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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Sunday, April 29, 2012

T&T 7.5 Creature Feature # 26

The recently hyper-prolific Tom 'Kopfy' Loney treats us to a sample character based on his recent Strange Kin series of interesting kindreds over at his The Many-Headed Troll blog.



Ogerilla
MR 380 (39d plus 190)
9th level Rilla (Ape) Paragon
Crucial Stats
IN: 62
ST: 94
DX: 47
LK: 45
CH: 49
WZ: 31
Knows up to 4th level spells.


Description: Originally named Cicero Flame-Start, Ogerilla was born very smart and to a good rilla family, so no one knows why he has turned out so bad. He attended Wizard's School, as well as Advanced Warrior Training, in Appo-On-The-Mirky, in the country of Djung of Athebes. He then disappeared for a decade, and returned wearing strange armor and evil as all get out. There are tales of him eating ape flesh, as well as that of other Speaking Peoples.


Notes: Ogerilla was abducted by Nazi scientists from our world of Earth who were experimenting with trans-dimensional travel. After months in their laboratories, he was allowed to wear a Nazi uniform and take part in suicide missions. He not only survived, he became the Commander of the laboratory. All of his captors ended their days in experimental studies that rivaled his own tortures. As the Red Army encroached on the laboratory, Ogerilla rigged the base to self-destruct and returned to his homeworld of Elder. Back on that world he wasn't much more than another rilla running around in funny clothes and a spiffy helmet. He traveled to the Witching Lands of the North and became a servant of the Bat-Winged Fiend who continued his wizardly training for a horrible price, paid with the blood of others. He is currently trying to fill the power void left in the latest Evil Horde at the death of the Over-Ogre, who he liked as a person and respected as a friend. His troops do wear Nazi-styled helmets, but only he is allowed the great and expensive uniforms.

