Showing posts with label Clockwork Gnome. Show all posts
Showing posts with label Clockwork Gnome. Show all posts

Saturday, April 22, 2017

Swords & Wizardry: It's what I'm running.

HAPPY SWORDS & WIZARDRY APPRECIATION DAY FROM NORTHERN APPALACHIA!

Well, it's been more than a while since you've heard from your obscure, rambling host, and Mike Welham has thankfully kept MPR from falling into utter dereliction. It might have something to do with moving across the country and having a new baby, but even before that I was running on low. Out of the interstices I creep to update you on the state of my game, which happily, will also largely be a post of joining in communal OSRness of the S&W kind.


How I got to S&W

The past 10 months, I have been playing in a weekly PF game by Skype, which has just now gone on a hiatus (I leveled my magus up to 5th level, thank you very much). The year before that, I was in a 5e game in which part of the time I DMed Tyranny of Dragons and a part of the time another player DMed Princes of the Apocalypse. In the further past in San Antonio, I had run a S&W Complete game set in Waterdeep in which I relocated old modules to Undermountain -- we were having fun but I couldn't get the group together enough to really build the kind of campaign I wanted. North Texas RPG Con 2016 just whetted my appetite even more for a regular home campaign in which we would build an interesting setting, characters, and stories. Now that I have the kind of home base I want in the old butcher's shop beneath my house (complete with a massive table left by a short-lived textile business of some kind), I have started said game using S&W. 

The Players

I first found some experienced players among some of the college students of a nearby college town. As time progressed, they have proven to have a hard time continuing consistently because of their school and work loads, but I also have added two completely new players -- guys who always wanted to play but couldn't find people to teach them back in the day. Hey, scifi/fantasy reading clubs aren't a bad way to meet new players. I need to branch out again to find some more new players -- I'd like a bigger group and I miss the diversity that the college folks brought to the group. (Read: A group with gals is better.)

The Building Blocks

I started preparing the nascent setting by reading Hommlet and the original City State of the Invincible Overlord booklets. I decided Hommlet would be their home base and the province would belong to the City State. No Temple of Elemental Evil -- I would introduce another evil. The nearby town of Nulb? The characters original hometown, now in ruins thanks to an horrific event when they were children. Underneath the ruins? The Hall of Bones, adapted physically so that I could use the The Lost Catacombs pages for game mats.



I looked at the gods of the CSIO and decided that they were a bit of a mess -- both an inspiring mess (How do I explain this hodgepodge of deities as a historical development and how would they actually work as a society's pantheon?) and a mess that needed some straightening up (too many gods of the same basic kind and other types completely missing). Here are the gods in the original booklet:



Odin
Modron (“Great Mother”)
Brigid
Mabon (“Great Son”)
Thoth
Dagda
Harmakhis (Horus)
Teutates (=Toutatis)
Quetzalcoatl
Lugh
Apollo
Fenris Wolf
Nephthys (but misspelled, just as in DDG&H supplement)
(Spider God?)
Donn (Celtic Death)
Gods of Pegana (the so-called “old gods”)
Toad God in Mermist Swamp (Obviously I'm going to make Tsathoggua)
Unnamed Sea Goddess
Balder
Varuna
Hanuman the Accursed
Idun
The Sea God Manannan
Arghrasmak (Temple of the Gargoyle) “living god”
Crimson Dragon

The historical key to this is that I decided the City State was a originally a colony found by a southern Rome analogue who hired Germanic/Nordic warriors to conquer a region peopled by monsters and Celt analogues. Their great, older rival was an Egypt analogue from whom they appropriated some deities -- all things Romans were wont to do. (Wikipedia has introductory entries on this process in the religious vein.) That allowed me to revise the list by identifying various gods with one another in the following way:



