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!

Follow Troll Hammer on Twitter!

Troll Hammer Press at RPGNow!

Sunday, August 26, 2012

Pocket Troll Update

There has been a slight change in the Pocket Troll # 1 line up due to scheduling conflicts:

Dave Ullery (Cover art)
Jeff Freels (Cover lettering/logo)
Jerry Teleha
Mark Evans
David Moskowitz
Dan Hembree
Paul Haynie
Paul Ingrassia

The affected articles will be appearing in #2. Speaking of #s 2 and 3, I have cover artists slated for both, #2 is more than half filled, and #3 is well underway. Once #3 fills, I will close submissions to give me a chance to catch up!

So, if you want to see your work in #s 2 or 3, send in your submission, or at least a proposal, before it's too late!

Tuesday, August 21, 2012

Awesome Artwork

Ken St. Andre (author of the amazing Tunnels & Trolls RPG, as if I really had to tell you) spent the past weekend at GenCon. Those of us who are members of Trollhalla have greatly benefited from his trip due to his meeting and invitation of a new member: illustrator Darrenn E. Canton (now known as Darennnn in the Hallowed Halls). His amazing artwork instantly grabbed my attention, and I made sure he knew it. He drew the following 'scribble', as he calls it, after being inspired by the Finntroll song Trollhammeran (scroll down to the bottom of this blog to watch the video), and was gracious enough to allow me to share it here.

Check out more of his work at his website:

I have a good feeling we may get to see more of Darrenn's art around Troll Hammer and in Troll Hammer products. I sincerely hope we get to see his work throughout the T&T Universe, and beyond!

Sunday, August 19, 2012

What's Simmering in Troll Hammer's Cauldron?

I wanted to give everybody a sneaky peak at what I hope to see published by Troll Hammer Press before Halloween.

Pocket Troll #1 Cover Teaser (hoping for a September release)

Awesomesauce Troll Hammer Edition should be out soon (shooting for Oct), and I am pleased to announce that in addition to the core rules and supplements already appearing at Troll Hammer and Mark Meredith's Dice Monkey, there are more rules options, a fantasy spellbook, and a bonus booklet that includes an Awesomesauce solo written by my good friend Charlie Fleming of Rarr! I'm a Monster Publishing. Both booklets will be available at RPGNow as a single download, each in both Pocketmod and regular pdf format, all for the amazing download price of: FREE!!!!!

Do any of you long-time frequenters of Vin's T&T Trollbridge, The Blue Frog Tavern, or Radio Free Trollworld remember Goblins & Gunnes back in 2008? 

Well my friends, get ready for

Goblins & Gunnes Editions 1.5 and 2, A KremmPunk World Setting for Tunnels & Trolls!!!

From the intro to 1.5 (to be released some time in Sept):

"Goblins & Gunnes Edition 1 was written for the 7th Edition 30th Anniversary Tin version of T&T, and originally appeared as a series of posts at Vin’s T&T Trollbridge in 2008. Edition 1.1 was distributed as an MS Word document in the files sections of The Blue Frog Tavern and Radio Free Trollworld Yahoo groups. This 1.5 Edition has been updated to the T&T 7.5 Edition, has had a few minor additions and changes, and has gone through further editing. It is meant to whet your appetite for the upcoming Goblins & Gunnes Edition 2, which will be greatly expanded and updated to the forthcoming new edition of Tunnels & Trolls."

Wanna know another secret? Katje DeathKitten Romanov (Trollhalla's Kattje) has signed on to do the cover of Goblins & Gunnes Edition 2!!! This troll CAN'T WAIT to see what the talented Kitten comes up with!

That's it for now, dear readers. Until the next time...

Keep the Troll Hammer a'swinging!!!

Monday, August 13, 2012

Pocket Troll News

Submissions are officially closed for Pocket Troll #1. There are already articles slated for # 2 & 3, but submissions for those issues are still being accepted. Send in your articles!

