d100 | Result |
---|---|
1-40 |
Full of goods that have been ruined with mold and mildew. Anyone spending more that a few rounds in this room must make a DC 10 FORT save or contract a respiratory ailment. |
41-55 |
Beneath some ruined items are some linens and/or textiles sealed in heavy plastic. Roll 1d3 TT |
56-70 |
Clothes in good to OK condition. Pairs of denim jeans. flannel shirts. packs of designer underpants. pairs of rugged boots. Roll 1d12 TT |
71-80 |
Plastic wrapped camping gear. backpacks, canteens, carabiners, and 100ft loops of neon colored rope. Roll 1d20 TT |
81-85 |
Roll 1d5 locked sturdy metal cases containing jewelry. DC 18 AGI check to open locks. DC 12 STR check to break open. 4 TT per case if unopened or broken open, 6 TT per case if opened carefully |
86-90 |
Cases of foil wrapped sports nutrition bars, 80% chance per bar it is still good. Roll 3d4 TT |
91-94 |
Roll 1d7 Power tools in sealed cases. Includes rechargeable batteries, chargers, and heavy duty power extension cables. 2 TT per Power Tool |
95-98 |
Civil defense cache: Roll 1d3 rifles and Roll 2d8 magazines of ammo. 2 TT per Rifle and 1 TT per full Magazine |
99-100 |
Deactivated Sentrybot. DC 15 INT check to activate. Roll randomly to determine which person in visual range is recognized as controller. If controller is killed, the Sentrybot will run amuck. 10 TT if inactive . 0 TT if activated as it will follow its controller only. |