Text and art copyright © 2012, Tom K. Loney


~~~


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? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Thursday, April 19, 2012

M'OSKQORRG'S ODDITIES #1

M'OSKQORRG'S ODDITIES
Discoveries from Time in Exile
by David Moskowitz


T’annkards


For the tavern master, dawn is never welcome. It is in the first light that one sees how customers may leave more than their wages behind. It is, however, a fine time for the undertaker, the furniture maker and the alchemist, whose foul smelling solutions remove even fouler stains from the ceilings…

Now imagine how it is after the Trollgod and his Champions have spent a night carousing.

But with the destruction, the Trollgod will sometimes favor an establishment with one of his special tankards, often key to such nights. The materials—bone, gold, jewels, iron--vary depending on who has offended him and what said party was carrying, but the enchantments remain constant:

1. The t’annkards are completely spill-proof: even if you turn one upside down, nothing will come out.
2. If one contains any liquid, whoever picks it up will be unable to let go of it until he or she has completely swallowed the contents. The no-spill enchantment prevents spitting out the contents or dribbling.
3. If the drinker decides to drain the tankard in a single effort and the liquid may have harmful effects, the saving roll level is halved, rounding up.
4. If the tankard leaves the tavern, or the keeper yields ownership to anyone but a blood relative (close enough to make breeding inadvisable), the t’annkard turns to wet clay, losing all enchantments.

GM’s are advised to consider drinking contests with hemlock, rrrrum (thick as molasses, and 160 proof), blood, or anything that may be set aflame.

Copyright © 2012, David Moskowitz
Clipart edited by Paul Ingrassia

Tuesday, April 17, 2012

Super Beings in the T&T Universe: Part 1

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.



Theriomorphs
These creatures are the shape changers or form dancers. For simplicity’s sake we will refer to them as ‘Weres’. These are entities that can change their physical form either partly or wholly into some kind of animal. The authors are indebted to mega author Jim Butcher from whose noir detective novel Fool Moon much useful information was obtained. If the reader enjoys wizard and werewolf stories, this is one of the best.

The most common form of Werewolf is fortunately one of the less dangerous kinds. These beings are humans who can use magic (the only magic they can use) to change themselves into a wolf and back to human form again. The wolf will have the same body mass as the human who assumed the animal form. All adult Werewolves will have a Wiz rating of at least 14. Each use of this spell costs them seven Wiz points. Like other magic users they regain Wiz at the rate of one Wiz per turn if resting. They don’t need to be naked to change to the wolf form, but most wear only the sort of clothing they can easily shuck off or wiggle out of because the spell that makes them a wolf does not affect what they are wearing. They will be naked when they change back to human again. The wolf gets three times its human Strength and Constitution and twice its Speed. I add these up to get a monster rating. I also give the Werewolf spite damage of one point for each five and each six they roll on combat dice. The wolf’s furry pelt is the equivalent of leather armor and takes 5 hits per round. The wolf has a manual Dexterity of three. It cannot wield a weapon with paws. If a Werewolf is defending its mate or offspring it will get double combat adds. These wolves keep their human mind while in the wolf form, but have highly enhanced senses of smell and hearing. I give them +6 on dice rolls involving either sense. They cannot speak any language while wolven. They are not affected by the moon or the sun. And they are vulnerable to harm by ordinary weapons as well as silver. Fire and magic can also hurt or kill them. They do heal at twice the normal human rate, and may heal up to one D6 of hits each time they change form. When a Werewolf is killed it should be beheaded or burned. They have an annoying habit of coming back to life if not completely destroyed.

This condition is hereditary. You will not become a Werewolf if you are bitten by one of these creatures. Though most tend to be solitary and reclusive beings, they can also be found in families, usually on isolated farms far from cities or towns. The adults will hunt as a pack at night. The children usually do not start to change until they are teenagers. Rare members may never change, but still carry the genes. Werewolves usually don’t bother people unless hunger drives them to prey on their neighbor’s livestock. In outlying areas one can find small hamlets or villages where everyone is a Werewolf. They are usually not friendly to strangers

Sometimes one of these Werewolves will get a little crazy and start preying on people. This provides some good role playing situations where a party must try and figure out who the culprit is.

Higher level Werewolves of this type may join a party in the woods or above ground, but they hate tunnels and caves. Most of them are the original tree huggers, and they will use all their abilities to help a group track down a rogue Werewolf or other creature that is making trouble for them or doing harm to the forest and its creatures. Don’t mess with their woods; they can be vindictive and very cross in these cases.

They also make good night watchmen and guards in a city setting. If you thought the junkyard dog was mean, wait til you meet the junkyard Werewolf!



A sad case of Werewolf is the poor fellow who made a high level wizard really mad and had a Urawolf spell cast on him (9th level, Intelligence and Dexterity of 54 required, 100 Wiz to cast). It turns the victim into a wolf just like the one described above. They are then stuck in the animal form until another Wizard or magic person can remove the curse or dispel the powerful magic.