Odin the Dagda, Odin All-Father
Sol Odinsson, Sol Invictus, Sol of the City State, Sol-Horus, Sol-Harmakhis, the Eye of Odin
Modron the Great Mother, Brigid
Mabon the Great Son
Thoth the Terrible, God of Knowledge and Learning
Quetzalcoatl, He-of-the-Mithral-Feathers, 1st Serpent, Dragon King, God of Rivers & Mtns
Fenris Wolf, Lord of Ragnarok
Nephthys, Lady of the Holy Mortuary, Mistress of Wealth
Death (Donn)
Tsathoggua, the Toad God, God of Wetlands and Caverns
Kiopa’a, Star of the Seas, Polestar, Queen of Sea Fae
Arghrasmak the Living God, God of Gargoyles.
Balder, the Hidden Son, Hope of Mankind
Varuna All-Seeing, Lord of Rains, Arbiter of Oaths, Guardian of Cosmic Law
Hanuman the Accursed, God of Therianthropes
Idun, Lady of the Golden Orchard, Long of Time and Limb
Typhon the Two-Faced, Tyrant of All Oceans

The rebellious gods of Pegana I kept around and the god Teutates=Toutatis (thanks, Astrix comics!) became simply a title that a social group would add to the name of their patron deity. I'm still playing around with how I'm going to handle the spider god, though Wraith Overlord: Terror of the City State has a nice idea in it. (Where the heck did that title come from? Still haven't figured it out.) And I'm still playing with what exactly I'm going to do with the Crimson Dragon. Also, a few deities also indicate that the Rome analogue not only had the rivalry with an Egypt analogue, but also some sort of contact with an Indic analogue. (Meso-america is for dragons.)


Deities I added

First off, I needed a paladin patron to take the places of Muir (I don't care for the name) and Cuthbert (I wanted to cut the odd real-world tie here and have a Joan of Arc like feel to the figure, but germanified). Thus was born St. Ingaberht. She heads the following list:

Ingaberht, Patron Saint of Templars and Holy Knighthood

Orcus, Punisher of Broken Oaths, Demon Lord of the Undead
Frey, Lugh, Lord of the Elves
Circe, Witch Goddess
Morithal, Lord of Unceasing Hunger: Remember this little gem!?

This kind of top-down work gave me lots of ideas for the setting and hooks for potential stories, and allows the players to locate their characters within the setting. Less of them took me up on the idea of having their character being from Nulb, but they still came up with ideas for why they were in Hommlet and interested in Nulb and each other, so it worked out.


Now the question, Why and how does S&W provide the ruleset for this campaign? To be continued in a second posting!

Thursday, February 21, 2013

When Gnomes are Quiet, be Suspicious

The Clockwork Gnome had been quiet lately.  I should have known that meant he was locked away in his workshop, getting ready to spring more of his toys upon us, and once again he favors the MR blog with his breaking news.  In this case, it is two up-coming releases for Labyrinth Lord and two for Pathfinder.  These new releases will develop the company's established interest in Faerie and add some dreaded sea-mythos to the mix.  Hmm...I bet some of this could be worked into my Waterdeep campaign, if the group can recover from its recent spat of scheduling difficulties.  Check them out!  (Press releases below)


A Conclave of Ravens
Coming Soon
Designer: Allen Taliesin
Page Count: TBA
Cost: $4.00

Everyone knows that the ruins on Delirium Bluff are haunted. Once home to a local merchant and his family, the house christened Red Raven Hall was unknowingly built upon a complex of subterranean ruins.  One night the vile residents of that forgotten place rose up and  laid waste to the merchant's house.  The walls were bathed in blood and the innocent suffered heinous torture before they were finally granted death.  Strange lights and ominous noises have kept the wise away from that unlucky place ever since. But reports of increased activity have led some to fear that the foul denizens of the deep have returned to the shattered manor house. 

A Conclave of Ravens is a location-based adventure for character levels 1-3, inspired by the works of Lovecraft and Clark Ashton Smith.  Most of the action takes place in a set of sea-weathered ruins and the dungeons below, though details concerning the nearby town of Corrigan's Watch provide the party with a viable home base from which to launch their expedition.  The module also contains new monsters and guidelines on how to expand the dungeon levels beneath the dreaded Delirium Bluff. 

