. The sahuagin will drop their prisoner on 
  the sand as they engage the PCs. The sahuagin wish to 
  keep their presence in the area a secret and will fight des-
  perately to silence any and all witnesses. 
   
  The sailor, Jed, is battered and bruised. He made his 
  way to the fort, but before he could raise the alarm of the 
  sahuagin attack, the red ape attacked. Jed fled and re-
  mained hidden in the jungle for two days. Finally, he de-
  cided to go back to the beach and follow it around the 
  island in hopes of finding salvation from either a passing 
  ship or discovering the garrison’s boat. Jed will give the 
  PCs a good description of the red ape, though he may 
  exaggerate its size. He will tell the PCs that it was on his 
  ship and the red ape escaped and killed the crew in a 
  frenzy. He assumes the ship was lost and the red ape 
  swam ashore.  
   
  Giant Crab (1) HD 3, hp 16; AC 3 [16]; #AT 2; Dmg 2d4 
  per claw Special None; MV 9; AL N; Save 14; EXP 3/60 
   
  Sahuagin (6) HD 2+2, hp 17, 14, 13, 12, 11, 10; AC 5 [14]; 
  #AT 1; Dmg 2d4 trident; Special None; MV 12/24 water; 
  AL C; Save 14; EXP 3/60. Each sahuagin wears a gold ear 
  ring inset with a black pearl worth 50 gp (which is their 
  tribal symbol).  
   
  Sahuagin Leader (1) HD 3+2, hp 21; AC 5 [14]; #AT 1; 
  Dmg 2d4 trident; Special None; MV 12/24 water; AL C; 
  Save 14; EXP 4/120. The leader wears a gold ear ring inset 
  with a black pearl worth 50 gp. He wears a silver belt in-
  set with black pearls worth 150 gp. 
   
  Sailor Jed (1) HD 1, hp 4 (1); AC 9 [10]; #AT 1; Dmg by 
  weapon; Special None; MV 12; AL L; Save 17; EXP 2/30 
   
  4. The Spring 
   
  Bubbling up through a circle of stones, a clear spring 
  rushes forth and forms a small pool in the sandy 
  ground before running to the south. The water is com-
  pletely clear and cold to the touch. 
   
  DM’s Description: The spring is quite natural and its wa-
  ter safe to drink. On close inspection, the PCs may realize 
  (intelligence check) that the ring of stones that form the 
  small pool are too well organized to be a natural phe-
  nomenon. Indeed, the stones were set by a band of pirates 
  almost 100 years ago. They used the island as a resupply 
  point and safe harbor. The pirates buried a small brass 
  box under the sand that forms the pool. The box is water 
  tight and locked. It holds 25 emeralds worth 50 gp each 
  and a silver scroll tube (which is also water tight). The 
  tube holds a map of the coast with several notations. This 
  map can be used to set up further adventures of the DM’s 
  own design. Alternatively, the scroll could be a message 
  or some other communication. The scroll tube is worth 75 
  gp and the box is worth 50 gp. 
   
  5. Giant Trapdoor Spider 
  DM’s Description: Located on the far end of this hill, 
  away from the spring, is the lair of a giant trapdoor spi-
  der. The spider arrived on the island several years ago, 
  riding a piece of flotsam. The garrison soldiers are aware 
  of its presence, but decided to leave it alone as the spider 
  has put a nice dent in the local rat population. The spider 
  has grown very large over the years and it will not hesi-
  tate to attack a PC that stumbles too close to its lair. 
   
  Giant Trap Door Spider (1) HD 4+4, hp 28; AC 4 [15]; #AT 
  1; Dmg 2d4 bite; Special Poison (save or take 3d8 dam-
  age); MV 12; AL C; Save 12; EXP 6/400. This creature has 
  no treasure. 
  
  9  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  6.  The Smugglers 
  DM’s Description: Unbeknownst to the garrison or the 
  harbor authority, a small group of smugglers uses Signal 
  Island to fence stolen goods. The smugglers off-load ille-
  gal cargo from incoming vessels and transport them to the 
  island via longboats. Later, the goods are loaded onto de-
  parting ships. The smugglers mostly deal in expensive 
  wine and liquors. The transfers always take place at night. 
  The smugglers have found a second gap in the reef and 
  use it to access the island.  
   
