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1: Bound in human skin. Written and drawn with human blood.

2: Alive. At least one eye and an ear. Can levitate to it's owner when called.
3: Book of holding. Slim book with originally a thousand pages. If placed in another magic
storage device it seals shut till removed to a more normal space.
4: Corridor wall covered with hieroglyphics, pictures, writing, ect.
5: Folio. A large piece of "paper" folded into a page sized rectangle. Usually found in it's
slipcase decorated like a book.
6: Mostly non magical scroll. It contains anything a book can hold, often in hieroglyphics.

7. A cylinder. About the size of a vase, it bears words on the sides. If you pick it up and spin it
around, it will continue to show new words/pictures despite being rotated completely in your
hands. If you rotate it in the opposite direction you can return to a previous "page".

8: A collection of green clay tablets bound by magical force with cuneiform writing.
When "activated" the tablets rise up to eye level of the reader and rotate on a left/right
axis

9: 7 crystal prisms, each with a series of glyphs etched on the INSIDE of the gemstone.
When light is shone through them at different angles, different information can be
deciphered. In some instances the prisms must be aligned to glean more complex
information

10: The severed arm of a Medium humanoid contains dozens of intricate tattoos from
fingertip to shoulder bone. The limb has been permanently preserved an pierced through
the underside with a carrying strap

11: Hundreds of clear crystal shards are contained within a cabinet inside a fortress
made of ice. Beside the cabinet stands a crystalline console with an assortment of open
tubes. When a single crystal is taken from the cabinet and placed in one of the tubes on
the console, pre-recorded knowledge is delivered through programed, three-dimensional
illusions projected into the air before the console. A singular green crystal sits
ominously, collecting dust, apparently untouched for some time

12: Dozens of brains in jars are stored on shelves before a bizarre and alien machine.
While there are many dials and levers on this device, the top counter is a smooth metal
plate with a round housing the same size as the base of each jarred brain. Each jar
contains four multi-pronged sockets at the top of their base as well, corresponding to
four multi-pronged plugs on elastic tethers connected to the top of the machine's
console. When connected and the proper sequence programmed, electrical current will
flow into the preserved brain and the undead intelligence will psychically communicate
with the user

13: A rhino hide bound notebook showing rugged wear at the edges. The darkly
wrinkled gray leather of both covers show spattered stains and tiny chemical burns. The
pages within contain a mixture of notes and diagrams alongside the formulae for a
number of mundane alchemical and extract concoctions
14: Hundreds of connected lengths of string with words encoded by knots.

15: A magnetised metal plate coated with iron dust. Each time the plate is shaken a new
'page' is revealed in the patterns in the dust.

16: A complicated crystal star. Shining light on it from a precise angle creates an image
of a page in the overlapping rainbows so created. Changing the angle changes the page.

17: A case of loose pages filled with sketches of flowers. Overlaying some of the pages
(they're transparent with a bright enough light) reveals the maps hidden within. There
may be hints as to which pages to overlay in the marginal notes.

18: A sack of gnawed bones. The tooth-marks are runes.

14. A cabinet of what appear to be potions stored away. Each one had a label. Instead of
saying things like 'healing potion' or 'enlarge person', they each bear what seem to be book
titles. Also stored with them is a metal wash basin. If a potion is poured into the basin, words
appear in the fluid: the words of the book. A wave of the hand in either direction turns the
pages of the book. Inserting the potion bottle into the fluid causes the fluid to pour itself back
into its bottle for storage; more fluid moves in and out of the bottle than they should be able
to hold. No other bottles work, nor basins; pouring the potions out into other basins or
containers ruins the book forever. If consumed, they taste like ink.

15. A hardcover grimoire bound in countless eyelids and lips. It is filled with pages of angelskin
vellum which are all blank except the centerfold depicting angels being flayed and tortured...
their eyelids and lips removed. No attempts to write in the book are ever successful, Arcane
Mark is left floating in space instead of sticking to the book or its pages. No attempts to hide its
evil aura are ever successful. No attempts to destroy the book are ever successful. If the
grimoire is used as a focus for the Soul Bind or Trap the Soul spells (or similar dark
magic/ritual), the target's name appears in the book and the gem containing the soul (usually a
black amethyst or onyx) disappears forever.

16. A magical curly straw of semi-transparent material. They come in a variety of


colors. When alcohol is sucked into it and and imbibed by the user, the words of the
story or message contained within are revealed; being visible to the user, only, in their
native language upon the uppermost curve of the straw, in sight of their eyes.

