the five great tools of the dwarves?

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EverlyKingston
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the five great tools of the dwarves?

Post by EverlyKingston »

hi all

does anybody have full information on the following legendary items the five tools of the dwarves the dwarven brutal pick/
axe of the dwarvish lords
earthheart forge
anvil of songs
the shaping hammer
whelm the axe

and full list of abilities for each item thanks

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aliasmask
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Re: the five great tools of the dwarves?

Post by aliasmask »

Whelm is a warhammer: https://ghwiki.greyparticle.com/index.p ... d%20metals.

Most of your items can be found with a google search.
anvil of songs: https://aural.fandom.com/wiki/The_Anvil_of_Songs
axe of the dwarvish lords: https://aural.fandom.com/wiki/Axe_of_the_Dwarvish_Lords
earthhearth forge: https://aural.fandom.com/wiki/The_Earthheart_Forge
brutal pick: https://aural.fandom.com/wiki/The_Brutal_Pick
shaping hammer: https://aural.fandom.com/wiki/The_Shaping_Hammer

looks like most of them don't have stats other than to say they were used to make the first adamantine weapon, axe of the dwarvish lords.

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Full Bleed
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Re: the five great tools of the dwarves?

Post by Full Bleed »

EverlyKingston wrote:
Wed Mar 17, 2021 8:55 am
hi all

does anybody have full information on the following legendary items the five tools of the dwarves the dwarven brutal pick/
axe of the dwarvish lords
earthheart forge
anvil of songs
the shaping hammer
whelm the axe

and full list of abilities for each item thanks
Here is what I could find for Whelm. Most of this is copy/paste so the formatting is suspect and all of the OCR might not be perfect.
1st Edition wrote:Whelm, a lawful neutral +3 hammer (+5 for
dwarves), intelligence 15, ego 18. Purpose: kill all trolls, giants
and goblin-types (including bugbears and hobgoblins). It
can be thrown and will return from up to 150’ thrice per day
(dwarves only). It also acts as a hammer of stunning: once
per day, when struck upon the ground, it will send forth a
shock wave stunning up to 45 hit points of enemies up to a
distance of 60‘ for 1-4 rounds if they fail to save vs. spells.
Whelm also detects gold, gems, and the presence of
goblins. A drawback is that the bearer of this weapon will
come under the influence of a severe case of agoraphobia
(fear of wide, open places), and will fight at-2when not inside
a building, at night, or (best of all) underground. Whelm is
obviously a dwarven weapon.
2nd Edition wrote:Whelm is a sentient, chaotic neutral hammer +3 (+5 for
dwarven wielders) that inflicts ld8+3 points of damage on a
successful melee hit. On an attack roll of 20 (natural), the
weapon also affects the target with a disintegrate spell. (After
normal damage has been applied, the victim must make a
successful saving throw vs. spell. Failure indicates complete
obliteration for a victim of size M or smaller; a size L or larger
target merely suffers an additional 20 points of damage.)
Whelm, which has an Intelligence score of 14 and an ego
rating of 20, communicates with its wielder and any nearby
living beings via telepathy. Its special purpose is to slay trolls,
piants, and goblin-kin, including bugbears and hobgoblins.
Should its wielder fail to slay such a creature at least once
per month, the weapons attempts to force him or her to
hunt one down-even if that would involve a journey of
several days.

Up to three times per day, Whelm can teleport back to its
wielder’s hand (150 feet maximum) after being thrown. By
striking its haft upon the ground, the wielder can generate
I shockwave that forces up to 7 HD of enemies up to 60
feet away to make successful saving throws vs. spell or be
stunned for ld4 rounds. (The wielder and his or her allies
re immune to this effect.) In addition, Whelm automatically
detects the existence of any gold, gems, or goblin-kin
within a 60-foot radius, though it cannot pinpoint their precise
locations.

The hammer has one drawback: It afflicts its wielder
with agoraphobia (fear of wide, open places) within 1day
of its first use. Agoraphobics suffer a -2 penalty on all attacks,
saving throws, and proficiency checks in outdoor settings.
For each consecutive 24-hour period during which the
user fails to spend at least 8 hours inside or underground,
his penalty increases by -1 cumulatively, to a maximum of
-5. This condition persists until the wielder disposes of the
Weapon permanently-an action Whelm vigorously opposes
if reasonably satisfied with the relationship.