  The garrison never conducts island patrols; after all, 
  who would dare land on a government-owned island gar-
  risoned with troops? The smugglers take great care to 
  hide their movements and keep the beach raked so no 
  signs of activity are evident. The smugglers have a small 
  hut located inside the tree line. They have excavated a 
  cave to hide their illicit product and keep it safe from the 
  oppressive heat. The smugglers have a longboat, but keep 
  it hidden inside the tree line. They do not maintain a pres-
  ence on the island as this would increase the chance of 
  discovery by the garrison. In any event, the smugglers 
  rarely spend more than a day at the secret island camp. 
   
  The smugglers arrived on the island just hours prior 
  to the PCs. They are aware of the current events on the 
  island and have been paid to harass the PCs.  
   
  The smugglers’ hut contains some basic furniture in-
  cluding a dozen cots, chairs and tables. The smugglers 
  always bring food and water with them.  
   
  Located within 100’ of the hut is a covered pit that is 
  very well hidden. Unless the smugglers reveal its pres-
  ence, the PCs are not likely to discover it. An active search 
  has a 10% chance of success. The pit is 10’ deep and is 
  empty. Inside the pit, a thick, wood door leads to a stor-
  age chamber. The chamber holds several large wine racks 
  and stacks of small kegs. Currently, the wine racks hold 
  100 bottles of fine wine worth 20 gp each. There are 20 
  kegs of expensive liquor worth 50 gp each. If the PCs de-
  clare the find, the government will allow them to keep the 
  loot, but they will have to pay a tax of 50% (this is what 
  motivates the smugglers). The PCs can attempt to secretly 
  retrieve the loot at a later date, but there is a chance they 
  will be discovered! 
   
  Smuggler (8) HD 1, hp 8, 7, 7, 6, 5, 4, 3, 3; AC 8 [11]; #AT 1; 
  Dmg 1d6 cutlass or 1d4 dagger; Special None; MV 12;   
  AL C; Save 17; EXP 2/30. Each smuggler carries a pouch 
  with 1d8 gp, 2d6 sp and 3d12 cp. They wield a cutlass and 
  carry several daggers and wear leather armor. 
   
  Smuggler Leader (1) HD 2, hp 15; AC 7 [12]; #AT 1; Dmg 
  1d6 cutlass or 1d4 dagger; Special None; MV 120 AL C; 
  Save 14; EXP 3/60; The leader carries a pouch with 2d8 gp, 
  3d6 sp and two 10 gp gems. He also wears a ring of pro-
  tection +1 (he is unaware of its magical properties). Also, 
  the leader carries a cutlass and three daggers and wears 
  leather armor. 
   
  7. The Fort 
  DM’s Description: Each area of the fort has its own de-
  scription. The fort map is on page 12. The morning after 
  the ship ran aground, a soldier spotted it from the tower. 
  The officer took seven men and left to investigate the 
  shipwreck. The red ape ambushed the group as they re-
  turned from the wreck to the beach.. The red ape then 
  made its way to the fort and killed the remaining soldiers. 
  It then sought out more men in the compound, but found 
  none remaining. The red ape has found a lair on the hill at 
  the north end of the island. The ape has a good view of 
  the shipwreck area from his new lair. 
   
  The PCs can spend the night in the compound with-
  out fear of attack by the red ape. However, if the smug-
  glers have not yet been encountered, they will attempt to 
  surprise the PCs in the middle of the night. 
   
  7a. The Courtyard and Patio 
   
   
  A low hill slowly rises above the tall jungle growth 
  as the land clears. No palms grow on the hill and it is 
  clear that they have been cleared to make way for a 
  small fort and compound. The 10’ tall walls of the com-
  pound are formed from palm tree logs. A single gate, 
  again made from split palm tree logs, hangs open. A 
  three-story tower, with open walls, rises at the north-
  west end of the compound. Inside the walls are two 
  structures and an open air raised patio.  
   
  A sickly smell drifts from the compound and flies 
  are getting thick in the air. 
   
  DM’s Description: The fort compound includes an outer 
  wall made from palm logs. The wall is 10’ high. The open 
  gate can be barred from within. The two interior struc-
  tures are a barracks for the soldiers and an officer’s hut. A 
  raised wood platform serves as a dining area for the garri-
  son. The raised patio has a thatch roof, but no walls. There 
  are several tables and a dozen chairs on the patio. The 
  tables have been turned over and many chairs are broken 
  into pieces. Plates and mugs litter the patio, some still 
  holding the remains of a morning meal. Four soldiers lie 
  dead on the patio. All have been badly beaten, mauled 
  and torn. Some are missing limbs, which can be found 
  scattered around the courtyard area.  
   
