*Carry Loot B* tends to include larger silver amounts, useful mundane items, and limited gold. A single **`dice: d100`** roll generally represents the total spoils of a small group. Most rolls will generate 60 - 200 sp, or fewer coins coupled with a useful item. There is a small chance of a gemstone worth 400 - 1,300 sp.
| `dice: 1d100` | Loot |
| ------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-30 | **Silvers** equal to 50 + the sum of the digits on the `dice: d100` roll. |
| 31-40 | **Silvers** equal to the **reverse** of the digits on the `dice: d100` roll plus an **Item**. Roll **`dice: 1d10`**: (i) Hacksaw, (ii) Bell, (iii) Fishing Line, (iv) Ink Bottle, (v) Lamp, (vi) Smelling Salts, (vii) Flute, (viii) Smoking Pipe, (ix) Acid Vial, (x) Bag of Caltrops. |
| 41-50 | **Silvers** equal to the **reverse** of the digits on the `dice: d100` roll plus an **Item**. Roll **`dice: 1d10`**: (i) Spice Jar, (ii) Antitoxin Herbs, (iii) Wine Flask, (iv) Holy Symbol, (v) Bag of Marbles, (vi) Iron Spike, (vii) Minor Jewelry (35 sp), (viii) Candles (5), (ix) Whistle, (x) Trollblood Ointment. |
| 51-60 | **Silvers** equal to the **reverse** of the digits on the `dice: d100` roll plus an Item. Roll **`dice: 1d10`**: (i) Firepot, (ii) Manacles, (iii) Holy Water, (iv) Poppy Milk, (v) Mirror, (vi) Oil Flask, (vii) Torch, (viii) Rope (30 ft), (ix) Healer’s Kit, (x) [[2 - Rules/Poison]] (`dice: 1d10` on the [[2 - Rules/Poison]] table, p.226). |
| 61-75 | **Gold** pieces equal to the **sum** of the digits on the `dice: d100` roll. |
| 76-85 | **Gold** pieces equal to **10 + the sum** of the digits on the `dice: d100` roll. |
| 86-95 | **Silvers** equal to the sum of the digits on the `dice: d100` roll, plus a **Gemstone** worth **300 sp + 100 sp x second `dice: d10` roll.** The second die also decides gem type: (i-ii) Opal, (iii-iv) Moonstone, (v) Emerald, (vi) Peridot, (vii) Sapphire, (viii) Bloodstone, (ix) Ruby, (x) Diamond. |
| 96-100 | **Roll `dice: 3d20`** on the **Valuables A** table. |