The name 'Troll Hammer Press' was inspired by, and is an homage to, the three magic Trollhammers of Trollhalla, and was additionally inspired by the song Trollhammaren by Finntroll.

All Troll Hammer Press content, unless indicated otherwise, copyright © Paul Ingrassia 2010 - 2014. Troll Hammer Press 'hammer' logo by Jeff Freels.

Tunnels & Trolls written by Ken St. Andre, copyright © Flying Buffalo Inc. All hail the Trollgod and his Champions of Trollhalla!

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Monday, January 31, 2011

BEAN! 1st Edition Errata Released

Available now at, the official errata for BEAN!

More of a rules expansion, the errata gives excellent options for creating new archetypes and adding a skill system to give characters more depth.

Best of all? It's FREE!

Get your copy now:

Monday, January 24, 2011

T&T Supplement: Cloudbusting - A T&T New Khazan Adventure

The Quest for Trollstar: Part 1
by Tom K. Loney
Published by Peryton Publishing

The first adventure for the T&T space adventure setting New Khazan (see Troll Hammer's review of New Khazan), has been released, available as a pdf at

A massive, derelict ship has been discovered, and the PCs have been contracted to check it out, with the goal of salvage in mind. Tom takes us deep into the bowels of the drifting space hulk, with detailed descriptions of the huge rooms and chambers therein. Bristling with puzzles, challenges, and a few serious threats, this space romp should keep your PCs on their toes. As implied in the title, this is Part 1 of a string of adventures that will lead the PCs on a wild ride through the sectors of New Khazan in search of the fabled Trollstar, the homeworld of the 9,000 worlds of New Khazan. This promises to be quite the Space Epic!

Cloudbusting is written in a very open-ended fashion, with lots of detail but more than enough room for a GM to make this his own. There are no maps provided for the derelict ship, but the rich descriptions provide the GM with the materials and tools needed to create maps, if desired or needed.

The artwork by Mike Hartlieb is wonderful, very fitting for the setting, though I wish there was more!

Overall, a great space adventure that sets up for a grand campaign on an interstellar scale. If you're a fan of Tunnels & Trolls New Khazan, you must own this book.

Get your pdf copy at:

Copyright © 2011, Paul Ingrassia

T&T 7.5 Creature Feature # 13

Creature Name: Loper
Monster Rating: 20
Combat Dice: 3d6+10
Special Damage: 1/1 - normal spite damage.
Special Abilities: Can move at same rate in mountainous areas as normal.

Description: Lopers are popular beasts of burden in mountianous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (MR of 40).

Written by Matthew Urquhart, Copyright 2011,


Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to and include the words 'Creature Feature' in the subject line.

Tuesday, January 4, 2011

Other P&P RPGs #6: Fabled Worlds RPG System: Part 4

Spotlight On: Jeff Freels and his Fabled Worlds RPG System

Part 4 of 4: BEAN! The D2 RPG

“Grumlahk (Jeff Freels) is the Beangod. I'm signing up for a good spot in the new religion."
~ Ken St. Andre, The Trollgod, Creator of Tunnels & Trolls

The crown jewel of the FW line is the recently released BEAN!, a fantasy rpg that is simple and flexible, great for beginning gamers, and best of all: you get to toss your beans! The highly playable D2 Rules System, derived from the Fabled Worlds Core Rules, is a breakthrough in RPG simplicity, without sacrificing any of the fun.

BEAN! uses only three attributes and three character classes, yet the system still keeps a depth to it. Add the fact that a single, simple mechanic is used with just minor variation to determine all possible resolutions, and you quickly realize the rules set becomes almost invisible during play, leaving more time and energy to playing than reading or searching rules.

Wildly popular overnight, everyone is getting BEAN!ed! Shortly after the release of the core rules, two awesome freebies appeared: a GM adventure by Mike Holcomb and a solo adventure by Ken St. Andre, both available for download at the BEAN!page or DriveThruRPG.

Interview Part 4

Q: I know the core rules have a section on the origin of BEAN!, but would you like to share a brief version of its genesis for the benefit of those poor souls who do not yet own this game?

A: Sure thing. Rub some Vaseline on the lens and let's get into flashback mode. It all began with a comment on where Tog (John Stout) was talking about how he'd like to be able to play RPGs inconspicuously at work. He thought if there was a system that used beans rather than dice that he could get away with it. I think the likelihood of getting sacked for tossing beans in a corner is probably roughly equivalent to that of getting sacked for tossin' dice, but the idea still really resonated with me. Any single bean tossed has a 50% chance of coming up on either side, and I thought if we used a variable bean pool, scaled the game down for quick resolutions, and fast paced little adventures that it might be perfect. A few days later I had the rules mostly worked out and began play testing with my wife, niece, and nephew. BEAN was born!

Q: Tell us a bit of the meat-n-potatoes of BEAN!, what makes it tick, what makes it so simple?

A: At its core BEAN is a dice pool game, but uses beans (or any d2 ) rather than dice. The more beans you have in an Attribute the better your odds of success there. I wanted a game with very consistent rules so that people will never spend half a game reaching for the rule book to become "rules lawyers" arguing over tiny little details. The concepts are basic, and easily adaptable for whatever situations you'll find yourself in. The basic idea is that gaming should be fun and easy enough that you can spend your time actually playing the game!

Q: How does it feel to have BEAN! attract so much attention so quickly?

A: It kinda blows me away! I love the fact that so many people have seen how much fun this simple game can be. The game is encouraging others to tap into their own creativity and to share that with others, it's great!