   
   
  
  10  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  7b. The Barracks 
   
  This squat building has several windows and a single 
  door. Like the rest of the compound, it has been con-
  structed with palm tree logs. It has a thatched roof. The 
  door to the barracks is heavily damaged and hangs 
  from a single hinge. 
   
  DM’s Description: The barracks building houses the gar-
  rison soldiers. The furniture in the house is basic and 
  functional. Five sets of bunk beds and a lone cot line the 
  walls. There are two small tables and six chairs. At the 
  foot of each bunk there are two footlockers. A single foot-
  locker rests at next to the cot. Hanging on the walls of the 
  room are 11 shields and 11 leather armor jackets. The sol-
  diers do not typically wear the armor or shields as it is 
  simply too hot. A weapons rack holds 11 light crossbows 
  and 250 quarrels – none of which are magical. The room 
  is clean and well-organized. 
   
  The footlockers are locked. The keys to each are held 
  by the soldiers. Each footlocker contains a spare uniform 
  and some other light-weight clothing. Each has a pouch 
  containing 2d4 gp, 4d6 sp and 6d8 cp. Two of the foot-
  lockers hold a deck of cards. The footlocker by the cot 
  contains the same contents (though the uniform is that of 
  a sergeant). The sergeant’s pouch contains 19 gp, 21 sp 
  and 84 cp and a pair of dice. The sergeant is not among 
  the dead at the compound. In fact, he is the lone survivor 
  of the red ape’s ambush of the patrol that went to investi-
  gate the shipwreck. The sergeant will be found on the 
  shipwreck (location 10). 
   
  7c. The Officer’s Quarters 
   
  The door to this small hut has been torn from its hinges 
  and it lays broken in a heap 10’ from its previous 
  mount. The hut has a single window, which is open but 
  undamaged.  
   
  DM’s Description: This hut belongs to the officer on 
  duty. The hut holds a single cot, a table and two chairs, 
  and a footlocker. Hanging from one wall is a suite of 
  studded leather armor. The officer, like his troops, rarely 
  wears the armor. The room appears undisturbed. The 
  table holds an inkwell and quill and several sheets of 
  parchment. Each piece of parchment holds various notes 
  on daily operations and a log of ships passing by the is-
  land. The footlocker is locked; the key is held by the offi-
  cer who is at location 9. Inside the footlocker is a spare 
  uniform (officer), some light-weight clothing, a journal 
  (officers personal notes), and a pouch containing 27 gp, 31 
  sp and 41 cp. 
  7d.  The Watch Tower and Light House 
   
  A tall, open air tower rises from the northwest section 
  of the fort. There are no outer walls and each of the 
  three levels is supported by tall palm tree logs and 
  planked floor. The roof of the tower is flat and serves as 
  a platform for a square structure that resembles a tall 
  glass cabinet. Each level is accessed by a fixed wooden 
  ladder in the center of each floor.  
   
  DM’s Description:  There is nothing of interest on the 
  first three levels of the tower. They are merely look out 
  platforms. A single chair and small table are located on 
  the third level of the tower.  
   
  The fourth level, which is not covered, holds a glass 
  paneled device that is used to signal approaching ships. 
  The panels have covers which are folded down and are 
  latched to the base of the device. The device is made in 
  two sections. The base is made of brass and is four feet 
  tall. A glass cube, which is two feet square, is mounted 
  directly on top of the brass base. The top of the cube is 
  covered with a brass plate. There are brass plates that can 
  be raised (they are held in place by a track) and lowered 
  to signal approaching vessels. Inside the cube are a series 
  of mirrors; the mirrors forming a squared “c” with the 
  open end facing outward. In front of each mirror “c” is a 
  small globe is suspended from the top panel. The globe 
  has been enchanted with a continual light spell. The mir-
  rors reflect the light forming a powerful spotlight that can 
  be seen for ten miles on a clear night and two miles in the 
  thickest fog.  
   
  From the third and fourth level of the tower, the PCs 
  will have a clear view of the island and its surroundings. 
  The wrecked ship (location 10) is clearly visible. A further 
  look around the island will reveal nothing of particular 
  interest, but the PCs may notice that a clear view of the 
  far southeast corner of the island is obstructed by the hill 
  (southeast corner). The hill also obscures the portion of 
  the reef that is navigatible. 
   
