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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Troll Hammer Press at RPGNow!

Wednesday, December 20, 2017

It's been a long time, and a rough road, but life is ever-changing.......

I'm slowly resurrecting Troll Hammer Press, but probably not this blog. I have started to set up shop over on the ole creature of social media, Facebook, so please swing by and show your support with a 'Like'.

I plan on leaving this blog intact for nostalgia's sake, as the new THP will be a bit re-focused in it's purpose.

Thanks to everybody that has every supported me in my endeavors.

Don't forget to come by for a visit: https://www.facebook.com/Mist.Tikk/

LONG LIVE THE HAMMER!

Paul S. Ingrassia Sr.
Mist-Tikk

Sunday, January 13, 2013

Super Beings in the T&T Universe: Part 7

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.


Gregor Gilliman


Gregor Gilliman is a fellow six feet tall and weighs about 220 pounds.  He is pretty much completely bald and hairless. Otherwise, he looks and acts like a normal human. Gregor is always found working on boats or in businesses that trade near the water. He does have a slightly fishy smell about him, and has a good appetite for seafood of all kinds. He is a reclusive sort of fellow in his private life, but is not unfriendly. His strange ability is that when he gets really wet, he turns into a Gill Man, like the famous Creature from the Black Lagoon. He has to get under cover quick when it rains! And, when he dries out, he becomes his inoffensive human self again. He guards his secret other self diligently. He can’t remember his real parents or where he came from. He was raised by a family of Fishermen who found him floating down the river in a reed basket. In his gill man form he is a legend and a terror to the river pirates. These evil brigands killed his family, and he hunts them down at night, taking them one by one off their boats or bases. He likes the Trident and Dagger as weapons, and his powerful clawed hands and feet get two dice each (8 total) in the water. He is a powerful swimmer (+6 talent) and has gills. He can breathe on land as well, but if he stays out of the water until he dries completely, he becomes a man again. In his gill man form he can summon water creatures like snapping turtles, alligators, fish, eels, and water snakes to help him. His scaly skin takes ten hits like armor. In the water he is hard to grab because his skin is slimy.

Attribute    Man Form    Gill Man
ST               12                   30
CN              16                   40
IQ               14                   14
WZ             20                   20
DX              12                   20 (only in water; otherwise 12)
SP               15                   30 (only in water; otherwise 15)
LK               20                   20
CHR            10                   Terrifying
Combat  adds  11            52

Copyright © 2013, 'Mad' Roy Cram

Tuesday, December 18, 2012

Spirit Combat for Tunnels & Trolls



Spirit Combat "T&T style"
By Tom Kopf Loney


 
Every spirit, fiend or ghost, has a SPOOK rating. This is the MR of that being. Player-Characters encountering them must combine their Wizardry, Charisma and Luck stats to develop their own SPOOK rating. Both sides then roll 2d (remembering DARO) plus their SPOOK rating, and then compare the results. The higher result wins. The lower result is then subtracted from the higher, and the losing side subtracts that many points from the SPOOK rating. At "zero" points the spirit is dissipated, or the body is open to possession by the spirit that it is battling.

To expand on this bodily possession, the inhabiting spirit must distribute its remaining SPOOK rating into all eight of the physical attributes of the possessed, which become the controlled body’s ratings. The SPOOK rating may be distributed unevenly among the attributes. For each turn that the body is inhabited, the spirit spends a WIZ point, and once the WIZ rating is diminished to zero, the possession ends.

The physical being recovers the stats that make up the SPOOK rating "1" point per every ten minutes that the body is engaged in Spirit Combat or "in possession" of the attacking spirit. The Player of said Character is considered unconscious, meaning inactive, during the recovery. Once the Character's SPOOK is recovered, the Character can then engage in Spirit Combat to reclaim his body.

The spirit's SPOOK rating recovers 1 point per day. On a side note, maybe related or not, a spirit, almost every spirit, can only travel 1 mile per day. The one thing the dead know is that it is better to be alive.

Wango D' Strangle

This ghostly apparition isn't just a ghostly apparition. These are the ghosts of a select few serial killers that were smart enough to find enough sorcery or influenced by a greater dark force to attain a half-life in the physical world after their deaths. They like to haunt the graveyards in which they were buried or are captured by necromancers that use them as guards.