Pocket Troll # 1 line up:

Dave Ullery (Cover art)
Jeff Freels (Cover lettering/logo)
Jerry Teleha
Mark Evans
David Moskowitz
Dan Hembree
W. Scott Grant
Paul Ingrassia

Troll Hammer would like to acknowledge the following websites for their support of Pocket Troll # 0:

The Trollish Delver

The Lone Delver

Tunnels and Trolls

Ardenstone Adventures

If I've missed anyone, please let me know and I'll add you to the list.

Extra special thanks to Jeff Freels and Tom K. Loney for their five star reviews at RPGNow/DriveThruRPG!

Finally, a big thank you to all who have purchased Pocket Troll # 0. If not for your support, there would not be a next issue!

Remember folks, if you didn't get it at RPGNow/DriveThru, it isn't an official copy of Pocket Troll!

Saturday, August 11, 2012

Eald Scōl # 4: Apothecary on the Street of Dreams

Apothecary on the Street of Dreams
Little Shop of Poisons and Potions Book 2
Bob Liddil
Image from:

Here's another out of the rare and obscure pile of my RPG collection. Though I never got my hands on Book 1, it isn't needed to enjoy this one.

The Apothecary is a glorious collection of 30 potions, and includes a second collection of 30 books that contain potion formulas and other valuable information. The book is written to be usable with any RPG game system, and succeeds at the task.

This great book also contains rich background story on the Apothecary and it's owner, Griswald Grimm, as well as Sri Karnuth, Bookseller.

PERFECT for T&T GMs looking to slip something new, unexpected, and often goofy into the mix just to mess with their players. In most cases, no converting is neccesary, the items can be placed directly into T&T.

Some HEAVILY paraphrased examples:

Poisons and Potions #10
Bulk Powder
Cost: 1200 GP
Adds muscle. For 25 turns STR and CON are doubled, INT is reduced by 50%, and DEX is reduced by 20%.

Poisons and Potions # 20
Gender Bender
Cost: 750 GP
Changes to opposite gender for 1d100 turns (Editor's Note: Hardcore T&Ters can use 17D6 to generate 17-102 turns)

The Karnuth Manuscripts # 5
Yo Momma!
Value if real: 54,000 GP
A catalog of greetings to the female gender in every known language.
Potion contained within: a formula allowing universal language

Apothecary on the Street of Dreams is a treasure I've been lucky enough to own since it was first published. Good luck tracking down a copy at a reasonable price! It is definitely a wonderful and unusual piece in my collection.

NEXT: Dark Folk, a Role Aids supplement from 1983, 'Suitable for use with Advanced Dungeons and Dragons' that details Trolls, Orcs, Goblins, Kobolds, and Gnolls. VERY adaptable to T&T.
~ ~ ~

Copyright 2012 Paul Ingrassia

Eald Scōl (Old English for Old School) showcases Old School P&P RPGs, first published 1990 or earlier, ranging from rare and obscure games to well-known favorites.

Sunday, August 5, 2012


Discoveries from Time in Exile
by David Moskowitz

Celebrating the moments of your death:

Carrion Vision ™  (i.e. troll-marked) Crystals and Ayevories.   

A Carrion Vision  Crystal is an enchanted piece of glass, generally about 3”x6”x3”[1] with at least one face polished and clear.  When placed in the brain, liver or heart of a dead individual, a reaction of kremm and decay fill the glass with images of the being’s final seconds of life. Anyone can perform this operation, and even non-mages (and others sensitive to kremm) will be aware of the process: the crystal will glow slightly, feel warm to the touch. Once full, the crystal maintains the glow but will always feel cooler than its surroundings.

Who commissioned these crystals originally? The top three candidates are legendary swordsmaster Jkornia to help train her troops, the el-Nossad assasins to help with bookkeeping, or the ogre King Ulceinor about who, the less said, the better. 

It’s showtime!
Viewing the contents of the crystal is simply a matter of concentration.  Anyone within view of the activated crystal can watch its contents, but someone must hold and operate it. (This is why regardless of their origin, the crystals are most prized by rulers who didn’t want to soil their hands—literally and figuratively—with essential assassinations).

The individual activating the crystal must make the highest level saving roll possible, up to fourth level, against their WIZ or IQ, whichever is higher.