  8. The Red Ape 
  DM’s Description: The red ape has found large copse of 
  sugar cane. The cane is dense and moving through it is 
  very difficult and slow. The ape has made a nest in the 
  middle of the sugar cane grove. At the center of the grove 
  is an ancient palm that towers over all others in the area. 
  The ape will occasionally climb the tree to search for 
  more victims to satiate its bloodlust. There is a 50% 
  chance the ape will detect the approaching PCs from 
  some distance. If this is the case, the ape will leave its nest 
  and lay in ambush outside the grove. When some of the 
  PCs enter the grove, the ape will attack those who have 
  
  11  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  not yet entered. The ape will go into a berserk rage the 
  moment it sustains damage. It will fight to the death. 
   
  If the ape does not see the approach of the PCs, it will 
  hear them approach the grove. The ape will climb par-
  tially up the ancient palm and hide just above the canopy 
  of small trees. It will wait for the opportune time and leap 
  down to attack, gaining surprise on a 1-4d6. 
   
  The PCs will notice that the trunk of the palm tree is 
  scratched and damaged (they can only see up 20’ as the 
  tree then penetrates the ceiling of the grove). 
   
  If the PCs investigate the wreck prior to finding the 
  red ape’s lair, there is a 50% chance the ape will ambush 
  the PCs as they emerge from the shipwreck and swim 
  back to the beach. 
   
  Red Ape (1) HD 7+7, hp 39; AC 4 [15]; #AT 3; Dmg  1d6+1 
  claw, 1d6+1 claw, 1d4+1 bite; Special Rend attack, addi-
  tional 1d4 damage if to hit roll is +4 over required score; 
  MV 15; Save 8; AL C; EXP 9/1,100. 
   
  9 & 10. The Bloody Beach and Shipwreck 
   
  As you approach the beach a foul odor fills the air. Ly-
  ing in disjointed and mangled heaps are the bodies of 
  seven men. All look to have been severely beaten and 
  mauled. They wear the uniform of the garrison soldiers. 
  Approximately 100’ from the beach, lying in shallow 
  water, is the remains of a merchant ship. The ship’s 
  masts have fallen and debris lines the beach. Large 
  pieces of the vessel appear to be missing where the 
  rocks and reef ravaged the ship as it came to rest near 
  the beach.  
   
  DM’s Description: All of the garrison soldiers (including 
  their officer) are dead. They were ambushed by the red 
  ape as they returned from the ship. The PCs may notice 
  that none of the soldiers are wearing boots or their top 
  coats. They will find them neatly arranged near the tree 
  line. Additionally, no weapons are evident. The red ape 
  threw them into the water. A search has a 10% chance per 
  round per character of finding a long sword. There are a 
  total of seven in the water. One of the swords (formerly 
  belonging to the officer) is a +1 long sword. A discerning 
  PC will notice that there are eight sets of boots and eight 
  shields, but only seven bodies. The garrison sergeant 
  managed to escape back to the ship as the last of his men 
  and the officer were destroyed by the red ape. The ape 
  bellowed and stomped on the beach, but would not swim 
  to the ship. The ape, having escaped the cage on the ship 
  will never return. The sergeant attempted to swim back to 
  the shore after the ape had disappeared into the woods. 
  However, before he could make the shore, the red ape 
  returned and nearly caught the sergeant. The sergeant 
  has remained on the ship assuming troops will soon ar-
  rive to investigate. However, he has just recently become 
  aware that something is moving below decks. 
   
  The PCs will not immediately be attacked while on 
  the beach by the ape. The ape has a 50% chance of notic-
  ing the PCs on the beach from its lair. However, unless 
  the PCs hang around for some time, the ape will arrive 
  after they have left to investigate the wreck (if they do 
  so). It will take the ape three turns to reach beach once it 
  spots the PCs.  
   
  After the PCs have spent at least five rounds on the 
  beach, the sergeant will notice their presence. He will 
  shout for help, but the crashing of the ocean surge behind 
  him will drown out his words. The PCs must be within 
  50’ of the sergeant before he can be clearly heard. He will, 
  of course, warn the PCs of the great red ape.  
   
  The PCs will be able to climb aboard the remains of 
  the ship without trouble. The sergeant will greet them 
  exuberantly. He will tell the PCs that the ape ambushed 
  his men as they returned from the ship. He barely es-
  caped back to the ship. He is not aware that the remain-
  ing soldiers at the fort are dead. The sergeant explains 
  that it appears the ship held numerous cages, but all ap-
  pear empty. He also suggests that something is moving in 
  the hold, but it could just be the water and debris. The 
  sergeant is armed with a long sword but nothing else. He 
  is wounded from the battle with the red ape. 
  
