"I Search the Bookcase!"

eight random rolling tables to populate your libraries

Random Book Titles, Authors, and Content

Use the table below to roll for random books a character might find in a library or on a bookshelf. If the books belong to an important NPC, consider what their interests are, what their bookcases might look like, and what knowledge they would have gained from the books that they own. Feel free to augment or supplement the following table with your own ideas!

Books
1d100 Book Name Author Contents
1-2 Bridge to Heaven Bruvin Darryo Planeshifting methods to travel to Elysium
3-4 What Prowls at Night Theus Wolfsbane Collection of werewolf sightings
5-6 Derytthic ("Rituals") Grokdos Spearbone Orcish ritualistic ceremonies
7-8 History of Elfin Wine Araina Reshtir Collection of historical elven orchards
9-10 The Sharp End Linus the Adventurer Swordfighting tips for beginners
11-12 A Tale of Giants Malayna Quasiv Account of the hunting of a clan of frost giants
13-14 True Ley Lines Unknown Hypothetical mapping of arcane ley lines
15-16 Borzog the Destroyer Borzog the Destroyer Inflated account of Borzog's endeavours
17-18 Gnomish Kin Yalenna Stone Genealogical reconstruction of gnomish heritage
19-20 The Webs Below Porthos Avoren Account of an encounter with driders
21-22 Mountainous Desires Babessa Puman Romantic fiction between a goliath and an elf
23-24 Conjuring Success Master Wan Amateur's guide to conjuration magic
25-26 7 Unknown Theory that everything is tied to the number 7
27-28 The Bearclaws part 3 Minnie Darova Part in a series about the fictional adventuring group
29-30 The Astral Sea Hellian Collection of dangers found in the Astral Sea
31-32 Navigation Captain Royce Basic guide to navigating on sea using the stars
33-34 Power of Fire Tartaros Overview of the uses of fire magic and arcane flames
35-36 The Ice Time Torop Bruska Guide to farming during multi-year winters
37-38 Beyond the Red Gate N. Otade Vil Structure and topographical overview of the Nine Hells
39-40 Worship of Ilmater Unnamed priest Guide to ceremonies, dress and prayer to Ilmater
41-42 The Twelve Unknown Account of the shattering of the Deepblade into 12
43-44 The Planes The Wayfinder Incomplete and incorrect overview of the Planes
45-46 Sending and Finding Master Kraven Guide to spells that send messages or find objects
47-48 Soothserum Unknown Step-by-step guide to brewing the illegal soothserum
49-50 Halfling Architecture Meynas Brinn Technical sketches of halfling architectural styles
51-52 To the Bottom F. Ish Fake account of a city at the bottom of the sea
53-54 101 Mockeries Stegey the Bard Collection of vicious mockery insults
55-56 Taming of the Ewe Brindleback Guide to handling aggressive or dangerous sheep
57-58 Fantastical Blades Mervyn the Sage Overview of historically significant magical swords
59-60 Zero to Zero Unknown Tale of an urchin who becomes a hero and fails
61-62 Uses for Alicorn Jenna Brodiger Material uses for unicorn horn, for brewing or imbuing
63-64 99 Plants Herb Dingus Arbitrary, illogical and unordered list of random plants
65-66 The Fir Archdruid Zevan Account of how a fir tree gave Zevan druidic powers
67-68 Guide to Hemocraft Unknown Advanced guide to the uses of illegal hemomancy
69-70 Wood vs. Thatched Brennan Duryan Argumentative essay on using wood or straw for roofs
71-72 The Missing Link Maybel Hypotheses surrounding the murder of Levos Brin
1d100 Book Name Author Contents
73-74 The Skull Lord Unnamed historian Account of how the sorcerer Eskalaidos became a lich
75-76 The King's Line Batueva Genealogical royal line going back five centuries
77-78 Arcane Grammar Desthys Vuorin Guide to grammatical mistakes in spellcasting
79-80 Love Unbound Elennia False account of her romance with a prince
81-82 The Silence Within Mu-Win Guide to channeling ki and controlling enemy ki
83-84 Oremur Vistav Ustenar Guide to deciphering and reading the oremur-script
85-86 Snake-People Unknown Account of an encounter with various yuan-ti
87-88 Driv's Adventures Nemyn Desvin Children's book about a dwarf child named Driv
89-90 Arcane Metallurgy Drakash Vertisn Guide to dwarvish metalcasting of magical hammers
91-92 Eight Eyes Unnamed thief Account of a thief who worked under a beholder
93-94 Eastern Riverfish Unnamed fisherman Overview of catchable fish in various rivers in the area
95-96 Meyistamev ("Bonds") Eristereav Mysteraniar Hypothetical overview of stars "bound together"
97-98 Arcana Unknown Extremely dry overview of historical use of magic
99-100 Significance Dav the Lover Overview of courtship and marriage in various cultures

Book Materials, Color, Cover and General Appearance

Use these tables to determine what the book looks like, what properties it has and whether a player can read it. Not all of the options within these tables may be compatible with the book contents in the table above. Options that end in a single asterisk (*) may give books unique properties, and could be used as plot hooks for adventures.