Q: How about a few words about the freebies by Mike and Ken?

A: I really love the fact that people have had so much fun with BEAN that they wanted to offer their own adventures for others to have fun with too. Mike Holcomb sent me his "Princely Ransom" adventure, and generously said that I could do what I wanted with it. It's a really great little adventure with a variety of challenges. It's great for an introduction to RPGs in general, as well as a fun night's romp for seasoned players. My friend Ken St. Andre (an esteemed game designer for many years and creator of one of the best FRPGs: Tunnels & Trolls) liked the idea of BEAN and wrote an adventure called "Death Phrogg Attack". It's wonderfully silly and provides a variety of challenges such as fighting giant Death Phroggs, moral dilemmas, and a phish Takko challenge. After playing this mini-solo you'll have an idea how to tackle any challenge as a GM! These are both well written games, and I hope that by offering them as freebies they'll inspire others' creativity!

Q: OK, and my standard closing question, what does the future hold for BEAN!?

A: People are sharing their ideas for BEAN and I think with the Fabled Worlds Yahoo Group that you created people will be able to continue inspiring new ideas to keep the beans rollin'! I'm putting together a History of Beanworld book to give people ideas for settings and adventure seeds. I think BEAN is sprouting into something really cool, and there's really no reason it should stop growing.

Be sure to visit the BEANpage for more info, ordering details, and lots of cool freebies! Many thanks to Jeff for agreeing to be interviewed, it has been great fun, and I hope a good read.

Previous: Uncle Cucuy’s ¡Lucha Libre!

Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to

Copyright © 2011, Paul Ingrassia

Monday, January 3, 2011

T&T 7.5 Creature Feature # 12

Creature Name: Fencats
MR: Lesser 40 – 100, Greater 75 - 180
Racial talent: Cleanliness

Lesser Fencats

Attribute modifiers:
ST: x ½
IQ: x ½
LK: x 1
CON: x 1
DX: x 2 (1)
CHR: x 3/2
SPD: x1
WIZ: x1

Fencats are, as their name implies, inhabitants of fens. They range in adult size from around 3’ to nearly 5’ in length (excluding their tails). Due to their short brown fur, they blend in well with their habitat, becoming nearly invisible when they want to, and they can detect the presence of most other creatures due to their sharp eyesight and hearing. Their eyes are generally green or gold, and their ears are tufted. They have sharp, retractile claws, strong jaws, and fangs that can rend flesh from bone in mere moments. When they move, they are swift and almost totally silent. Like most felines, they are very curious, and unlike their relatives, their hands are capable of manipulating objects as dexterously as a human can. They will collect items that attract their interest, including weapons and armour, but they do not use them in combat.

In most situations, fencats will be found in small family groups, usually numbering 2 adults and no more than 4 fenkittens. Occasionally several families will band together for protection or to hunt, but this is rare and short-lived. They are peaceful by nature, and will generally hide from hostile creatures rather than attack them. Adults will speak a pidgin form of the Common Tongue, if they can be coaxed into interaction. They will not speak their racial tongue in the presence of any other creatures

Despite their habitat, fencats are very clean creatures; unnaturally so, some would say. It is almost unheard of for a fencat to be seen even slightly dirty or disheveled, and they spend much of their kittenhood practicing grooming themselves, and learning how to braid the long fur that grows from their skulls into intricate patterns. While they appear to heal normally from injuries, they do not scar and their wounds somehow seem to enhance rather than detract from their appearance.

Greater Fencats

Attribute modifiers:
ST: x 3/2
IQ: x 1
LK: x 1
CON: x 1
DX: x 5/2 (1)
CHR: x 1
SPD: x 3/2
WIZ: x 1

Very rarely, a much larger fencat (anything up to 7’ long) will be seen. They are invariably alone, and are usually adventuring or searching for something. They speak the Common Tongue fluently, and as with the lesser fencats will not speak their racial language to outsiders. They will generally not wear armour heavier than greaves and vambraces, nor shields heavier than bucklers, and if they carry weapons they will also be light - daggers, chakrams, shuriken and bolas are most likely. It is rumoured that Greater Fencats may be capable of spell-casting; if so, they must do so as Rogues, as the Wizards’ Guild will not teach them. Beyond that, they are the same as Lesser Fencats.

Game effects

In fens or similar terrain, which is the only place they are likely to be encountered, a 5th level SR on IQ is required to notice a fencat for creatures that rely on sight or hearing, and a 4th level SR on IQ if scent is used. They will always make SRs to notice other creatures at 2 levels lower than normal. If a fencat attacks, it gets a free round of attack unless one of the SRs noted previously is made.

Fencats always get a DX SR to avoid becoming dirty, no matter how unlikely it may be (2). If you dropped a fencat into a swimming pool full of ink, it has a chance of emerging unstained. If it is possible to make the SR without using DARO (i.e. a roll of 12 or less is required), the fencat automatically succeeds; if DARO is necessary for the roll to succeed, any double rolled will also count as a success. If a fencat is unlucky enough to become dirty, it will find a quiet place if possible, and begin grooming. The dirt will be removed in D6 - 1 combat rounds, with a minimum of 1. CHR is halved until the fencat is clean again.

(1) The multiplier given is for combat and saving rolls, and for braiding their hair. For other manual tasks, the multiplier is x 1.
(2) If you lived in a swamp and had to clean yourself with your tongue, you’d get pretty good at staying clean too!

Written by Mahrundl of Trollhalla, Copyright 2011,

Next: Get set for a wild ride!


Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to and include the words 'Creature Feature' in the subject line.