If the user doesn't imbibe the alcohol, merely sucking it through the straw and spitting it
out, the words appear fuzzy and indistinct. The user may mentally concentrate to move
the story or message to any point they wish, assuming they have viewed it before,
otherwise a user can view and read approximately two pages of words per minute (about
500 words).

The magic of the straw always allows the user to read and comprehend the story
regardless of alcoholic impairment, as though they weren't drunk or imbibing alcohol,
but it does nothing to prevent them from becoming drunk or inebriated.
Some such straws contain epic dwarven ballads and poems that only the most
determined and mighty of drinkers can read, recite, and manage to perform to the end.

22: Mosaics in the floor of a temple.

23: A quill pen which allows the holder to reproduce any document it has stored, given
parchment and ink.

24: A long scarf (3rd Doctor Who-style) with patterns knitted into it.

25: A tree with words carved into its bark.

26: 26 trained monkeys with typewriters. Against all the odds they can produce clear
text given time.

27:Tiny book. Usually written by tiny creatures such as midge sprites, gremlins, or sentient
mice. It requires lenses of minute seeing to read.

28. Fine Print: The complete book of identifying the smallest of tracks.

Content belongs in 100 Books Found in the Strange Library. An otherwise normal book
whose contents are all written in fine print is a valid entry. Any pictures would be
likewise fine and require at least a magnifying glass to make out.

29: Spider book. Otherwise normal book that when threatened or prey draws near,
instantly transforms into a spider of the same size with the book title on their back.

30. Deep in an old forest is a stand of birch. This is a little odd on its own. Written on the bark
of the trees are words and numbers. This is a book written by a passing elf druid long ago,
detailing their travels. It might even contain a spell formula! Of course, several tress are
damaged or dead and fallen, the bark gone.

31. The books in this library are all blank, although they have titles on their spines, and
are arranged in categories, with a single assistant librarian in each section. The eccentric
arcanist who runs the place has forced each of the dozen librarians to memorize the
contents of several books each, by theme, and recite them or regurgitate references from
them on demand. The one in front of you right now bears the sigil for Enchantment on
her tunic, and presumably has been forced to 'store' all of the texts on the school of
Enchantment.

32. Inside this magnificent mansion spell, the library is useful and thorough, with books
filling many shelves, and stacked atop tables in teetering piles, but the books are
tangible figments, given a wisp of substance via shadow magic (allowing them to be
read and moved about). You cannot remove any of the tomes from the spell effect, they
vanish from your person when you cross the threshold, reappearing wherever you first
picked them up. (Note that the food in this magnificent mansion is also illusory, and
satisfies hunger and thirst only while you are within it, but then leaves you stricken
afterwards!) New tomes can be brought into the mansion and burnt, at which point an
illusion of the destroyed book appears on the shelves, preserved forever, but if the spell
itself is ever ended, all of these books will be lost!

33. In a geothermal area, one of the crevices in a hillside wafts steam. From the right angle the
clouds can look like words. A lot like words, actually. (Excavating the area can reveal a
dreaming dragon. Briefly.)

34:A tablet, with a screen the size of a paperback book. If the screen is touched, it turns on.
Touch the right side of the screen and it moves a page forward. Touch the left side and it goes
a page back. If you hold your finger on it it will go all the way to the first or last page. If ignored
for an hour it turns off. Note that touching anywhere within the margins will zoom in on that
part of the page, but turning the page returns to normal size. The light emitted is equal to a
candle.

Burning this book will expose everyone downwind to radioactive gas.

35. Written long ago by an ancient, Old One upon the night sky, the passing stars form
pages of eldritch knowledge. Written across eons, the passing of a year equals one page
of knowledge. An observer must view the heavens for at least 5 days of a week (there's
some overlap for a few days, allowing for some gaps to be filled in). Overcast days can
interfere.

It's said that in certain parts of the night sky, lost spells have been written. Each such
ritual or spell requires one 'page' ie. year, of research. Such magicks are inherently
dangerous and maddening even if diligently studied, especially since some of the stars
have guttered and dead in the ensuing epoch.

35B:A planetarium allows you to read the book properly. It also allows you to read the
stars from the perspective of different planets and systems, which are whole other
books.

36:Book Bomb. A seemingly ordinary book, to most appearances appropriate to it's


contents. To the sense of smell it is gunpowder, perception 18. The covers are made of
highly compressed explosives detonated only by fire. The pages are bound by wire to
the spine so if a fool throws it on a bonfire it blasts everything within 50 feet with 2D6
shrapnel, 2D6 fire, and 5D6 concussive force.