The Dreaming Forest
Coming Soon
Designer: Allen Taliesin
Page Count: TBA
Cost: $5.00

Southeast of Winter's Horn is the Dreaming Forest, a shadowed land of dense woods and secluded groves.  According to local legend, it is home to dark fae, enigmatic elves, and strange magic.  But it is also the subject of compelling rumors that speak of unimaginable treasure and forgotten secrets from the days when the world was young.  The Dreaming Forest tests the sanity and resiliency of outsiders. However, the chance of winning wealth and fame have a way of calling to those willing to risk their lives in the pursuit of glory. 

Based on Welsh folklore and literature, The Dreaming Forest is a sandbox adventure for character levels 5-9. It features a mix of wilderness encounters and small dungeon sites. In addition, this module introduces a host of new monsters and magical treasures focused on a fey theme.  While designed for the Labyrinth Lord roleplaying game, The Dreaming Forest is usable with any old school version of the world's first roleplaying game and its various simulacra.  




Player's Toolbox
Arborlings
From the heart of the primordial forest.
Coming Soon
Designer: Michael Welham
Page Count: TBA
Cost: $2.00

Cousins of the treants and guardians of the woodlands, the arborlings are a plant-like race of humanoids that stand outside the boundaries of civilization.  They are deliberate and straightforward creatures who remain the constant enemy of those who seek to despoil the world or unduly tax the resources provided by the forces of nature.  While arborlings are generally isolated creatures, remaining safe in their ancient homelands, a few have heard the call of the adventuring life.  And now they stand poised to bring the power of nature to the bear against the evil forces in your campaign!

While designed for the Pathfinder Roleplaying Game, this book can be effortlessly used with the 3.5 edition of the World's Oldest Roleplaying Game.

Player's Toolbox: Arborlings includes:
ñ  A complete standard race (10 racial points) that utilizes the Pathfinder Roleplaying Game Advanced Race Guide format.
ñ  Six alternate racial traits and six alternate favored class options.
ñ  New equipment and two new magic items designed specifically for use by the arborlings.
ñ  Four new feats and three new spells.
ñ  A racial archetype available that embodies the features of this new race.
ñ  Includes two versions of the book; a color copy suitable for screen viewing and a bare bones, art-free copy and contains files for use with Lone Wolf Development's fantastic Hero Lab software.

Player's Toolbox
Faerie Changeling
Come away, O human child!
Coming Soon
Designer: Allen Taliesin
Page Count: TBA
Cost: $2.00

The denizens of Faerie look longingly upon the children of the material world.  Exactly why they choose to kidnap mortals remains a mystery, but those who are taken are rarely seen again.  In their place, the fey often leave behind one of their own, transformed to appear exactly as the stolen victim.  Many of these faerie changelings are raised by the ignorant mortals and eventually lose their connection to the fabled Faerie Realms.  But when the faerie changeling reaches maturity, everything changes. 

While designed for the Pathfinder Roleplaying Game, this book can be effortlessly used with the 3.5 edition of the World's Oldest Roleplaying Game.

Player's Toolbox: Faerie Changeling includes:

  • A complete advanced race that utilizes the Pathfinder Roleplaying Game Advanced Race Guide format.
  • Five alternate racial traits and six alternate favored class options.
  • Four new magic items designed with the faerie changeling in mind.
  • Three new feats and five new spells.
  • A racial archetype that embodies the features of this new race.
  • Includes two versions of the book; a color copy suitable for screen viewing and a bare bones, art-free copy and contains files for use with Lone Wolf Development's fantastic Hero Lab software.




Monday, January 7, 2013

More Support from the Author of the Cloven Hoof Syndicate


Almost too late for a Mythopoeic Monday posting, but I just got word about something that went live today: a support article from Rambler and Friend of the Blog, Paris Crenshaw.  Head on over to the Clockwork Gnome site and get "Arcane Assistance in the Conduct of Criminal Investigations" under Supplemental Articles.  I also notice how much Allen has prettied the site up.  Nice.

If you're interested in quality product for the Pathfinder RPG, PF Beginner's Box, or Swords & Wizardry, and haven't all ready, take a look around.

Tuesday, June 26, 2012

Greater Cleave to the Expectations



Welcome back, Tomeful Tuesday!