This makes for some neat role playing too. If the character transformed is a player he must figure out how to make his predicament known to his comrades, and then they must try and figure out how to get him back into human form. Each week after the change, the victim must make a level one saving roll on his intelligence. Each time he fumbles or he misses one he loses one point of Intelligence. When his INT reaches 3 he becomes a wolf and remains that way forever. His human mind is gone.

Hexenwolf or Spell Wolfs are different in that they are created by an enchanted belt of wolf fur, or some sort of talisman. When they put it on, they turn into a werewolf like the type described above. They have the power to change back when they want to, but must take off the belt or talisman right away. These belts or items are given to them by magic users who usually mean no good, and always enchant them to make them do what the magician wants. Often, the one bestowing these ‘gifts’ on his pack will wear one too that makes him or her the alpha of the group. Wizards, however, can’t cast other spells while in wolf form.

One of the main drawbacks of this kind of transformation is the tendency of the user to ‘go wolf’ and just run away to the woods and stay in the wolf form until his mind is gone and only the wolf mind remains. Players should have to make a level one saving roll on Intelligence each time they transform. Like the Urawolf fellow, they lose a point of Intelligence every time they fumble or miss a roll. When their INT hits three they are done and stay a real wolf for the rest of their lives.

In the cities Hexenwolves are sometimes used by criminal groups of various kinds, and can do great mischief. Regular Werewolves of the first type above hate these creatures and will gladly help the authorities to track them down and kill them.



Lycanthropes are the classic Wolfman or Wolfwoman (fortunately rare), a human being that develops wolf like characteristics, but stays in humanoid form. These folks come from a clan of people whose tribal totem is a Wolf, and they are carriers of an angry wolf spirit put in them at birth by the Shaman. Their bite will not make you a Wolfman. In battle they change into the Wolfman form (they look the Lon Chaney Wolfman). They get a three fold increase in Con and Strength, double their Speed, but keep their Dex. Their skin gets the five point armor bonus in addition to whatever other armor they are wearing, and they can use whatever weapons they use as a human. They prefer big axes. In the Wolfman form they grow fur, claws, fangs and wolf features. They heal at four times the normal rate, and are resistant to pain or sickness. Once killed, they should be burned or beheaded, or they come back really angry. They are questionable allies because, once they go Wolfman, they will keep on fighting, and, sometimes, even turn on their own kind. They will fight until all the foes are slain. Only then do they return to human form. They are not affected by the moon or sun. They like to eat the heart and flesh of their victims.

There are other groups of these kinds of creatures. In the deep woods one may encounter Bearmen or Boarmen, in the jungles, Tigermen, and in the savannas, Lionmen and their mortal enemies, the Hyenamen.



And now we come to the King of the Werewolves, the Loup Garou. This is a person who has been cursed by a powerful Wizard, Demon King, or Fairie Queen. It is very BAD juju! The victim is possessed by a terrible Wolf Demon. Only the most powerful of spells or exorcisms can free the Loup Garou of his dreadful burden. This Werewolf receives double damage from silver weapons. Magic weapons do him normal injury, but regular weapons do him no harm. He heals at the rate of 1D6 per combat round. The Loup Garou cannot control his changes. He becomes a Werewolf only on nights when the moon is full, and remains one, until the moon sets, or the sun rises. In Wolf form he gets four times Strength and Con, and triple Speed. His pelt is equivalent to plate armor taking 18 hits per round. He becomes a mindless killing machine that will attack any and all creatures it meets. He will instinctively flee though when he feels that he is about to change back into a human again. When he wakes up he will not remember what happened during his blackouts.

If you survive being bitten by this creature, you will be afflicted with Lycanthropy as described above, but few survive to suffer this problem. Loup Garou are relatively immortal. Unless their bodies are burned completely to ashes they will come back. Eventually these wretches will realize what mayhem they are guilty of, and will flee to the farthest places away from other people. They make wildernesses very dangerous on moonlit nights. Some may have a lover or family or friends lock them up on nights when the moon is full in a secure cell, and leave there to howl out their rage, until the sun has risen again. It is truly a terrible creature and potentially a real problem, even for strong characters.

The best time to try to kill a Loup Garou is while he is in his human form. However, his demon has a 50% chance, if he is in serious danger, to turn him into the Wolfman form of creature who will make a great effort to escape and run away.


Weres seldom get along with other Weres, unless related by blood. The ones who interact with people usually only do so out of necessity. Nearly all humans and other races find them pretty disturbing to interact with. One Were per party is a good rule. Weres do make for fun roleplaying. These not-quite-real people with issues can liven up a game as their problems begin to impact what is going on. Taking on a group of Weres can be an interesting challenge too.

A really interesting adventure would be to have two groups of players, one group running a small Werewolf community just minding its own business, and the other group a gang of low level bandits and ‘monsters (See Monsters! Monsters! By Ken St. Andre) attack the village. Neither side should know what is expected. The bad guys would be expecting poor peasants and serfs. The Werewolves would, of course, do everything in their power to protect their homes and families.

Women who get pregnant with a Were (in his human form, hopefully) often have interesting offspring. These kids grow up to lead interesting lives after puberty.