  12  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
   
  A search of the upper portion of the ship will not re-
  veal much. The storm and surf did a near complete job of 
  eliminating any treasure that was onboard. The sergeant 
  managed to find a secret stash of treasure in the captain’s 
  quarters. The sergeant has hidden the loot in a small bar-
  rel which he has tied to rope and hung over the side of the 
  ship facing the ocean. The barrel and rope are mixed in 
  with some rigging from the main mast that fell over that 
  side of the ship. 
   
  The treasure consists of 39 pp, 120 gp, and a fine silver 
  necklace inset with three large rubies worth 750 gp.  
   
  The ship has been discovered by a pair of lacedons. 
  They are feeding on the corpses of the trapped creatures 
  that were killed during the ship wreck. If the PCs enter 
  the submerged hold area, the lacedons will attack. 
   
  Sergeant (1) HD 2, hp 12 (3); AC 9 [10]; #AT 1; Dmg 1d8 
  long sword; Special None; MV 12; AL L; Save 15;          
  EXP 3/60. 
   
  Ghoul, Water (2) HD 2, hp 12, 11; AC 5 [14]; #AT 3; Dmg 
  1d3 claw, 1d3 claw, 1d6 bite; Special Paralyzation on suc-
  cessful hit; MV 12/12 swim; AL C; Save 15; EXP 3/90. The 
  water ghouls have no treasure. 
   
  Concluding the Adventure 
   
  The adventure is concluded when the PCs rendez-
  vous with the ship after the 36 hour time period. The offi-
  cer will debrief them. If they have rescued the sergeant, he 
  will verify the story of the red ape. The assumption will 
  be that it escaped from the ship. This can be corroborated 
  by sailor Jed. The PCs will be awarded 100 gp each with a 
  bonus of 50 gp each if they dispatched the red ape.  
   
  If the PCs encountered the smugglers, the officer will 
  agree to let them keep the spoils of the operation but a 
  50% tax must be enforced. If the PCs are not forthcoming, 
  they will have to make a plan to retrieve the contraband. 
  This will mean obtaining a boat. They must also find a 
  buyer. All things considered, they might be better off pay-
  ing the tax. 
   
  The local government will act quickly to send new 
  troops to the island clean up the mess left by the red ape. 
  The government will publicly report that the island was 
  attacked by pirates and the brave defenders repulsed the 
  attack at a horrible cost. The sergeant will confirm the 
  story and receive a commission as an officer. The people 
  of the harbor city will be quick to react positively to the 
  bravery displayed by the garrison soldiers and no more 
  talk of demilitarizing the island will be tolerated. 
  The Fort: DM’s Map 
  Each Square = 10’ 
  7a 
  7b 
  7c 
  7d 
  Platform 
  
  13  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
   
  The wizard that originally contracted the operation to 
  obtain the red ape will not be pleased with the results of 
  the PCs mission if the ape is killed. It will take several 
  weeks for him to put all the facts together. When the wiz-
  ard learns that the PCs killed his red ape, he may decide 
  on a little pay back. Conversely, he may want to hire the 
  PCs to get a new ape, since they seem so capable. 
   
  New Magic Items 
  Potion of Disease Resistance 
   
  This magical elixir, when consumed, will protect the 
  imbiber from all forms of disease. The protection will last 
  for 48 hours. This protection repels both magical and 
  natural forms of disease. The potion will not remove a 
  disease that is present prior to consumption. 
  Value: 200 gp 
   
   
   
   
   
  New Monster Section 
  Red Ape 
  Hit Dice: 7+7 
  Armor Class:  4 [15] 
  No. of Attacks: 3 
  Damage: 1d36+1/1d6+1/1d4+1  claw/claw/bite 
  Saving Throw: 8 
  Special Attacks: Berserk, Rend 
  Special Defense: None 
  Alignment: Chaotic 
  Experience: 9/1,100 
   
  Red Apes are related to other apes, but have some 
  intelligence. They also have a propensity toward evil and 
  delight in destroying anything that is not red ape. They 
  are generally solitary, but sometimes they can be found in 
  ancient ruins forming a loose family structure.  
   
  These brutes are generally 8’ to 10’ tall and extremely 
  strong. They are clever and prefer to ambush their targets. 
  When wounded as a result of combat, a red ape will enter 
  a berserk state until it has killed its opponent. A berserk 
  red ape will receive an additional +2 to hit and damage, 
  but will suffer a -3 to its AC. While berserk, a red ape will 
  often attack more than one opponent per round (50% 
  chance). The ape can attack a maximum of two opponents 
  per round; splitting its claw attacks between two targets. 
  If the ape attacks two targets in a round, it may not use its 
  bite attack.  
   