When it comes to the companies we like and the designers we like, we don't always look forward to upcoming projects with the same level of excitement.  That's fine: we all prefer differ things and we are all looking for different things at different times.  If one is not in the market for a new way to open wine bottles, for example, the best wine bottle opener of all time is likely to garner little attention.

Such is how I found myself in regards to this Clockwork Gnome offering, when I heard that fellow rambler and guest blogger Paris Crenshaw was working on The Rogues Gallery: The Cloven Hoof Syndicate.  I expected good work and something useful, but it just didn't hit my future salivation button at the time.

And then, I saw it.

Publisher Taliesin and his workship of gnomes just keep improving their craft.  The Cloven Hoof Syndicate's layout and design is clear and gives the right moody look for the dark content.  The choice of illustrations is strong overall, with two minor complaints (see end of review).  But while the Cogs from gnomeland are getting shiner and prettier, the real blow that split my adrenal gland asunder came from the functional content.

Designer Crenshaw has provided a uniquely flavored, fully realized thieves guild.  While it is set in CGP's Eorthe in the city of Aerendal, it is easily adapted for use in other worlds.  It brings together alchemy, faerie, and daemons to create a criminal underground stocked with villains dangling plot hooks left, right, and center.  These characters fit within the goals and activities of the syndicate (again, more plot hooks and possible plot elements), and draw on the full range of options available at this point from the Pathfinder Roleplaying Game.  For those of us who are still digesting the Core Rulebook and have little time for putting together new options from Advanced and Ultimate books in the PFRPG, here are key members who are coherent that will stand out as memorable and challenging due to these options in their builds. 

I will not give examples due to spoiler issues, but trust me: these are far from shallow or run-of-th-mill characters.  They are colorful and complex; the result of lots of creativity and time investement.  When your time is saved and you've been given better material than you would have created even with time, that's a very good thing.  (Ain't nobody happy if GM ain't happy.)  Below the key members, the supporting cast of NPC rogues would take a lot less work for the GM to build, but Paris provides appropriate sample NPCs to fill out the rest of the syndicate's roles.  Just the right level of guidance for further customization as needed that fits the organization as conceived.

In addition to taking care of time-consuming major NPCs, TRG:TCHS provides some interesting new items that fit fantasy organized crime.  But more importantly, the ebook provides a strong sense of place for the syndicate's base and the players' adventuring.  What's more important to the fantasy thieves guild than the guild hall?  Here the chief clockwork gnome himself adds the maps that aid the imagination with crisp representations to guide the GM in manifesting the location in game.  And for those of you who remember the publisher's strong interest in the mythic underworld, you won't be surprised to discover that the tunnels below lead into an entire network, fanning out to the scenes of the syndicate's business interests.  A sidebar makes clear that the mundane underworld is deep and extensive enough to allow contacts with the mythic underworld.

I have one criticism of note to make of The Cloven Hoof Syndicate, and it centers on the toughest area for a small third party publisher to deal with: art.  Take the criticism within the scope of what I have said about the ongoing improvement in appearance that Clockwork Gnome's products have been evincing, which I believe has reached a new high mark with this product.  Original art commissions are the most expensive part of publishing.  In responding to my questions about CGP's products, I was surprised to learn that TCHS depends completely on stock art for illustrations (not including maps, of course).  Allen is accomplishing a lot with stock art.  There were two pieces that didn't work as well for me, though.  The illustration on page 21 doesn't really communicate fiendish half-orc to me.  Perhaps creative needs and art resources are just too difficult to match here?  The derro illustration on page 25 looks strange in perspective and proportion.  More importantly, it does not particularly say "alchemist" to me.  However, these two examples point out the overall success of the art in the work.  As the publisher continues to wrestle with how to get the most out of his art budget, perhaps budding fantasy artists will note the quality of his products and be willing to come to mutually benefiting arrangements for some of these more difficult instances.  Take a look, artists looking for a start.  This is the kind of quality material you'd like to be able to show you had a part in as you try to grow your business.

On the persnickety side, there is a text/illustration crowding issue on page 11.

