Quick reference
- Item type: Named dwarven warhammer and clan relic.
- Suggested rarity: Rare story relic.
- Attunement: Use the requirements established in Battle of the Mountain Pass.
- Known affinity: Stormglass, thunder magic, dwarven mechanisms, and the Hall of Echoes.
- Frostline reward: After its shard is restored, it can cast thunderwave once before the next dawn (save DC 13).
- Continuity: Keep any additional properties established in Battle of the Mountain Pass.
Appearance
The Hammer is an ancestral dwarven weapon built around a channel capable of carrying stormglass resonance. A hairline crack and missing splinter reveal that part of its power has been separated from the whole.
History
Gorgak stole the Hammer as part of a plot intended to discredit Thrain Ironfist. A shard broken during the theft was carried beyond the pass, where it lodged in the Thunder Beacon and began calling to the recovered weapon.
Story significance
The Hammer connects the mountain-pass conflict, the awakening of the Rimehorn, the exposed Stormglass Vault, and the final ritual in the Hall of Echoes. Its power makes it a weapon, a key to old mechanisms, and a symbol that competing clans can rally around or fight over.
Game Master guidance
Treat the Hammer as a continuing campaign relic whose exact combat statistics come from its original adventure. Later stories add situational properties without replacing what the party already earned. When it nears related machinery, use vibration, faint chimes, or static along the runes as clues.
Compendium clarification: Rare is a suggested classification, and DC 13 supplies the saving throw omitted from the Frostline reward. Preserve the Hammer’s original rarity, attunement, attack bonus, and damage if they were established at your table.
Related entries
Grondar’s Resonance · Thunderwave · Thunder Beacon Pulse · Stormglass Key