  Whenever a red ape makes an attack and successfully 
  strikes its target by four or more to hit, the ape adds 1d4 
  damage to the attack. Red apes are extremely stealthy and 
  can surprise opponents on a 1-4d6.  
  
  14  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  V1 The Vampire’s Curse 
  The Vampire’s Curse is an adventure for 4 to 6 characters  
  of 3rd to 5th level. This module requires the use of the  
  1st Edition Advanced Game System or the OSRIC system. 
   
  A wedding and a murder. Is it the result of an ancient curse, or is 
  something more sinister at work. Just what is the Vampire’s Curse? 
  C1 The Circle of Fire 
  The Circle of Fire is an adventure for 4 to 6 characters  
  of 4th to 6th level. This module requires the use of the  
  1st Edition Advanced Game System or the OSRIC system. 
   
  Trapped by a closing ring of fire, flaming death is coming fast. Then, 
  salvation is at hand. But what is the cost and where does it lead?  
  Perhaps, to another Circle of Fire! 
  Another great 
  adventure  
  is just around 
  the corner... 
  Available now at pacesettergames.com or nobleknight.com 
  
  15  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  T1 The Thing in the Valley 
  The Thing in the Valley is an adventure for  
  4 to 6 characters of 3rd to 5th level. This module requires the use 
  of the 1st Edition Advanced Game System or the OSRIC system. 
   
  A terror has come to the valley. Death and destruction now mark what 
  was once a peaceful land. What is the creature, where did come from, and 
  what is its dark purpose? These are the questions that can only found 
  with the Thing in the Valley. 
  Q1 The Screaming Temple 
  The Screaming Temple is a Quick Play™ adventure designed for 
  4 to 6 characters of 2nd to 4th level. This module requires the use 
  of the 1st Edition Advanced Game System or the OSRIC system. 
   
  The temple arose in the span of a single night. Only terror-filled 
  screams escape its walls. The lure of danger and curiosity are too much 
  resist. What lies behind the walls of the Screaming Temple?   
  Q2 Eruptor’s Vengeance 
  Eruptor’s Vengeance is a Quick Play™ adventure designed for  
  4 to 6 characters of 2nd to 4th level. This module requires the use of 
  the 1st Edition Advanced Game System or the OSRIC system. 
   
  The dragon is dead. Unfortunately, so are its slayers. Now the race is on to 
  find and secure the unclaimed treasure horde. Yet, the treasure is not un-
  guarded and sometimes a dragon is never more dangerous than when it is 
  dead. It will take courage, strength and wit to defeat Eruptor’s Legacy. 
  
  16  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
   
   
  Pre-Generated Characters 
  Ravnir  
  Human  Fighter    2nd Level      Lawful Good 
   
  Strength  
  17 
  Intelligence 
  9 
  Wisdom  
  11 
  Dexterity 
  12 
  Constitution 
  13 
  Charisma 
  10 
  Hit Points:  15 
  Armor Class:  4 
  Armor: Chainmail and Shield 
  Weapons:  Long Sword +1, Heavy Crossbow, Quarrel (20) 
  Equipment: Pack, Large Sack, Torch (5), Iron Spike (6) 
  Magic: Potion of Healing 
  Gami 
   
  Halfling  Fighter    2nd Level      Neutral Good 
   
  Strength  
  13 
  Intelligence 
  10 
  Wisdom  
  10 
  Dexterity 
  17 
  Constitution 
  11 
  Charisma 
  10 
  Hit Points:  13 
  Armor Class:  4 
  Armor: Scalemail 
  Weapons:  Short Sword, Short Bow, Arrow +1 (10), Arrow (10) 
  Equipment: Pack, Waterskin, Blanket 
  Magic: Potion of Herosim 
  Vakk 
   
  Dwarf  Fighter   2nd Level        Chaotic Good 
   
  Strength  
  14 
  Intelligence 
  9 
  Wisdom  
  9 
  Dexterity 
  10 
  Constitution 
  18 
  Charisma 
  9 
  Hit Points:  21 
  Armor Class:  3 
  Armor: Platemail 
  Weapons:  Battle Axe, Hand Axe +1, Hand Axe (3) 
  Equipment: Pack, Tinder Box, Torch (3), Iron Spike (4), Large 
  Sack (3), Rope 25’ 
  Magic: Potion of Healing 
  Krieger  
  Human  Cleric   3rd Level          Lawful Good 
   
