Blacker's Hook

Blacker’s hook was made within the lands of Ravenloft more than a decade ago now by a man named Jack Blacker. Blacker was a man obsessed with knowledge. It was his goal to ultimately learn everything and master every skill. This jack-of-all-trades took pleasure in his abilities and his accomplishments eventually became a vainglorious, overbearing pride.

Blacker settled in II Aluk a decade ago, but he vanished years ago and whether he still lives or is dead is unknown. Blacker spent his years as a tinkerer and craftsman putting his vast knowledge to work in the creation of many tools.

Many of Blacker’s most famous items are intricate mechanical devices that he designed to perform simple, everyday tasks in the most complicated manner possible. Blacker also crafted many simple, everyday tools and objects, commissioned by the townsfolk.

As the years passed, the weight of Blacker’s vast knowledge affected his mind. He became convinced that some sinister cabal was following him, determined to kill him and harvest his brain. No one ever saw the macabre enemies that Blacker feared, but this did little to ease his fears.

Because of his paranoia, Blacker began to enchant the everyday items that he made. His plan was that these items would fall into the hands of his enemies. More often, however, they came into the possession of innocent folk.

Blacker's hook is one of his more simple cursed objects. The hook is nothing more than a curved metal hook with a wooden handle; the type used by cargo handlers or in a butcher's shop.

Blacker's Hook

Wonderous item, cursed, requires attunement

Skillful Tool. The hook can be used for many mundane tasks including bailing hay, dragging heavy objects, hooking meat and so on. Any proficiency check made by someone using this item gains advantage if such a tool would aid in the endeavor.

Piercing Melee Weapon. Blacker's hook acts as a +2 magic item with the base of the weapon dealing 1d4+2 piercing damage.

Powers. Whenever someone using the Blacker's hook fails a fear or horror heck, its special powers are triggered. Instead of being frightened, the owner is filled with an overwhelming, maniacal courage. This caused the character using the hook to attack the thing that caused the fear or horror check. During this attack, the wielder's Strength is boosted to 19. Once activated the only weapon the character will use is Blacker's hook. These effects fade the moment that the enemy has been driven away or slain.

Curse. Anytime the hero uses the hook to vanquish an enemy, its first curse takes effect - the hero feels a need to brag of his bravery. The hook confers the performance proficiency to interest bystanders in the tale. The crowd’s reaction should be determined normally for this ability.

The hero may bend his companions' ears for a while, but if they tire of their friend’s newfound interest in boasting, the wielder will still feel a need to tell his story. Any crowd will do. The character will seek out the company of those willing to listen to him, even if he has to buy the whole tavern a round to get their attention.

Further, each time Blacker’s hook gives its owner the gift of courage in the face of great evil, it exacts a price. As soon as the maniacal rage leaves its owner, he must make a Madness Check as described in the Dungeon Master's Guide (pg. 258-260). Eventually, anyone using Blacker’s hook will be driven utterly mad by the implement.

Destruction. Blacker’ hook can be destroyed by melting it in a mystic forge. The fire will burn its wooden handle and melt its steel hook. If the hook is unmade, its powers will be dissipated in a puff of colorful but harmless smoke.

As a last act of defiance, however, everyone in the area must attempt a Constitution saving throw (DC 15) to avoid inhaling these fumes. A failed saving throw requires the victim to make a madness check.

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