Whelm has an XP value of 8,000.
3rd Edition wrote: Whelm is a plain, unadorned warhammer with a haft
made from the golden wood of the gingko tree. When
the weapon is wielded, its steel head glows with a soft,
silver-black light.

Nonlegacy Game St a t i s t i c s : +1 warhammer;
Cost 2,312 gp.

Omen: Whelm glows more brightly when you
endeavor to assess items of value—the more valuable
the item, the brighter the glow. This effect grants you a
+2 bonus on Appraise checks.

History
The hammer known as Whelm appeared most recently
about twenty years ago in a dwarven community beset
by ogres, though no report of its creation by those
dwarves exists. Wielded by a dedicated dwarf soldier
named Ctenmiir, the weapon proved quite powerful
against the clan’s enemies. Ctenmiir later left his ancestral
home to become an adventurer, and he and the
weapon promptly disappeared from sight (Knowledge
[history] DC 15).

Long ago, Dagnal Mightyhammer was a skilled
weaponsmith of the Dankil clan. She labored at a time
when her clan had suffered grievous losses from a large
band of vicious trolls. When her husband and shieldmate,
Traubon, decided to lead a counterattack against
the trolls, Dagnal created a mighty warhammer (which
had no name at the time), putting all her love for her
husband, her commitment to her clan, and her devotion
to Moradin into it. Traubon and his warriors
proved victorious, and Dagnal’s weapon was much
praised. (Knowledge [history] DC 20; Against
the Giants ritual; see below).

In the years of prosperity that followed, Dagnal
imbued the warhammer with the ability to sense gems,
gold, and other riches, so that it might become a valuable
tool in both wartime and peacetime. Many years
later, the dwarves were threatened by hordes of goblins
led by bugbears. Dagnal, now an old woman, again
sought to improve her masterpiece so that it might help
vanquish the current threat. Traubon, though he was
old and in less-than-perfect health, insisted on going
out with the vanguard of the counterattack. The
dwarves were again victorious, but Traubon was
mortally wounded in the fight. The weapon was
returned to the clan with its owner for burial. Overcome
by grief, Dagnal threw herself on her husband’s
corpse and promptly died. The two dwarves and the
weapon were interred together in a single grave. At the
time, many said that the three had shared one spirit,
and that Dagnal and Traubon had put so much of themselves
into the weapon that it had become much more
than just steel and wood (Knowledge [history] DC
25; Against the Goblins ritual; see below).

Legacy Rituals
Two rituals are required to unlock all the abilities of
Whelm.

Against the Giants: You must knowingly and
willingly enter an encounter with a creature of the
giant type in which the EL exceeds your party level by
1–4 points. The ogre mage encounter (area 27) in White
Plume Mountain fulfills this qualification. Cost: 1,500 gp;
Feat Granted: Least Legacy (Whelm).

Against the Goblins: You must seek out a group
of goblinoid marauders with 30 or more Hit Dice
collectively and permanently end their foul existence.
As part of this act, you must defeat in personal combat a
hostile creature with the goblinoid subtype and a CR
that equals or exceeds your character level. Cost: 13,000
gp; Feat Granted: Lesser Legacy (Whelm).

Wielder Requirements
Whelm is a quintessentially dwarven weapon. Barbarians,
fighters, and rangers are the most likely to benefit
from its abilities, though militant clerics, especially of
Moradin, can also be effective wielders.

Whelm Wielder Requirements
Dwarf
Base attack bonus +3
Weapon proficiency (warhammer)

Legacy Item Abilities
All the following are legacy item abilities of Whelm.

Sense Giants (Sp): Beginning at 6th level, you can
detect any creature with the giant type within 60 feet, as
if using the detect evil spell (caster level 5th).

Locate Object (Sp): Three times per day on
command, you can use locate object as the spell.

Sense Goblinoids (Sp): At 8th level, you gain the
ability to detect any creature with the goblinoid
subtype within 60 feet, as if using the detect evil spell
(caster level 5th).

