Provisions Building

This rectangular building is constructed of mud brick walls. The building has a simple door facing east, but unlike all other buildings in the colony, it lacks any windows. A heady smell of dried plants, herbs, and dried meat lingers in the air.
The door lacks a means to bar it from within. Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door. The building lacks interior walls except for a few short partitions, and four stout posts support the roof. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.
This building is where the first colonists stored those provisions brought over on the Liberty’s Herald, intended to supplement their diet until their crops matured. Much of it was salted meats, fish, and hardy root vegetables. If the PCs succeed at a DC 12 Perception check, they can notice that some of the barrels and containers have remained sealed. PCs who examine the untouched barrels and containers observe a sort of paste has been liberally applied to the outside. A successful DC 12 Knowledge (nature) check is required to identify this as mash of bay leaves, garlic, and catnip, all of which are natural pest repellents. Inside these containers are unspoiled preserved foodstuffs, which serve the passengers of the Peregrine well.

Creature: Cockroaches infested this area and began to multiply, forming a cockroach swarm. The swarm is sensitive to light and is quiescent until the heroes properly enter the building and let the sunlight in. The PCs must succeed at a Perception check opposed by the cockroach swarm’s Stealth check to notice the insects in the gloom.

The swarm may pose a difficult early challenge for the PCs, but there are a few ways to mitigate this. The swarm is reluctant to stray too far from the building in bright daylight and instinctively chooses not to pursue the PCs very far, opting instead to return to the darkened safety of the provisions building. Additionally, there is some equipment in the tool house (area A4) that could help the PCs in this encounter.

A simpler, but less optimal solution is to burn the building down. If it looks like the PCs might go this route, you should point out (or allow the PCs to attempt a DC 10 Wisdom check to realize) that the damaged building will need to be rebuilt or repaired, which is another complication the new colonists do not need. Furthermore, setting the place ablaze would destroy the stored foodstuffs.

Treasure: Once the swarm has been cleared out and the PCs conduct a thorough search of the shelves (Perception DC 15), they can find a teakwood box that is approximately 12 inches by 2-1/2 inches by 1-1/2 inches. The box itself is worth 3 gp and contains a wand of create water. The wand was donated to the expedition, but upon arrival it was determined no one could reliably activate it. It was stored here in the hope that someone aboard the next ship could make use of the item.
Cockroach Swarm - Creature2
N Small Animal Swarm

Senses Perception +6; darkvision, scent (imprecise) 60 feet

Skills Acrobatics +8, Stealth +8

Str +2, Dex +4, Con +3, Int -5, Wis +0, Cha -4

AC 18; Fort +9, Ref +10, Will +6
HP 20; Immunities precision, swarm mind; Weaknesses area damage 5, splash damage 5; Resistances bludgeoning 2, piercing 5, slashing 5

Speed 20 feet, climb 20 feet, fly 15 feet

Swarming Bites 1a Each enemy in the swarm’s space takes 1d8 piercing damage (DC 18 basic Reflex save).