37. A bag of magical sand. When the reader casts Read Magic and makes a successful UMD DC
20 check, the sand animates and leaps out of the bag to form words. One need only say
"Next", "Go Back", "Go to Chapter 3", or "Table of Contents", or "Skip to page 374" to navigate
the "book".

38. A blind old dwarf. She's memorised more stories than you knew existed, and can
repeat them if suitably motivated.
39. A magically-mobile libram which generates an illusion while reciting information.
Resembling an unassuming humanoid that's memorized more stories than a blind old
dwarf knew existed. It will repeat them with absolutely no motivation or even
encouragement, constantly, in no particular order. It also has an incredibly diverse
collection of bedtime stories of near-unbelievable creativity, if not polish.

Details:
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This almost curse-like tome will stick with and follow listeners that evince even the
slightest positive reaction to a tale or snippet of information during their initial
encounter (and it does tend to open with some pretty impressive tales or information). It
even tends to pop up unexpectedly after being teleported away from, locked in rooms or
boxes, or seemingly destroyed.

Lost in the telling of stories, it will continue to follow its chosen listener around,
pontificating on observed actions in relation to characters in other stories or documents,
regaling them with tales and spiraling off into tangents of other stories that have similar
themes, situations, or characters, sometimes entirely rearranging chapters between
different stories.

If aggressively attacked by a listened (rather than some incidental creature nearby) or


deliberately subjected to ruinous damage, it may either ignore it... or decide to leave. In
this case, it usually eventually end up around someone the original listener dislikes or
vice versa and will almost always have some information about the original listener to
impart (which might be reacted to favorably and start the whole cycle over again).

This is not actually a cursed item and spells dealing with such things have no effect.
One of the known methods of ridding oneself of this persistent tome is to create a new
bedtime story, either yourself or someone else acting on your behalf. This requires a
peaceful bedtime setting and three successful Perform (Storytelling) or Charisma checks
at DC 10, DC 15, and DC 20 over the course of an hour. Success indicates the tome
falls into a sleep-like trance for a time. This seems to 'reset' their social interactions,
freeing the listener even if they later meet the same tome or are still in the area after the
trance ends.

One noted positive effect of this tome is that when telling a listener a bedtime story, it's
so enthused and intent on helping them relax and have a pleasant sleep, it actually
remains vigilant and watchful for up to an hour after its listener has drifted off,
functioning as form of sentry that will, if not express alarm at something's appearance if
enters the room, camp, or vicinity of the sleeper, will definitely remark on it in a loud
manner.

40: A bag of a hundred or more little tiles each containing a single letter, that reform on
command to spell out a page of text at a time, could be neat.

41: Or a book with a nonsense story written in it. If the title of the book desired (and
one of the several programmed into the magic book) is said aloud while the book is held
by the speaker, the letters all move around, some moving to other pages entirely, to
reform into the text of the desired book. If the book is left unattended for more than 10
minutes, the letters all migrate around again into another completely nonsensical story.

42: Various mosses grown on trees, mushroom patches tended, tree branches cut and
bent into a circular grove. When wind passes through the grove, the land literally
speaks, as the seasons change the direction shifts and the words spoken change.
Generally used as a record and training area for the next generation of Druid.
Sometimes used by cannibal Elves for inter tribe messages.

43: A walking stick with hundreds of precise holes carved into slats, each slat is
decorated with beads making it a very musical item. When held at the right angle, words
appear on the ground in the shadow cast through the staff, the beads move as it spins to
reveal new words.

44: A tiny sized Poppet robed in book pages and wearing a librarians cap embedded
with a valuable divination gem. When a question is asked, the poppet walks in lines, it's
feet leaving behind glowing letters with each step that answer the question. Only 10
letters appear at a time before the first fade to nothing.

45: Ghost book. A book made from the ethereal plane untouchable except with ghost
touch gloves. Ghost salt or purification rituals can return the book to the material plane,
but ruin it forever. Ghosts can interact with it normally, able to write with the attached
ghost quill.

46: Book of horns. Hollow carved horns collected into a spiral mass that hangs before
the Shaman's hut. A skilled "reader" can gently blow a horn, placing fingers over
specific holes, to mimic speech of long dead leaders and wise people. Too much or too
little pressure only results in squeaks and squeals.

47: The hat book. A tall librarians hat that when worn causes ink to splash over the
wearer, they become the book but cannot read themselves. Any ink added to the person
is added to the "book". When the hat is removed ALL ink goes with it and vanishes till
next worn (Yes, ALL ink, careful with tattoo's!).

