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.