Even if I allow these two issues to lower the appearance from an A- to a B+, the content gets a solid A+.   Pathfinder players should avail themselves of this imaginatively conceived and finely carried-out thieves guild.  Labyrinth Lord players can look forward to the release of its upcoming LL version.

Finally, a musical dedication to hark back to my entry point.  Good game writing and design has the ability to fan the flames of imaginative desires where previously they burned low, and for me this is a testimony to The Cloven Hoof as an accomplishment.  I'll be on the look out for the occasion to use this to improve my game.


Sunday, March 4, 2012

Tick-Tock

Ben Kingsley as the Clockwork Gnome?

I'm probably behind everyone else, but I finally saw Hugo today (for IMDb, see here). It deserves those five Oscars.  If you read this blog, chances are you'll love it, so go see it if like me, you are lagging behind.  Otherwise, feel free to enjoy it a second time at home!

In other news, Clockwork Gnome Publishing has released its first support for Labyrinth Lord: The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger.  I've read through it once already, and am quite pleased.  I recommend you head over to RPGNOW and pick it up -- it's a perfect way to treat yourself in memory of Gary's birthday.  I'm already coming up with ideas for my Ygg campaign, in which Morithal would fit well.  Maybe that game will get off the ground one of these days.  :-)

Finally, if you like gnomes, come back early tomorrow morning for the next Mythopoeic Monday feature!


Tuesday, February 28, 2012

Saturday, January 7, 2012

Clockwork Gnome Kickstarter for Sailing the Starlit Sea



Allen Taliesin, chief of the Clockwork Gnomes, has decided to turn Sailing the Starlit Sea, his fantasy space sourcebook, into a bigger project -- in fact, his first Kickstarter project.  He sent me the announcement, and I am posting it below.  All his projects are interesting, but here is a chance to be involved in the development and influence its final form.

Wednesday, November 9, 2011

Hungry for More Maggoty Goodness?

For all the Pathfinder and Labyrinth Lord players whose interest was piqued by Clockwork Gnome's upcoming Morithal: Lord of Unceasing Hunger, check out this latest preview.  (If you missed the MR exclusive last month, see it here.)

Hollow Longing Ghoul by Dave Allsop

Friday, October 28, 2011

Exclusive: Clockwork Gnome is Rotten to the Core!

FREE CONTENT from the publisher below!

By: blondieb38
It all goes back to my childhood.  I was given an allowance and made Chief Disposal Engineer of the Household.  Dealing with the garbage gave me a little cash, responsibility, and let me start being outside for a little while late at night twice a week.  Above all, it exposed me to all sorts of things I had been sheltered from in my youth and innocence.  The first time I opened up a garbage can on a hot summer day and found it crawling with maggots shocked and disgusted me.  There was something about those pudgy white worms eating rotten meat that reached down deep into my gut and made me want to hurl.  I didn’t, but I can still feel myself gagging.  Since that day, I have always found them really revolting.

That is why when Allen Taliesin announced Morithal the Maggot God in his Campaign Cogs product line, I was filled with revulsion.  And excitement: when imagining evil powers that would give your players nightmares and unite them in iron-willed hatred, it is hard for me to come up with a concept more fitting than the Lord of Unceasing Hunger.

I knew the Clockwork Gnome had been hard at work, tinkering with multiple projects.  But I am thrilled to hear that one of my favorites – which just happens to be the one most appropriate to this time of the year, is coming out soon, and that he had primo exclusive content to offer us Mythopoeic Ramblers.  Like an evil race tied to Morithal.  What’s that?  You're worried about what game system it’s being offered for?  Well, how about Labyrinth Lord and  Pathfinder!?



So consider this not only a fine freebie that will probably cover most gamers round-hereabouts, but a heads-up that The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger will appear in two versions, one designed for the Pathfinder Roleplaying Game (published in the Campaign Cogs line) and one designed for the Labyrinth Lord Roleplaying Game. Both versions will provide a detailed religion for use in any fantasy campaign.