  Strength  
  11 
  Intelligence 
  10 
  Wisdom  
  18 
  Dexterity 
  13 
  Constitution 
  11 
  Charisma 
  10 
  Hit Points:  12 
  Armor Class:  1 
  Armor: Platemail and Shield 
  Weapons:  Mace, Hammer (3) 
  Equipment: Pack, Lantern, Flask of Oil (2), Silver Holy Symbol, 
  Holy Water (2) 
  Magic: Scroll: Light and Cure Light Wounds (2) 
  Spells:  (4) 1st Level, (3) 2nd Level  
  Saranse          Elf  Fighter/Magic User  2nd Level Neutral Good 
   
  Strength  
  13 
  Intelligence 
  15 
  Wisdom  
  10 
  Dexterity 
  16 
  Constitution 
  10 
  Charisma 
  12 
  Hit Points:  9 
  Armor Class:  3 
  Armor: Chainmail 
  Weapons:  Long Sword, Long Bow, Arrow +1 (6), Arrow (10) 
  Equipment: Pack, Pouch, Spell Components, Water Skin 
  Magic: Ring of Feather Falling 
  Spells:  (2) 1st Level 
  Astare 
   
  Human  Magic User   3rd Level  Lawful Good 
   
  Strength  
  9 
  Intelligence 
  17 
  Wisdom  
  10 
  Dexterity 
  15 
  Constitution 
  9 
  Charisma 
  11 
  Hit Points:  8 
  Armor Class:  7 
  Armor: Bracers of AC 8 
  Weapons:  Dagger (3), Darts (12) 
  Equipment: Pack, Candle (3), Pouch (2), Spell Components 
  Magic: Scroll of Read Magic, Burning Hands 
  Spells:  (2) 1st Level, (1) 2nd Level 
  Tegrel 
   
  Human Thief   4th Level 
          Neutral Good 
   
  Strength  
  10 
   
   
   
   
   
  Weapons: Short Sword, Dagger +1 
  Intelligence 
  11 
   
   
   
   
   
  Equipment: Pack, Tinderbox, Torch (2), Thieves Tools 
  Wisdom  
  10 
   
   
   
   
   
  Magic: Potion of Neutralize Poison  
   
   
  Dexterity 
  18 
   
   
   
   
   
   
  Constitution 
  9 
   
   
   
   
   
  Open Locks 52%, Find Traps 40%, Remove Traps 40% 
  Charisma 
  12 
   
   
   
   
   
  Climb Walls 88%, Hide in Shadows 35%, Pick Pockets 55% 
  Hit Points:  14 
   
   
   
   
   
   
  Hear Noise 15%, Move Silently 43%, Read Languages 20% 
  Armor Class:  4 
  Armor: Leather +1 
   
  
  17  Pacesetter Games & Simulations © 2011 
  Death on Signal Island — Module Q3 
  Q3 Death on Signal Island is completed under version 1.0 of the Open Game 
  License and the System Reference Document by permission from Wizards of 
  the Coast, Inc. Additional printings will incorporate final versions of the 
  license and document. 
   
  Designation of Product Identity: The following items are hereby designated 
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  nouns, monster names, NPC names, geographic terms, capitalized terms, 
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  except such elements that already appear in the System Reference Document. 
   
  Designation of Open Content: Subject to the Product Identity designation 
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  Game Content, as well as spell names, weapon statistics, and other elements 
  that are derived from the System Reference Document. No art or illustration 
  is open content. 
   
  Some portions of this book which are delineated Open Game Content origi-
  nate from the System Reference Document and are copyright 1999, 2000 
  Wizards of the Coast, Inc. The remainder of these Open Game Content por-
  tions of this book are hereby added to Open Game Content and , if so used, 
  should bear the copyright notice “Q3 Death on Signal Island. Copyright 
  Pacesetter Games & Simulations 2011. Contact at pacesettergames.com.” 
   
  Q3 Death on Signal Island is © 2011 Pacesetter Games & Simulations. 
   