48: The counting book: A big metal box with complex runes and gears inscribed in
silver on the top. This simple "book" when opened is empty, any number of disparate
items placed inside are "counted" as given labels for the owner when a small bit of
blood is added to the "latch". So a barbarian may place 50 ears inside, the box would
say ears of 30 Goblins, 4 bugbears, and 1 Troll, placed by Tolf the cheater. Or a Gnome
may place 6000 marbles inside and it would say how many of each variety placed by
Gibblforth the hatter.
By rotating dials one can scroll back through the records, or place a new sample of
blood to see the last counting. The contents are normal and not magically stored or
removed (that must be done manually).
49: A magnificent tasseled robe, possibly a magical garment in itself. The tassels
themselves are many coloured and intricately knotted. The knots also encode the writing
of the book, similar to the inca khipu.

50: A set of metal plates, each etched with a single, huge, extremely intricate logogram.
They were for a long time used as parts of a makeshift suit of armour, revealing
themselves by taking no damage when the others were heavily worn.

51: a book bound in humanoid skin, and similarly with the parchment. Each page seems
to have a mind of its' own, and each violently resists be written on, seemingly contorting
to frustrate the writer, and trying to persuade them to write on another.

52: A book that accurately transcribes the dreams of its' owner, yet to the same owner
the writing appears illegible. It is set with a green jade on the spine, in the shape of a
single eye, with the lid contorted such that it is open on the left half and closed on the
right.

53: Three volumes, progressively smaller, bound in red leather, and gilded. Each is
associated with one of the hags from a legendary coven, and has their sign on the cover.
The contents of each are richly decorated, and as one progresses through them in order
(being first the maiden, then the mother, then the crone) they become both more
sickening, ugly and disturbing and yet also more beautiful and intoxicating. Similarly,
the persona of the writer changes from a highly pleasant one to a deeply unlikeable one,
yet at the same time becomes far more compelling. Each tackles their distinct subject
matter subject with a combination of humour and cruel wit, sombre academia,
mythology and personal anecdotes, and a fair drop of condescension.
The book associated with the maiden is the largest about birth, and coming into being.
That of the mother is about growth and change in the world, and is the middle book.
That of the crone is about death. The themes of the second are contained within the first,
and those of the third in the second, but in both cases distilled.

54: Ordinary seeming book that radiates teleportation magic. Read the command word on the
first page and it takes your entire party there. If mounts or vehicles would not fit, they are left
behind. The last page has the command word for returning. This is a good format for one of
the above books that cannot fit on the bookshelves or treasure trove where they are found.
The rest of the pages contain text and illustrations useful to the subject matter.

55. A book in a wizard's library appears to be bound in dragon hide. When examined,
the book animates, revealing tiny teeth and claws, and flaps its pages to fly as it attacks
the intruder. If its creator picks it up, it simply purrs and opens to the page where he left
off reading or recording in it.

This is an actual item/creature I created for the lair of a transmuter who specialized in
creating hybrid monsters. I used the Amalgam template (Advanced Bestiary, Green
Ronin) to combine the stats of a Tiny animated object (the book) with a wyrmling black
dragon. It was merely a nuisance monster rather than any real threat for the party, but it
added nicely to the overall flavor of the lair.
56.A haunted place or item that when triggered causes the observer or observers to
experience a related section of the Akashic Record.

57.A skull covered with arcane symbols and a book title. It will answer most questions about
it's topic and it is eager to learn even more. When someone first encounters it it tends to
startle them. It has the alignment of it's subject matter. It can see out of it's 2 glass eyes and
hear through it's ear holes. A cookbook has been known to lick things with it's ectoplasmic
tongue.

58. The Ex-Familiars. Three different books, each bound in the skin of a previous
familiar, a goat, a raven, and an owl, act as animate objects with personalities matching
their interests in life. They will eat books with information matching their interests but
steadfastly refuse to eat books with information that doesn't. If forced, they vomit up the
pages of the 'ill tasting' information. Information eaten this way is added to their pages,
granting their readers a bonus on the knowledges in question.