Previewed here is the walking hunger, a new race of creatures that appear in Morithal, Lord of Unceasing Hunger. These abominations are born from the indirect influence of the Morithal, the Maggot God. As a result, they inherit some of that foul god's traits, including a hunger that can never be satisfied.  This preview includes statistics for both game systems.

Morithal, Lord of Unceasing Hunger contains a wealth of information on The Feasting Worm, including myths, an origin story, and details on his cult.  As a part of this preview Morithal's origin story and a myth surrounding his part in the creation of the Underworld are featured below.  

  
Walking Hunger
No. Enc.: 1 (1)
Alignment: Chaotic (evil)
Movement: 90' (30')
Armor Class: 2
Hit Dice: 12
Attacks: 3 (2 claws/bite)
Damage: 1d8/1d8/2d6
Save: F12
Morale: 10
Hoard Class: XVII
XP: 2,800

Due to their lack of skeleton, the walking hunger are impossible to restrain. They may also squeeze into spaces many times smaller than their size. A cloying smell of rotting flesh clings to these beasts at all times, sickening those who come too close. Anyone within 30 feet of a walking hunger must make a save vs. poison or be subjected to nausea and vomiting (-2 to attack rolls) for 1d4 turns.  Walking hunger feel a constant need to feed, an impulse that impedes their senses. Illusions are particularly potent against walking hunger (-4 to saves) but can they also be easily tricked, especially if carrion is involved.  If a walking hunger rolls a 20 or exceeds the number it needs to hit by 4 when using its bite attack, it may swallow its opponent.  A walking hunger can only swallow a creature that is roughly the size of a human or smaller and may only swallow one creature at a time.  While in its gullet, an individual takes 1d8 points of damage each round.  At the Labyrinth Lord's discretion, a swallowed creature may attempt to cut their way free.

Walking hunger look like giant maggots with two, spindly legs and humanoid arms that end in wicked claws.
Instead of a skeleton, the body of a walking hunger is composed of thick, powerful muscles that provide support while remaining flexible.They stand 10 feet tall but weigh very little in comparison.  The walking hunger are genderless creatures and incapable of procreation on their own.  Their birth is still somewhat of a mystery, but it is clear that they only arise in locations with a high density of morthacite (a rare mineral found only in the Underworld) and an unusual amount of carrion. Even when both of these elements are in abundance the creation of a walking hunger is rare, perhaps taking place once every twenty years.  Walking hunger emerge fully grown, both physically and mentally.

By their nature walking hunger are solitary. They consider all other creatures as food and feel threatened by others of their kind.  Combat is always the result when two walking hungers meet, with the winner cannibalizing the loser.  The only thing a walking hunger respects is strength and they will serve more powerful individuals, so long as a steady supply of meat is provided.  A walking hunger's unending appetite means it quickly depletes an area of potential food, forcing it to move its lair in search of new sources of sustenance on a regular basis.

Walking Hunger
What appears to be a massive maggot lies upon the ground, its flesh quivering as it enjoys a putrid feast of rotten meat.  But as it turns its eyeless head towards you the truth is so much more horrifying.  The pallid worm rises upon two legs, pushing itself up from the ground using its thin arms that end in wicked claws.  As the vaguely humanoid creature shambles toward  you the stench of rotten meat assails your nostrils, turning your stomach and making it difficult to breathe. 

Walking Hunger                            CR 8 ( 4,800 XP)
CE Large aberration
Init: +1; Senses blindsight 60 ft.; Perception
Aura stench (DC 22, 10 rounds)
DEFENSE
AC 18 touch 10, flat-footed 17 (+1 Dex, +8 natural armor, -1 size)
hp 126 (12d8+6)
Fort +9; Ref +5; Will +9 (+5 versus illusion spells or effects)
Immune disease
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee bite +14 (2d6+4), 2 claws +12 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws/bite, 2d6+6)
STATISTICS
Str 18, Dex 12, Con 22, Int 6, Wis 10, Cha 12
Base Atk +9; CMB +14; CMD 25
Feats Improved Natural Weapon (bite), Improved Sunder, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +9, Climb +12, Escape Artist +17, Intimidate +9, Perception +7, Sense Motive -10; Racial Modifiers Escape Artist +8, Sense Motive -10
Languages Aklo, Undercommon
SQ compression, driving hunger
SPECIAL ABILITIES
Compression (Ex) Walking hunger lack skeletons and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Driving Hunger (Ex) The need to consume food never fades for the walking hunger.  This unending appetite often impedes judgment and makes it difficult for a walking hunger to determine truth from falsehood. Walking hunger receive a -4 racial modifier to Will saves versus illusion spells or effects and a -10 racial modifier to Sense Motive checks.