Wangos D' Strangles, Wangos for short, can engage in Spirit Combat and then throw in a mix of brute physical force. In game play, this means that the Player must decide whether his Character will prepare for a mental attack or a physical attack. The wrong choice leaves the stricken vulnerable to the complete attack without reprise. Wangos must exert a lot of energy towards the physical attacks, so tend to use Spirit Combat most often. When a Wango goes to "physical" combat, it spends 5 points of its SPOOK rating to put all of the remaining points and 2d into a melee roll. If the opponent(s) is defending, armor and his Combat Adds are applicable.



{Editor’s Note: I’m VERY excited about this piece. I have been considering options for ghostly combat, and I like this one. Tom hit it on the head, and kept it true to the simple, elegant style of T&T.}

Artwork free for use clipart from http://openclipart.org/search/?query=ghost&page=4

Sunday, October 21, 2012

Awesomesauce Troll Hammer Edition Available Now!!!

 
It's Finally Here!

Check out my latest RPG collaboration, Awesomesauce Troll Hammer Edition, by Mark Meredith and myself.


Available for FREE download in BOTH PocketMod and Full-sized editions at my Troll Hammer Press RPGNow store!


It's amazing, astounding, astonishing, it's, it's...

AWESOMESAUCE!!!

Thursday, October 11, 2012

Some Interesting Lists Regarding Troll Hammer

I have a habit of tracking the pageviews Troll Hammer receives. I always find it interesting to see where the readers find TH, where they live, and what their favorite posts are. The following lists are based on all-time pageview stats, which basically means all the pageviews since I first started Troll Hammer.

I give you, the Troll Hammer Top Ten Pageview Lists:


Top 10 Pageviews by Countries

United States
United Kingdom
Australia
Canada
Russia
Germany
Poland
Dominican Republic
Japan
Italy


Top 10 Referring Sites

www.trollhalla.com
www.tenkarstavern.com
www.google.com
trollbridge.proboards.com
danhemsgamingblog.blogspot.com
www.google.pl
mail.yahoo.net
trollhalla.com
swordplusone.blogspot.com
www.facebook.com


Top 10 Posts   

BOYCOTT OUTLAW PRESS
Super Beings in the T&T Universe: Part 5
Other P&P RPGs #8: Awesomesauce: The Roleplaying Game
Other P&P RPGs #5: Fabled Worlds RPG System: Part 3
Other P&P RPGs #7: Rogue Space
~ the game as it is played ~
Pocket Troll Update
Awesome Artwork
TROLLHALLA REPORTS #1
OP Responds!



Tuesday, October 9, 2012

Breaking the Silence

Just a quick note to make sure everybody knows that Troll Hammer isn't dead, just resting and recharging for the next assault. I have been going through some major life-changing shit the past month +, but I'm getting by. One thing is for sure, when shit gets really bad, you learn just how many friends you have. I have learned that in abundance. A particularly huge thanks to the many, many members of Trollhalla who have shown their love and support to me when I needed it most. You guys/gals are the best trolls in all of the universes, Trollworld or otherwise!

So, obviously, many of the projects I had slated for release prior to Halloween have been delayed. I can say that in the immediate future we will finally be seeing the release of Awesomesauce: The Roleplaying Game - Troll Hammer Edition. Work will be resuming on Issue #1 of Pocket Troll forthwith, and I already have cover artists and several articles set up for Issues #2 and 3. Goblins & Gunnes 1.5 is still in the works, but will be coming along soon, before year's end if I can help it. Of course, the semi-regular blog posts and articles will be returning very soon as well.

That's it for now, dear readers and friends.

All Hail the Mighty Trollgod!


Paul Ingrassia, AKA Mist-Tikk Foo-all

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: http://www.dcantonart.com/index.html

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
1990
Image from:
http://tomeoftreasures.com/tot_nontsr/bob_liddil/apothecary.htm

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

M'OSKQORRG'S ODDITIES #4

M'OSKQORRG'S ODDITIES
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 try, but 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 http://www.trollmystic.com/pub/) 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.