Intelligent Legacy (Su): When you attain 10th
level, Whelm’s sentience awakens (see Intelligent
Items, Dungeon Master’s Guide, page 268), and it gains the
ability to communicate with you telepathically. Whelm
speaks Common, plus Dwarven, Giant, and Goblin, and
it can see to a range of 60 feet using darkvision and hear
to the same range. It has Intelligence 16, Wisdom 16,
and Charisma 10, and its Ego score is as given on Table
A–3: Whelm.
3rd Edition Table A-3 wrote: Table A–3: Whelm
Wielder Level - Attack Penalty - Reflex Save Penalty - Hit Point Loss - Ego - Abilities

5th — — — Sense giants
6th –1 — — +1 giant bane warhammer
7th — –1 2 —
8th — — 2 Locate object
9th — –2 — Sense goblinoids
10th — — 2 Intelligent legacy
11th — — — 14 +1 giant and goblinoid bane warhammer
12th –2 — — 14 —
13th — — — 15 +2 giant and goblinoid bane warhammer
14th — — 2 15 —
15th — –3 — 15 —
16th — — 2 16 +3 giant and goblinoid bane warhammer
4th Edition from Open Grave wrote: Whelm is appropriate for paragon-level characters.

Whelm Paragon Level
An anathema to goblins, trolls, and giants, Whelm is a war
hammer of noble bearing originally crafted by dwarves. Its spirit
is a born hunter, driving its wielder to slay the weapon’s enemies.
Whelm is a +3 magic warhammer with the following
properties and powers.
Enhancement: Attack rolls and damage rolls
Critical: +3d6 damage, or +3d10 damage against creatures
larger than Medium size.
Property: Gain a +2 item bonus to Perception checks.
Property: You can make a ranged basic attack with Whelm
as if it has the heavy thrown property and a range of 5/10.
Power (At-Will ✦Weapon): Standard Action. As the
paladin’s valiant strike power (PH 92).
Power (Encounter ✦ Thunder, Weapon): Standard Action.
As the paladin’s thunder smite power (PH 94).
Power (Daily ✦ Healing, Weapon): Standard Action. As the
paladin’s bloodied retribution power (PH 95).

Goals of Whelm
✦ Hunt and slay goblins, trolls, and giants.

Roleplaying Whelm
Whelm communicates empathically with its wielder,
expressing a constant desire to hunt. The weapon
is terse in expressing its wishes. When the wielder
has gone a long time without hunting and ignores
Whelm’s appeals, the weapon might take over, seeking
another to take it hunting or flying from the wielder’s
hand when he or she least expects it. Whelm is desperately
unhappy serving the joyless Ctenmiir, who,
because of his curse, never goes hunting.

CONCORDANCE
Starting score 5
Owner gains a level +1d10
Owner is a dwarf +2
Owner kills a goblin, troll, or giant (maximum 1/day) +1
Owner fails to kill a goblin, troll,
or giant within 1 week –1
Owner is a goblin, troll, or giant –5

Pleased (16–20)
“Through my efforts, a new dawn is rising, bringing a day
without goblins, trolls, and giants.”
Whelm and the wielder fight in unity against their
foes. Each understands the other’s desires, and they
are of one mind. They have begun a personal war
against goblins, trolls, and giants.

Whelm becomes a +4 magic warhammer
Critical: +4d6 damage, or +4d10 against creatures larger
than Medium size.
Property: Gain a +2 item bonus to initiative checks
Power (Daily ✦ Weapon): Standard Action. As the fighter’s
dragon’s fangs power (PH 82).

Satisfied (12–15)
“I am the hunter, and they are my prey.”
Whelm is content with its wielder but still believes
that a better hunter is out there. The weapon accepts
the wielder, continuing to express a desire to hunt
while also searching for an owner more devoted to its
cause.
Property: Whelm’s bonus to Perception checks becomes +3.
Power (Daily): Standard Action. As the paladin’s turn the tide
power (PH 95).