Stench (Ex) Walking hunger are surrounded by the cloying smell of rotting meat.  Any living creature that comes within 30 feet of a walking hunger must make a DC 22 Fort save or be sickened for 10 rounds.  Creatures that successfully save cannot be affected by the same walking hunger's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC for this ability is Constitution based.
ECOLOGY
Environment subterranean
Organization solitary
Treasure standard

Society and Habitat
By their nature walking hunger are solitary creatures. They form no bonds within their species, considering them to be competitors for resources, and generally treat other creatures as potential food.  Unless controlled by a more powerful force, a walking hunger will always react negatively to the presence of another of its kind.  Battles between these beasts are violent in the extreme with the victor cannibalizing the loser, sometimes while the creature is still alive.

The only thing a walking hunger truly respects is strength.  When another creature demonstrates its superior power a walking hunger will immediately show deference, even going so far as to offer service in exchange for its life.  Temples of Morithal often take advantage of this instinct for self-preservation to compel walking hungers into their ranks for use as guards and soldiers. So long as food is provided, a walking hunger will serve a more powerful individual or group without question.

Ultimately a walking hunger's primary motivation is the search for food.  Every action they take is devoted to satiating their endless hunger and in this way they closely resemble their creator, Morithal. This drive leads a walking hunger to focus only on the immediate future. Planning head is alien to their way of thinking. It this reason alone that a walking hunger will not serve a creature weaker than it, even when offered an endless supply of food.  They would rather feed the direct need and slay the individual rather than make any kind of deal. Naturally this shortsightedness makes a walking hunger susceptible to trickery and manipulation. 

If left alone, a walking hunger will quickly deplete food sources in an area rather quickly.  They prefer to eat carrion and will never consume anything but the flesh of other creatures.  While their predilection for rotting meat helps slow a walking hunger's depredations upon an area, these beasts find it necessary to move their lair on a fairly regular basis. During these periods a walking hunger will pack the valuable goods it has gleaned from its victims and simply wander until they find a new region more to their liking.  As expected, they will avoid powerful communities, but are not opposed to settling near small subterranean villages and using them as personal source of meat. 

Ecology
Walking hunger look like giant maggots with two, spindly legs and humanoid arms that end in wicked claws. They stand 10 feet tall but weigh very little in comparison. Instead of a skeleton, the body of a walking hunger is composed of thick, powerful muscles that provide support while remaining flexible.

The walking hunger are genderless creatures and incapable of procreation on their own.  Their birth is still somewhat of a mystery but it is clear that they only arise in locations with a high density of morthacite and an unusual amount of carrion. Even when both of these elements are in abundance the creation of a walking hunger is rare, perhaps taking place once ever twenty years.  Walking hunger emerge from decaying flesh fully grown, both physically and mentally.

For their entire lives these beasts know only one sensation, a desire to feed that can never be satisfied.  Despite being sapient and possessing the ability to communicate through language, walking hunger form no close bonds and only speak when absolutely necessary.  They are incapable of feeling love, compassion, pity, or even anger and despair.  All that matters to them is food, which makes their attacks disturbingly impersonal.  The closest a walking hunger can come to rage is when they meet another of their kind.  Even so, the impulses they feel to destroy each other stem not from any kind of vendetta or grudge but from a longing to hoard resources.