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  
  Signal Island: Player Map 
  Each Hex = 500’ 
  Reef 
  Rocks 
  Lagoon 
  Fort 
  Path 
  Hill 
  Hill 
  Hill 
  Hill 
  Spring 
  Stream 
  Path 
  Hill 
  
  Quick Reference Chart — Monster Statistics 
   
  Monster 
  AC 
  HP 
    THACO 
     #AT  Damage/Notes         Location 
   
  Giant Snake (1) 
  6[13] 34 
  13 
  2  
  1d4 bite 
  Area 2 
   
   
   
   
   
  2d4 constriction 
   
  Giant Crab (1) 
  3[16] 16 
  16 
  2 
  2d4 each claw 
  Area 3 
   
   
   
   
   
   
  Sahaugin (6) 
  5[14] 17, 14, 13  16 
  1 
  2d4 trident 
    
  Area 3 
   
   
  12, 11, 10 
   
   
   
  Sahuagin (1) 
  5[14] 21 
  16 
  1 
  2d4 trident 
    
  Area 3 
  Leader 
   
   
   
   
   
  Giant Spider (1) 
  4[15] 28 
  15 
  1 
  2d4 bite w/poison  
  Area 5 
   
  Smuggler (8) 
  8[11] 8, 7, 7, 6 
  19 
  1 
  1d6 cutlass 
   
  Area 6 
   
   
  5, 4, 4, 3 
   
  1 
  1d4 dagger 
   
  Smuggler (1) 
  7[12] 15 
  16 
  1 
  1d6 cutlass 
   
  Area 6 
  Leader 
   
   
   
  1 
  1d4 dagger 
   
   
  Red Ape (1)  
  4[15] 39 
  13 
  3 
  1d6+1 per claw (2) 
  Area 8 
   
   
   
   
   
  1d4+1 bite 
   
  Ghoul (2) 
  5[14] 12, 11 
  16 
  3 
  1d3 per claw (2) +par. Area 10 
   
   
   
   
   
  1d6 bite + paralyzation 
  Quick Reference Chart — Monster Saving Throw Chart 
   
  Monster 
    Save 
  Giant Snake 
  11 
   
  Giant Crab* 
  14 
   
   
   
   
   
   
   
  Red Ape 
  8 
   
  Giant Spider 
  12 
   
  Water Ghoul* 
  15 
   
  Smuggler 
  17 
   
  * Sahuagin, Sahuagin Leader, Smuggler Leader 
   
  
  Pacesetter Game & Simulations 
  2699 Katie Lane 
  Milford, Michigan 48380 
   
  pacesettergames.com 
  1904 
  ©2011, Pacesetter Games & Simulations 
  $10.00 
  Look for these exciting products from Pacesetter Games & Simulations 
  T1 The Thing in the Valley — A nameless evil has come to the valley. What is the creature’s deadly purpose and will 
  the PCs survive its terrible onslaught? An adventure for characters 3rd to 5th level.  
   
  Q1 The Screaming Temple — A mysterious temple and nightmarish screams call those of adventurous spirit. A Quick 
  Play™ Adventure designed for one or two game sessions. Designed for characters 2nd to 4th level.  
   
  Q2 Eruptor’s Vengeance — A dead dragon leaves his treasure unguarded. Or so they say. A Quick Play™ Adventure 
  designed for one or two game sessions. Designed for characters 2nd to 4th level.  
   
  Q3 Death on Signal Island — An island outpost has gone silent. Some fiendish evil stalks the shores waiting and 
  watching. A Quick Play™ Adventure designed for one or two game  sessions. Designed for characters 2nd to 4th level.  
   
  V1 The Vampire’s Curse — A murder. A vampire. A curse. It can’t be that easy! An adventure for characters 4th to 
  6th level.  
   
  C1 The Circle of Fire — The first module in the City of Spire series finds the PCs trapped in a mysterious city and 
  besieged by a horde of creatures called the wretched. An adventure for characters 4th to 6th level. 
   
  I1 Grave of the Green Flame — The first module in the new SOLO adventure series finds you robbed and out for 
  vengeance. Your attackers have fled into the forest. The chase is on! An adventure for a second level character. 
   
  TM1 The Lost Caravan — The princess and her caravan disappeared 50 years ago. Now a clue has surfaced and the 
  search is on for the lost caravan. A Michicon 1982 tournament module for characters 4th to 6th level.   
  A special 2010 North Texas RPG Con Tournament Release. 
   
  TM2 Storm over Skyreach — The Storm Dragons have returned to Skyreach. Before their terror can spread a mission 
  to eliminate the threat must be organized. A Gen Con 1989 tournament module for characters 5th to 7th level.  
  A special 2011 North Texas RPG Con Tournament Release. 
   
  Swords & Wizardry  
  SW1 The Secret of Redscar — Redscar found something he should not have. Now, after many years you have tracked 
  the pirate to a hidden cave hiding an ancient secret. An adventure module for characters 5th to 7th level.  
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Q3 Death on Signal Island.pdf