Tool House
This mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”
The contents of this building are useful but unremarkable. Hanging on the wall from hooks and nails are an assortment of tools, such as hammers, handsaws, hatchets, machetes, trowels, and the like. Various other implements, such as makeshift ladders, barrels of tar, and shovels are stacked or otherwise arrayed about the room. Absent are tools and implements that would pertain to or be exclusively used for blacksmithing (these are in the Smithy in area A5).
Any PC with at least Trained in Survival (or a Wisdom score of 12 or higher) realizes that there is no way the original colonists could relocate successfully without taking these tools. In fact, these materials are vital to the survival of the colonists who arrived on the Peregrine— while the second wave of colonists brought some of their own tools, they made plans around these resources being available when they arrive.
Treasure: A wooden box with the words “Emergency Only” carved on the lid sits on a shelf. The box has a simple lock that requires a successful DC 15 Disable Device check to open (the key is missing and can’t be located in the colony). Inside are two vials of alchemist’s fire and a neatly folded swarmsuit. The vials are cushioned in the box, but if the box is broken open instead of unlocked, they each have a 25% chance of breaking. This automatically destroys the swarmsuit, and one broken vial ignites the other—the creature that breaks the box is automatically considered the target of both vials.
Any PC with at least Trained in Survival (or a Wisdom score of 12 or higher) realizes that there is no way the original colonists could relocate successfully without taking these tools. In fact, these materials are vital to the survival of the colonists who arrived on the Peregrine— while the second wave of colonists brought some of their own tools, they made plans around these resources being available when they arrive.
Treasure: A wooden box with the words “Emergency Only” carved on the lid sits on a shelf. The box has a simple lock that requires a successful DC 15 Disable Device check to open (the key is missing and can’t be located in the colony). Inside are two vials of alchemist’s fire and a neatly folded swarmsuit. The vials are cushioned in the box, but if the box is broken open instead of unlocked, they each have a 25% chance of breaking. This automatically destroys the swarmsuit, and one broken vial ignites the other—the creature that breaks the box is automatically considered the target of both vials.