A walking hunger's impressive appetite is believed to come from the two sources. The first of these is most obvious, the walking hunger share a sympathetic connection to Morithal due to their origins.  His unending hunger is encoded upon them at creation, leaving very little room for anything else.  The second has to do with the walking hunger's bodily functions.  Their metabolism is surprisingly high, meaning they burn energy at a remarkable rate.  Walking hunger find it difficult to stay sedentary for long and only enter a sleep state once every week.  Sleep periods can last anywhere between two and six hours, though they rarely exceed four hours.

Morithal's Unholy Maw
Origins
Records from the earliest days of civilization speak of Morithal as an ancient god.  Cave paintings depict him as an immense maggot that feeds on the flesh of world. He has been the patron of many dark and ancient empires, now ground into dust by the press of centuries. By all accounts Morithal has always existed, plaguing mortals with his insatiable hunger since the beginning of the multiverse.  There can be no question that the Lord of Unceasing Hunger is one of the oldest deities in existence.  In comparison to the Maggot God, the anthropomorphic gods of the mortal races are mere children.

Morithal's story stretches back far further than many imagine, to a time well before the creation of this reality.  It was in the last days of the previous multiverse that the Lord of Unceasing Hunger began his journey to infamy.  Morithal was once a god of abundance, worshiped by farmers and druids on a world whose name is long forgotten.  When that multiverse began to buckle and come to an end, as all things do, Morithal hid himself within a crack in the fabric of space and time.  There he waited until the cataclysm came to an end.  Cut off from his faithful, who no longer existed, the god became hungry for the power of worship.  As milennia passed and the essence of creation began to reform into something that could develop into a new multiverse, the hunger only grew until it consumed everything that Morithal was, his mind was usurped.  When the current reality rose out of the chaos, Morithal slithered from his hole and into legend.

Creation of the Underworld
When Morithal left his hiding place he immediately came upon the initial act of creation, a single planet and star, newly formed in the young Material Plane.  His hunger was all consuming and his only thought was to feast upon the flesh of this planet.  The Maggot God devoured with impunity and in his wake he left endless tunnels and immense caverns.  He feasted for centuries and honeycombed the world with a subterranean complex of incalculable size.

Sensing that new worlds had come into being on the Material Plane and unable to satisfy his ravenous desires with this place, Morithal folded the essence of space and arrived upon a new planet.  Again he gorged himself upon the soil and rock for centuries, hollowing out a labyrinth of passages and caverns.  Yet, his hunger still raged like an unquenchable fire.  As before, Morithal moved on to a new world in the hope his desires might finally be sated.  So has the Lord of Unceasing Hunger done since the beginning of the multiverse, seeking new worlds and hollowing them out as a worm ravages an apple. 

It is said the tunnels beneath the surface of these worlds are connected by the magic Morithal used to pass between them.  Travelers might pass from planet to planet, never aware that they are jumping across the Material Plane through the folds of space.  Some creatures use these invisible portals to travel to and from various worlds, forming trade networks and establishing outposts on a hundred worlds.  Many of his followers build massive temples at these locations, hoping that someday  the Maggot God will return that way.

The Virtuous and the Vile
Morithal, Lord of Unceasing Hunger
The Final Consumption approaches!

Since the beginning of time, the Maggot God has burrowed his way through the earth, indulging a hunger that can never be satiated. Morithal is an artifact from another time, a being who survived the fall of one multiverse and the birth of another. Cursed with a unending desire to consume, He Who Gnaws has hollowed out vast caverns beneath the earth and these have become the subterranean realm of the dark elves, derro, and other depraved creatures. Despite his repulsive nature, Morithal's followers are powerful and many. His cults are everywhere and each of them is tasked with a single goal: to bring about the reign of their god so that he might consume the stars and cast all the worlds of the Material Plane into eternal night.

The Virtuous and the Vile - Morithal, the Lord of Unceasing Hunger includes:
  •  An in-depth overview of Morithal, his origins, myths, and other important traits.
  •  Information on the cults of the Maggot God, their goals, and the benefits of their faith.
  •  A fully mapped and detailed temple of Morithal including statblocks for the NPCs who worship there.
  • The Famine domain (PFRPG version) and new spells that embody the horrid hunger of the Maggot God. 
  • Three new monsters who embody Morithal's unceasing need to feed.