The books grant a +1 insight bonus to related knowledge checks per hit die (Owl -
Geography, History, Nobility; Raven - Arcana, Planes, Religion; Goat - Dungeoneering,
Local, Nature). Eating enough new and different written information can allow them to
add a hit die to themselves (DM discretion). Forcing the books to eat written
information that don't agree with them causes them to lose a hit die as if level drained.
They each have an at will cantrip (Owl-Read Magic, Raven-Resistance, Goat-Root) and
may learn additional cantrips every odd numbered hit die but never one that deals direct
damage.
Readers can communicate with the book by using the quills (or bone pin in the goat's
case) attached to the spine of the book and writing on the first page. The ink will
disappear and the book will answer in new text that appears and then disappears after
read or after the book is closed, whichever comes first.
Once a week, they can turn into a tiny or small origami version of the original creature
for a number of hours equal to their hit dice. In addition to regaining hit points through
repair or spells that work on objects, such as mending, they gain a number of hit points
equal to the damage inflicted on a scroll or book that they eat.

59. The reader is a crystal disk that when held against the skin will display a book, page
by page. Most animal lifeforms, humanoids included, have books encoded in their
DNA. As these "books" were written by the First Ones they contain invaluable
information on the beginning of the universe. Half elves and half orcs have garbled
information due to 2 books being combined.

The reader is usually found wrapped in a paper with the command words written on it.

60. Copper plates. The letters are tap and died into the metal unless a god created them.
Usually numbered so you know what order to read them in.

61. a flatbox with a hinged lid which, when open features a piece of otherworldly glass
on the inside. The interior of the box is extremely shallow featuring raised keys
depicting letters, numbers, and a variety of functions or punctuation marks. below the
keys is a depressed pad topped with two blank buttons.

By pressing a key displaying the pictograph of a window, a static image appears with a
variety of texts and an empty bar across the center. By manipulating the pad, a blinking
marker may be placed in the bar and then, by phrasing a question using the letter,
number and punctuation keys, the spirits trapped within the flatbox will change the
image to a number of answers to the user's question.

By once again using the pad to move the marker over one of these answers, the buttons
atop the pad can be used to force the spirit attached to the chosen answer to then divulge
its knowledge in the form of text, images, or moving pictures which the flatbox refers to
as "videos."

62. A large origami swan. As in life-sized. Words are written on every surface of the
amazing piece, the pages of the book. Each flat surface is numbered with the page of the
book; reading it in order requires knowing how to make a swan and unfolding it in
reverse order to making one.

It can be any origami form, usually, but not exclusively, oriental. Kitsune prefer origami foxes.
Some wiseacher might inscribe a treatise on the fly spell on a big paper airplane.

64. Long strips of cloth or ribbon with seemingly random letters along its length. These
strips are meant to be wound around a rod or dowel, thus lining up the letters into words
that are read from top to bottom. Since the alignment of the letters is important, the
proper circumference of the reading rod is paramount. Such a rod fitting this [set] of
story strips may or may not be nearby.

These are based on the code-staves from history, where coded messages would be sent
between two parties, both of which have identical staves. Anyone intercepting the code
would need to have the right size dowel or have to spend time piecing the words
together laboriously.

65: Fixed upon the end of an ornate iron rod is the skull of an ancient wizard-king,
known to have been knowledgeable on many topics and spells. Each of the skull's eye
sockets are affixed with multi-faceted garnets and several arcane sigils are painted
across the surface of the bone. At will the device can call forth an inner light causing the
rod to radiate light like a torch and the lenses can be manipulated in a way to focus the
light into a 30' cone, a 60' beam, or even project and manipulate the light out of itself as
per the Dancing Lights spell for up to 10 minutes per day, used in 1 minute increments
at a time.

1/week however the skull can be asked a question while the lenses are pointed towards a
flat, opaque surface capable of projecting an image onto, such as a wall or canvas sheet.
The skull is capable of recalling lore as if a sage answering a DC 20 knowledge check.
Alternately, the skull MAY know a particular Sorcerer/Wizard spell up to 5th level (as
determined by the GM). The answers requested will then be projected through the
faceted garnets onto the surface wherupon they may be studied by the user or other
onlookers.

Note: any attempt to transcribe this knowledge, even after a spell has been studied by
the user and added to their daily prepared spells, immediately fails and the subject
suffers Blindness (as the spell Blindness/Deafness) with no save. The knowledge read
from the skull either gives the user the chance to add a particular spell to their prepared
spells for the day or deliver a +5 Competence bonus to a single Knowledge check
related to the question asked of the rod.

66:Alien books with a pattern of stars on the cover. The lock has no keyhole and will open only
when the stars are right, usually when it's planet of origin is above the horizon. This format is
also popular with planar outsiders. Picking the lock involves duplicating the correct night sky.
In other words art or illusions.

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