Normal (5–11)
“I sense that I have a great fate with this weapon.”
When Whelm first comes in contact with the
wielder, it expresses a hatred of giants, trolls, and
goblins. If the hammer senses that it is well received,
Whelm encourages the wielder to take steps to accomplish
its goal. Otherwise, the weapon looks for a new
wielder.

Unsatisfied (1–4)
“Whelm’s purpose is too narrow, and I have a greater
destiny.”
Whelm believes its wielder has little chance of
achieving its goals. It actively searches for another
wielder and even undermines its owner’s activities.

Property: You take a –2 penalty to initiative checks.
Special: You take a –2 penalty to attack rolls against targets
that are not goblins, trolls, or giants. This applies whether
you are using or even holding Whelm.

Angered (Below 1)
“I can no longer abide Whelm’s selfish pursuits.”
Whelm is fed up with its wielder and seeks any reasonably
suited creature to own it. The weapon defies
its wielder, thrusting him or her into situations with
little hope of success.

Whelm becomes a +2 magic warhammer.
Critical +2d6 damage, or +2d10 against creatures larger
than Medium size.
Special: You take a –5 penalty to attack rolls against
creatures that aren’t goblins, trolls, or giants. This applies
whether you are using or even holding Whelm.

Moving On
“Whelm believes its destiny lies elsewhere, so I surrender
the weapon to fate.”
Whelm knows it can accomplish nothing more with
its current wielder. When the character next gains a
level, the weapons disappears. If the weapon is at least
satisfied, it leaves behind a +3 magic warhammer.
5th Edition wrote: Weapon (warhammer), legendary (requires attunemenc
by a dwarf)
Whelm is a powerful warhammer forged by dwarves
and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls
made with this magic weapon. At dawn the day after
you first make an attack roll with Whelm, you develop
a fear of being outdoors that persists as long as you
remain attuned to the weapon. This causes you to have
disadvantage on attack rolls, saving throws, and ability
checks while you can see the daytime sky.

Thrown Weapon. Whelm has the thrown property,
with a normal range of 20 feet and a long range of 60
feet. When you hit with a ranged weapon attack using
it, the target takes an extra 1d8 bludgeoning damage, or
an extra 2d8 bludgeoning damage if the target is a gianEach
time you throw the weapon, it flies back to your
hand after the attack. If you don't have a hand free, the
weapon lands at your feet.

Shock Wave. You can use an action to strike the
ground with Whelm and send a shock wave out from
the point of impact. Each creature of your choice on the
ground within 60 feet of that point must succeed on a
DC 15 Constitution saving throw or become stunned for
1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success. Once used, this property can't be used again
until the next dawn.

Supernatural Awareness. While you are holding
the weapon, it alerts you to the location of any secret or
concealed doors within 30 feet of you. In addition, you
can use an action to cast detect evil and good or locate
object from the weapon. Once you cast either spell, you
can't cast it from the weapon again until the next dawn.

Sentience. Whelm is a sentient lawful neutral weapon
with an Intelligence of 15, a Wisdom of 12, and a
Charisma of 15. It has hearing and darkvision out to a
range of 120 feet.
The weapon communicates telepathically with its
wielder and can speak, read, and understand Dwarvish.
Giant, and Goblin. It shouts battle cries in Dwarvish
when used in combat.

Personality. Whelm's purpose is to slaughter giants
and goblinoids. It also seeks to protect dwarves against
all enemies. Conflict arises if the wielder fails to destroy
goblins and giants or to protect dwarves.
Whelm has ties to the dwarf clan that created it,
variously called the Dankil or the Mightyhammer clan.
It longs to be returned to that clan. It would do anything
to protect those dwarves from harm.
The hammer also carries a secret shame. Centuries
ago, a dwarf named Ctenmiir wielded it valiantly for
a time. But Ctenmiir was turned into a vampire. His
will was strong enough that he bent Whelm to his evil
purposes, even killing members of his own clan.
Sheesh... more info on that one weapon than I thought when I started this...
Last edited by Full Bleed on Thu Mar 18, 2021 9:39 pm, edited 1 time in total.
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wolph42
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Re: the five great tools of the dwarves?

Post by wolph42 »

Sheesh... more info on that one weapon that I thought when I started this...
....so, what about the other weapons?.... :D

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