Level one: Success provides five seconds of viewing time and a picture of the individual only. Each higher level gives another five seconds, an extra meter of view space and the following:
Second level: Replay ability—without saving rolls--as long as the individual holds the crystal.
Third level: Tilting or rotating the crystal moves the “camera” on all three axes. Otherwise, the default view is the “best” perspective.
Fourth level: Zoom functionality, both in and out.
Fifth: Forward, reverse, slow-mo, speed up, freeze.

Ordinary failure yields no AP for the trybut no other penalty. AP can be gained only once per level per crystal.

Fumbles are handled below:

Clearing the contents: The original spell, the one which could be memorized safely, is lost. Existing versions are all written, and must be read

For Necromancers (see Khaydiak’s Book of Specialist Mages clearing a crystal requires a successful saving roll on IQ at the mage’s level, or that of the being imprinted within, whichever is lower. Ordinary mages must use the higher level. Rogues can only clear crystals containing beings of a lower level.

Fumbles and the crystals: a “life” changing experience:
Clumsiness and necromancy are a bad mix. In the case of a fumble on any action saving roll:

The crystal turns to coal, useless except at a barbecue.

 If the crystal is empty, the holder automatically loses level x 10 AP due to the kremm-energy implosion.

 If the crystal is full, the recorded death is projected deep into the player’s consciousness. It is not pleasant. The character must make a saving roll at his or her level based on the average of the highest and lowest attribute.

If the roll misses (non-fumble), take ½ number missed by (rounding up) off each of the two attributes. Any value reduced to zero kills the character immediately.

For fumbles, if the roll would have succeeded were it not automatically a fumble, reduce each attribute by 3. Otherwise, treat as above, using whichever penalty is higher.

Make or fail the roll, surviving players get 5x the normal AP for the saving roll.

Torturing the Ayevories
Some feel the artistry of a kill is best judged by the victim’s final utterance, be it a baritone gurgle or an alto scream. Best made from the ribs of swans or sirens, Ayevories are the audio analogue of the Carrion Vision ™ Crystals. A simple application of the enchanted bone on the decedent’s tongue will permanently record the otherwise lost sound waves. (Note to GM’s: any pretense or abhorrence of dignity in your campaigns will determine whether it’s appropriate to require the magic trigger words: “Cey-Aaaahh.”)

Play us a scream, Sam
The best way to get a sound from an ayevory, is to touch it with a hot poker or anything that would cause pain to the bone’s “donor”. Any change to the ayevory’s shape will also modify its sound. Craftsmen will take rough ayevories and with a stone grinding wheel shape, buff and whittle them to produce the desired note. Collections of ayevories then find their way into xylophone-like instruments.[2]

It is rumored that the war between Khara Kang and Khazan was almost settled by a battle of the bands using such instruments. However, Khazan heard the distinct squeal of a favorite aunt from Khara Kang’s rehearsing musicians and the contest was off.

Final note to GM’s
These are fun, sick toys, but they do have scenario applications. Consider their use to detectives, bounty hunters, blackmailers (Whose name was on her lips?)

[1] Please note: this is Khazan (the city)-era magic. Those playing in the 9KW will have access to hi-def, widescreen, 3D projectors—something to be dealt with later.
[2] For those interested in such applications, the Goes-To-Eleven amplification spell is slated for publication somewhere in the Trollverse at some point in the future.

Copyright © 2012, David Moskowitz
Free for use clip art.

Super Beings in the T&T Universe: Part 6

Super Beings in the T&T Universe
by 'Mad' Roy Cram

Professor Whenn and Yorrdamma Vrash are doing research on entities of the Troll World that possess unusual or extraordinary talents and/or abilities which make them superior to ordinary beings. If anyone has comments or questions they may trollmail Yorrdamma Vrash via Trollhalla, who will be happy to respond to any inquiries.

