=====CONTAINER CONTENTS===== ===Chests=== For each chest, roll 1d4 and then roll that number of times on the chest content chart here: |1d20 Roll| Contents| |1-2|100cp per dungeon level| |3-4|100sp per dungeon level| |5-6|100ep per dungeon level| |7-9| 100gp per dungeon level| |10| 100 pp per dungeon level| |11-12| Jewel| |13| Herbs| |14|Alchemy| |15-16| Arms| |17|Scroll| |18-19|Potion| |20|Magic Item| ===Supply Crates=== |1d20 Roll|Supply Crate Contents| |1-5| 20 days’ iron rations| |6-8| 6 wine skins, each with 2 pints| |9-10| 4 shovels. 4 buckets| |11-12| Sledgehammer, 20 spikes| |13| 100’ hemp rope| |14| 18 torches and tinderbox| |15| Lantern and 6 vials common oil| |16| 10 dose comfrey, 200’ bandages| |17| Canvas tent| |18| 2 man-saw| |19| 4 mining picks and 2 crowbars| |20| 6 sets of work clothes and boots| ===Dungeon Garbage=== Each pile of dungeon garbage searched through will have 1d4-1 content rolls, but each content is found separately and requires a separate turn of searching. A character who successfully rolls Searcher Skill reveals all garbage contents in 1 turn. |1d20 Roll|Contents| |1-4|Vermin--poisonous spider, centipede or scorpion| |5| 50cp per dungeon level| |6| 50sp per dungeon level| |7| 50gp per dungeon level| |8-12| Disease: see the Rats entry of the Blueholme boook| |13| Arms| |14-16| Gear| |17| Poison: save vs poison of lose 1hp per turn until dead or cured| |18| Potion| |19|Scroll| |20|Magic Item| ===Jar=== Each jar will have 1 content rolled from below: |1d20 Roll| Contents| |1| 100cp per dungeon level| |2| 100sp per dungeon level| |3| 100 ep per dungeon level| |4| 100gp per dungeon level| |5| 100 pp per dungeon level| |6-9| Bilge| |10-11| Wine| |12-15| Oil| |16-17| Alchemy| |18| Vermin: 1 poisonous spider or scorpion| |19| Potion| |20| Scroll| ===Sacks=== Each roll of "sacks" indicates 1d4 canvas sacks, tied closed. They have not lock or trap roll but may have an adverse effect which can be detected by "Searcher" skill roll, but not "Remove Traps" |1d20 Roll|Sack Contents| |1-2| nails, metal bits, feels like coins but isn't| |3-4| 150 cp per level| |5-6| 150sp per level| |7-8| 100 ep per level| |9-10| 75gp per level| |11-12| 5 days' iron rations| |13-14| 5 days uncooked rations (flour)| |15| flour and poisonous vermin| |16| papers, including a map| |17| papers, infected with book worms (see Wormy Book)| |18| Jewel| |19|Potion| |20| Herbals| ===Barrel=== Roll exactly 1 content roll per barrel |1d20 Roll| Contents| |1-4| Bilge| |5-7|Oil| |8-10|Water| |11-13|Food| |14-15| Beer| |16-18|Wine| |19| Re-roll on the Chest table| |20| Guy| ===Bookcase=== Each Bookcase will have 1d4-1 content rolls, but each content is found separately and requires a separate turn of searching. A magic-user or cleric can search an entire bookcase for contents in 1 turn if he rolls INT check 1d20. |1d20|Contents| |1-3|Wormy Book| |4-5| Potion| |6-7| Alchemy| |8-11| Book| |12-13| Map| |14-19|Scroll| |20| Magical Writing| ===Content Explanation=== * Jewel: 1 jewel or jewelry (roll randomly from Blueholme book) maximum value is 500gp if this is a level 0,1 or 2 dungeon. * Herbs: 1d6+ 1/level doses of a random item from the herbs/herbal list is present. * Alchemy: 1d4 items from the Alchemical products list are present. * Arms: a random piece of armor or weaponry is present, usually normal. Roll 1d10 and add the dungeon level to the roll. If the number 12+ results, then the item is either masterwork with a +1 to hit or damage or is silvered (50/50), if the number 14+ appears, it is magically enchanted as +1. If the number 17+ appears, it is magically +2. * Scroll: a scroll of 1 spell (75% magic, 25% divine) of level 1d4-1 is found. * Potion: a random magic potion is found. * Magic: one totally random magic item is found (could be a scroll, potion, weapon, anything). * Gear: 1 piece of normal, but desired gear, of the player’s choice, is found. It must be worth 100gp or less. * Bilge: the container is filled with scummy bilge water. * Beer, Wine, Oil, Water: the barrel is filled with usable liquid of the designate type. The oil is the same as common or lamp oil (olive oil likely). Roll randomly for beer or wine quality. * Guy: there is some guy hiding in the barrel, potentially friendly, potentially not. Either draw from the henchman deck, or roll encounters until a likely result occurs. Roll a reaction roll during the first dangerous situation to see how he behaves. * Wormy Book: the shelf has a book infested with book worms, if a character with scrolls or books on his person is searching the shelf, he needs to roll a WIS and a DEX 1d20 check to avoid having his scrolls/book being destroyed. * Book: a useful book in fair condition is found. It is worth 50g x dungeon level. * Map: a map to a buried treasure is found. * Magical Writing: a magical writing is discovered, roll randomly.