Cover (roll 3 times)
d8 Material Decorations Cover Color
1 Wood and leather Woodcut Black
2 Wood and cloth Engraved metal Red
3 Plain wood Painted Green
4 Embroidery Gold leaf Blue
5 Leather softcover Treasure binding* Brown
6 Layered vellum Metal corners White
7 Wraparound or tied Calligraphy Purple
8 No cover None Not colored
Binding (roll 2 times)
d6 Method Page Count
1 Coptic stitch binding 1-50 pages
2 Long stitch binding 50-100 pages
3 Girdle binding 100-250 pages
4 Stitched or stab binding 250-500 pages
5 Glued 500-1000 pages
6 Loose folios More than 1000 pages**

**Books that contain more than 1000 (bound) pages may be contained in codices, multiple manuscripts or book series.

Pages (roll 2 times)
d4 Page Material Page Quality
1 Vellum or parchment Moldy or brittle
2 Papyrus Few tears
3 Paper Well-preserved
4 Leaves, bark, or other materials* New or spotless
Penmanship (roll 2 times)
d4 Types of Writing Writing Quality
1 Block letters Low, untrained, or illegible
2 Cursive Mediocre or scribbled
3 Calligraphy Excellent
4 Blackletter Masterful
Language or Cipher (if Encrypted)
d6 Language Cipher
1 Common Arcane cipher
2 Dwarvish Numerical cipher
3 Elvish Substitution cipher
4 Halfling Transposition cipher
5 Gnomish Musical cipher
6 Exotic Book cipher

Additional Book Details and Features

Use the following tables to give your books additional features or traits that make them stand out against the rest of the bookcase, or use the "Magical Properties" table to give your books a little extra power. Options that end in a single asterisk (*) may give books magical properties, and could be used as plot hooks for adventures.

Special Book Features
d20 Feature
1 The book is severly weathered or used.
2 The book has burn marks.
3 The book is missing several pages that have been ripped out.*
4 Most pages have handwritten notes in the margins.*
5 The book's cover has been reused from another book, and still has that book's title and author on it.
6 The book contains another chapter from a different book that has been bound into it.
7 The book has a crude map drawn into the cover.*
8 Some of the book's pages stick or are glued together.
9 The book's index contains a number of chapters that aren't in the book.
10 The book's cover has many arcane symbols drawn or painted on it.*
11 The book screams when it is opened.*
12 The book smells vaguely of perfume or refuse.
13 The book has extensive water damage.
14 Someone spilled a burning acid on the cover.
15 The book has multiple clasps or chains on it that keep it closed and locked.*
16 The book's pages are made from multiple different materials, alternated between sections.
17 The book is encrypted in an unknown script or cipher (see the "Language or Cipher" table).*
18 The previous owner of the book doodled pictures of themselves and their animal companions over the pages of this book.
19 Each of this book's pages starts with a cryptic sentence or message.*
20 This book was used as a spellbook by a wizard, or a hag or witch used it as a grimoire.*















Page 2 image art from Final Fantasy, "Gran Grimoire"
Page 3 image art from Pathfinder, "Psychic Manuscript"

Magical Properties
d20 Property Rarity
1 A soul was captured in this book. If treated well, it may provide information it knows. Common
2 This book generates one random spell scroll of 1st-level every day at dawn, provided the last one was used. Uncommon
3 Once a day, reading this book gives one character advantage on Intelligence checks for 10 minutes. Uncommon
4 This book can be used to cast the scrying spell once per day (save DC 15). (Requires attunement) Rare
5 This book can be used to cast the teleport spell once per day. (Requires attunement) Very rare
6 Carrying this book makes the owner immmune to magical sleep. Uncommon
7 Carrying this book gives the owner advantage on checks made to decrypt ciphers or other encryptions. Common
8 While carrying this book, the owner can treat any roll of 9 or lower on the d20 on Intelligence skill checks as a 10. Uncommon
9 Reading this book grants one tool proficiency of the reader's choice. The book then disappears. Uncommon
10 Reading this book grants one skill proficiency of the reader's choice. The book then disappears. Uncommon
11 This book's owner can't be surprised. Uncommon
12 This book increases its owner's number of spell slot levels regained through Arcane Recovery by 1. (Requires attunement by a wizard) Rare
13 This book's owner can always tell cardinal directions by the stars. Common
14 This book's owner can understand two additional languages. Common
15 This book's owner never runs out of ink. Common
16 Once per day, this book's owner can choose to regain maximum hit points from a healing potion, instead of rolling. Uncommon
17 This book's owner learns one wizard cantrip of their choice. Common
18 This book grants its owner a +1 bonus to one ability score of the owner's choice. (Requires attunement) Rare
19 This book can identify materials by touch. Common
20 This book can predict the future, as per the augury spell, 1d2 times per day. Rare