Inside this canvas bag is a compartment for your letters, as well as a miniaturized entropy-chaos hole (ECH). The ECH -hole as its colloquially known, allows the mail carrier to reach inside once per day and pull out exactly what they need to complete a mission. Otherwise the bag works the same as regular adventuring gear and can hold up to 30lbs of gear.
(nothing more expensive than 20 times your character level in GP. You can only pull out an item that is half your size or smaller.)
Roll a d100, anything above a 20 and you are able to grab what you need. 1-20 = the following rolls
| d100 | Effect |
| 01 | You put your hand in the bag, but when you take it out, it is missing. This is a severe wound. You drop 5 HP per round until you can heal you or cauterize the wound. (this can only happen once, the next 1 you roll will be considered a 2) |
| 02-5 |
You pull your hand out of the bag to reveal it is another beings hand. roll on the resurrection chart to find out which hand. If the hand comes with a natural weapon (or ability), you now that ability as well. DM's discretion if any other abilities are gained because of the type of hand you are now stuck with. (ex. Tiefling = Hellish Rebuke) Your hand is now on some other person in the world. You always have a vague notion of the direction they are in. |
| 6-10 | You pull out the exact opposite of what you wanted. DM's choice. This item only lasts for an hour. |
| 11-15 | Your hands comes out of the bag on fire (or some other magical effect of DM's choice.) You take no damage. For the next hour, you can cast fireball (or similar spell DM's choice) an amount of times equal to your proficiency bonus. |
| 16-19 | You pull your hand out of the bag to find a magic item that is not what you expected, but could still be considered useful. DM's choice. Item lasts for one hour. |
| 20 | You pull your hand out of the bag. It seems to have transformed into a hand made of spectral energy. Once per day your unarmed strike (with that hand) hand now deals force damage plus your strength and prof bonus. (this can only happen to you once. The next 20 you roll will be considered a 19) |
| 21-99 | You pull out the exact item you need. It lasts for one hour. |
| 100 | You pull out the exact item you intended, but it comes with an additional power which you will find out after your next short rest. You immediately feel the significance of this item. This item is permanant. |
Notes: Damage, Control, Utility, Combat
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