28. A syringe containing an ambiguous substance. Roll on Goth Guru's What's in the Bottle table. These will mostly be things you definitely don't want to inject into yourself... but that should be the case with any random needle and syringe you find laying around. Craft: Alchemy can potentially identify the substance (DC varies). There is a 20% chance the user accidently pokes and injects themselves as they draw the syringe (DC 15 Reflex; negates; +2 to save for heavy gloves or gauntlets).
If you're a [cuddly] GM, you can substitute the Potions table for less lethal/fun results.
29. A cryptic container. Roll on Goth Guru's What's in the Bottle table.
30. A cryptid container. Contains a shrunken cryptid floating in a suspension liquid. If the bottle is broken or breached, the cryptid resumes it normal (deceased) size. Determine randomly what type of cryptid it is, or roll on Goth Guru's Curious Cryptid table.