Professor Whenn (channeled by Mad Roy Cram)


Additional Thoughts from 'Mad' Roy Cram on Weres

Here are some examples of Werewolves and some other Theriomorphs. I admit this is a tough one. (I cheated a little on the dice rolls) This one would be a Warden – a Werewolf who is chosen by his pack to police the riff raff and stop crazy Weres from stirring up the public against the community.

Human
STR 15
CON 17
INT 15
WIZ 14
DEX 9
SPD 18
LCK 3D6
CHR 3D6
Def 0


Werewolf
STR 45
CON 51
INT 15
WIZ 14
DEX 3
SPD 36
LCK 3D6
CHR scary
Def 5

Loup Garou
STR 60
CON 68
INT 3
WIZ 3D6
DEX 3
SPD 54
LCK 3D6
CHR terrifying
Def 18

Wolfman, Bearman, Tigerman, Hyenaman etc.
STR 51 (bears and tigers get an extra D6)
CON 51 (bears and tigers get an extra D6)
INT 15
WIZ 3D6
DEX 9 or 3D6
SPD 6+2D6
LCK 3D6
CHR scary to terrifying
Def 5

To roll up Weres I use 3D6 and like dice (doubles or triples) add and roll over for STR, CON, and SPD. I allow no value for any attribute on any Were in human form to be less than a nine.

GM’s may make allowances for lower numbers in young, inexperienced, or Hexenwolves.
Remember: A natural or common Werewolf must have a WIZ of 14 or more.

CHR values apply only to the human forms. Scary CHR means normal people will be at a disadvantage or penalty when confronting such a creature. GM’s may make their own decision on what terror will do to heroes or player characters in these encounters. Some sort of Saving Roll might be needed to avoid a penalty.

One last note: Even in their human form Weres are very fast and agile. I give them a 1D6 roll as a talent for SPD.

Copyright © 2012, 'Mad' Roy Cram
Artwork is free for use clipart

Saturday, April 7, 2012

T&T Supplement: It Came From Beyond the Stars

It Came From Beyond the Stars
A T&T 7.5 GM Adventure
by Scott Malthouse
Trollish Delver Games
Published by Peryton Publishing




Strap on your sword and grab your shield, something has fallen from the sky, and the King wants you to find out what it is.

Scott Malthouse treats us to a fantastical romp in the Kingdom of Peakvale on Trollworld, from the village of Willowmoss, to the wilderness of the Greyshades, to an urook death ritual in the Cerberus Forest, in a smooth, concise manner. He presents us with a fast-paced trip through several familiar sci-fi horror tropes, but with a pleasantly T&T-esque twist. I was reminded of old sci-fi classic movies like the Blob, but the true virtue of this adventure is a deep sense of the Lovecraftian washing over you, particularly at the climax. Fans of weird fantasy/horror/sci-fi blending will love this one.

The adventure includes plenty of detail, including wandering monster charts for various areas of the Kingdom of Peakvale and vivid, yet not overblown, descriptive passages. Simultaneously, Scott has left things bare bones enough for a GM to embellish and personalize things to his own play style and player characters. Several very interesting and richly detailed NPCs make appearances throughout, and again, these are at once complete and bare bones, plenty of room for a creative GM to embellish when needed/desired.

It Came From Beyond the Stars is a worthy addition to any T&T collection, short and sweet, but packs a lot of punch. It is available at DriveThruRPG for a mere pittance. Click your way on over and download it today!

Copyright © 2012, Paul Ingrassia

Friday, March 30, 2012

T&T 7.5 Creature Feature # 25

For the 25th edition of TROLL HAMMER's Creature Feature, The Mighty Trollgod, Ken St. Andre, provides us with a bruiser of a Troll armed with, you guessed it, a mighty, magical trollhammer. His work is accompanied once again by an incredible rendering by Christa St. Jean.

T & T Characters You Don’t Want to Meet



Name: Blood-Eyezz
Level: 18
Kindred: Rock Troll
Class: Does Not Apply

STR: 182
Luck: 38
DEX: 13
SPD: 30
INT: 15
WIZ: 9
CON: 123
CHR: 34

ADDS: 215
HT: 15’ 2”
WT: 2380 lbs.
AGE: 1432

Weapon: A massive enchanted Trollish warhammer (245 D6 + 49 adds) (This weapons constantly emits flashes of energy that takes the form of crackling green lightning around the head of the hammer.)

Description: Blood-Eyezz gained his name because his eyes appear to be two pools of blood set into his craggy head. The lava-like blood that animates his body sometimes burns through the thin layer of stone on his face and gives him the appearance of weeping blood.

Background: Blood-Eyezz the Rock Troll was one of Lerotra’hh’s corps of Trolls who fought for her during the War of Liberation. When the war ended, he went back to wandering around Trollworld. He sometimes goes underground for years at a time, but he is a wanderer, and may be found almost anywhere if his aimless travels have led him back to the surface. Lerotra’hh had Chthonian smiths make the trollhammer, only one of many magical weapons created for her fighters during the great war of Monster Kindreds versus Good Kindreds.

Copyright © 2012, Ken St. Andre
Art Copyright © 2012, Christa St. Jean

~~~

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? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Tuesday, March 27, 2012

~ the game as it is played ~

Check out my new post, John Q. Public, up at The Trollhalla Outer Sanctum, a brief exploration of playing Human Citizen characters:

http://trollhalla.com/outer-sanctum/2012/03/28/john-q-public/

Enjoy!

Thursday, March 22, 2012

~now for something completely different~

Tired of eating fat, blubbery Hobb meat?
Sick of cooking up Hobb just to have it shrink down to a tiny lump floating in a pool of sizzling fat?
Looking for a healthier, leaner bit of Hobb to sink your fangs into?

LOOK NO FURTHER!!!

NEW from the creators of HOBB BITS...

INTRODUCING...

!!!!!HOBBURGERS!!!!!

That's right Trolls, Hobburgers!
All natural! No preservatives!
100% free-range Hobbs, trimmed of all fat, ground and formed into patties!

Each patty individually flash frozen by a powerful wizard, and instantly defrosted with the utterance of a key word! Grill-ready in seconds!

Healthy Trolls prefer...

!!!!!HOBBURGERS!!!!!

{Brought to you by Fritroll-Lay, makers of healthy snacks for over 250 years}

Coming Soon: Dwarf-Kabobs

We now return you to your regularly scheduled programming...