The Kraken Who Counted to Ten

A Children's Pop-up Book

Young Krakko the Kraken is tired of being clumsy. He tangles his own tentacles and knocks over coral reefs. So his pirate friend, Cap’n Nimble Nogs, teaches him to count out his movements: “One for the anchor, two for the sail, three for the treasure we never regale!”   Each lesson involves timed motion puzzles: dodging sea mines, stealing bananas from sea apes, or doing synchronized jigs on a ship deck. It ends with Krakko learning that grace comes not from size, but from mindful, practiced motion.

Purpose

Official Item:

Manual of Quickness of Action  

Source:

Dungeon Master’s Guide, p.180  

Rarity:

Very Rare  

Requires Attunement:

No  

Effect:

Reading for 48 hours over 6 or fewer days grants +2 Dexterity, up to a max of 22. Loses its magic for 100 years thereafter.  

School of Magic:

Transmutation
This school governs physical transformation, which aligns with the tome’s dexterity-enhancing nature.  

Aura Appearance:

A shimmering current of sea-glass green and ocean blue, pulsing in rhythm like waves when viewed with Detect Magic.
Type
Imagery, Graphic Novel / Comic Book
Medium
Paper

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