The Soluna Armor of King Euberon

Long ages ago the great Lord of the Sheedhe Elves invested a great deal of his power into the production of a wonderful suit of magical armor called the Soluna. It was forged by the best of the finest Elven smithies, and enchanted by their most powerful mages, and it was indeed a marvel. It could absorb up to 200 points of damage per combat round, and was a light as a simple suit of silk clothing. It made its wearer immune to all forms of mental magic or control, and protected him from both fire and cold based magic attacks. During the day when exposed to the sunlight it radiated dazzling light and heat that blinded all who looked at it and scorched all who approached it. At night it radiated a dreadful freezing darkness that blinded all but its wearer, and froze its enemies. It made King Euberon invincible in battle and he and his Sheedhe Elves conquered all the lands about them and drove their enemies into hiding.  This reign continued until the Winter Queen of the Sheedhe poisoned the King and stole his suit of armor. But before she could learn all its secrets and use it herself, Tithania, the Summer Queen and consort of Euberon, came with all her forces to recover it. A great war raged with many terrible battles, and, in the end, the two warring wizard queens only succeeded in dividing the wonderful suit into two suits: the Solar Suit and the Lunar Suit.  Each suit had its own unique abilities, but both were lost to the Sheedhe who were so weakened by the internecine strife that their enemies were able to invade the Sheedhe lands and overthrow them.

Both suits have had a checkered history since those days, passing through the hands of many Lords, Wizards, and other powerful beings.  Each has some of its original powers, but, since the separation, there are now some significant drawbacks as well, as follows.

The Solar Suit only functions during the daylight hours while the sun is shining on it.  During this time it can take 100 points of damage per combat round, and is light as an ordinary suit of silk clothing. It protects the wearer from mental magic and from fire based spells, but is vulnerable to cold based magic. While in the sunlight it glows with a blinding radiance and emits powerful heat. It is brightest and hottest at noonday, waxing as the sun rises, but waning as the sun sets. While in the armor during the daytime, the wearer’s Strength, Constitution, and Dexterity will be doubled, but these same attributes will be halved after sundown until the dawn comes again. At night the suit becomes just another suit of gilded plate armor.

The Lunar Suit is just an ordinary suit of black plate armor during the daylight hours. But after sunset it waxes in power until midnight, when it reaches its peak potency, and then wanes until dawn, when it becomes an ordinary suit again. At night this suit radiates a darkness that blinds all but its wearer, and a field of intense cold. It can take 100 points of damage per combat round at night, and its wearer has doubled Strength, Constitution, and Dexterity until dawn, when these attributes become halved for the day.  The suit protects its wearer from all mental magic and from cold based spells, but is vulnerable to fire based attacks. It loses all its special virtues during the daytimes.

Both suits also have in common the property that anyone who comes in contact with either of them will become obsessed with having it, and will do anything to satisfy this desire. Once a person has acquired the suit, and put it on, they will not be able to part with it or take it off again. It will take a very high level Curses Foiled spell to free them from the suit’s control. Without the magical aid they will do anything to prevent others from removing them from the armor. Most of the beings who donned the suits have been undone by them, usually during the hours when the suit has lost its powers. Elves are especially attracted to the suits, and will be driven to desperate and awful acts in their frenzy to acquire and possess the suits.

Many Elf scholars and wizards believe that if they can gain possession of both suits that they can recombine them into the original Soluna Suit.  This would involve, however, a difficult quest to find the book which tells how the Soluna was made and alone contains the spells needed to put it back together again and make it whole once more. The task of rejoining the armors is also complicated in that the wearers of the Solar Suit and Lunar Suit have a strong natural antipathy towards each other.

Game Masters may find it interesting to put one or both suits into some kind of complex or tunnel matrix, and let the players (given necessary clues) figure out what they have found, and let them deal with the problems that arise when one or more of them is suddenly possessed by the overwhelming desire to own it regardless of the cost. It can also be interesting for a party of players to meet some NPC or ‘monster’ wearing one of the suits (perhaps searching for the wearer of the other), and letting them deal with the suit wearer’s paranoia (YOU WANT TO STEAL MY ARMOR!?!? DIE THIEVING SCUM!!!) or the owner’s megalomaniac delusions (I AM A GOD YOU VILE INSECTS!! WORSHIP ME!!).

Copyright © 2012, 'Mad' Roy Cram
Art free for use from