[No-Artpunk] #7 Temple of the Beggar King (OSE)

Temple of the Beggar King
Jesse Gerroir (edited by Matthew Seagle)

OSE
Lvl 9
Pages: 41 + 3 maps
Classification: Ship of the Line

I have observed on occasion that as an instrument to gatekeep artpunk, No-Artpunk is in many ways an imperfect tool, as nothing prevents aspiring contestants from submitting material that leans heavily into thematics, atmosphere, evocative description or intriguing concepts, provided they abide by the contest parameters and it is in fact fun to play. Previous year saw the release of the elite Stirring of the Slumbering God, this year we are delighted with Temple of the Beggar King.

Pullitzer-prose, unconventional encounters and a hair-fine sense for dramatic foreshadowing are the watchwords of Temple of the Beggar King. In ancient days, the Beggar-King, the holy man of a sinister buddhist sect, preached his doctrine of the transience of all things, and soon his teachings found their way among even the elite, and waves of suicides struck the realm, and many sojourned into the cult’s stronghold in the deepest eastern sands. A company of picked royal guard is sent to deal with them, and neither they nor the cult are heard from in a thousand years. Through one of many hooks, the characters discover that this cult might still exist, and threatens the realm once more. Dare you enter the desert in search of what has been forgotten?

A good concept not quite perfectly implemented: Within the temple of the meditations of the Ascended-One distort reality, and some spells are altered. The idea is that reincarnation is real and divination spells will be distorted, giving the information of that past self, which is rolled on a table. In some cases this works. Locate Object only works if your past life would have been familiar with it. If I try to find a key and I roll ‘An Orange Tiger with a scarred face,’ I, the DM, can figure out if a Tiger would know that. But then with Teleport or Dimension door, we get ‘swamps bodies with past life temporarily.’ How long? Where are the stats for all these past lives?

An uneventful journey through the desert, at the behest of a guide, the boy Omar, at the worn statue of a long dead king. In a pinch, two weeks travel is acceptable, although giving definite distances is more flexible. There is a chance of sandstorms, but as written, the effect of these is not clear. I can look at the Control Wealther spell but in this case, all the sandstorm would do is restrict vision and prevent missile fire. Since there is nothing else in the desert, this component is vestigial. The boy Omar is one of the reincarnated monks of the cult and will seek to lure the characters into a death trap, cutting his own throat as he does so. That’s cool. Here you would want to consider what happens if the characters, who made it to level 9, try a detect evil or ESP over the course of those 2 weeks.

What the adventure does well is stimulate a sense of progression through discovery. The upper layer of the tomb is mostly desolate. Blocked entrances with warnings of cryptic doom. Faded frescoes. A grand setpiece, a fake door with 33 locks, each of them trapped, some of them valuable, with the actual doors concealed somewhere in the mutals. That’s good stuff. There are multiple entrances into the dungeon which is a good impulse, but they are only one or two rooms apart.

Encounters are all standalone, hand-crafted, artisinal D&D. Some of the monks of the complex have achieved a sort of transcendent undeath where they have absorbed the echoes of their past lives and will attack the party alone, which is sporting of them. Unfortunately, the presence of a 9th level cleric will reduce these 8 HD monstrosities to little more then an irritant. The rest of the upper level are mostly traps, your poisoned pit traps, your trapped gemstone buddha idol with acid spray, a room with crumbling scrolls with rot beetles . These encounters often provide a hint as to the true nature of the cult.

The second level is where it really gets going and the weirdness is cranked up. Proper random encounter table (frequency not set). Half the encounters are spell-like effects, but also serve to up the sense of dreadful anticipation. In fact if this adventure does something well it is convey its nature through interaction. Exploration in the truest sense.

6. The shadows thicken, all torches go out. In the darkness an emptiness abounds shining from
below like light does from above

Pools of ectoplasm, where the cult (and the characters) can merge with the ghosts of their past lives (which are like the shedded skins of the spirit). Koan doors. A walled off passage, each brick a bound demon. A procession of blind monks, each carrying a different urn filled with emptiness. A treasury with all its valuables destroyed (or are they?), a testament to the transience and impermaneance of the mortal world. A sacred ark where the characters can gaze upon the deaths of their past lives, in reality, a lethal trap. Speaking of lethality, if level 1 is comparatively forgiving (excluding the 36 ghast ambush) and reluctant even to use lethal poison (neutralize poison is certainly available to level 9 characters), I suspect level 2 might go a bit overboard. Each of the Defiling Monks can cast desintegrate 1/day, a canticle of unmaking (admittedly they will target PC items, which is also brutal). Then there are also the Calcified Monks, who can cast Flesh to Salt 1/day. These are occasionally encountered in groups of 6 or 8. The pregen cleric has a ring of spell turning, but everyone else does not have as much as a single ring of protection, meaning death here is quite likely.

What Temple of the Beggar King gets right, and I mean flying colors right, is the transition, the last section, a placid underground garden littered with the detrius of the Beggar King, prior to his ascenscion. You swim down into a corkscrewing tunnel in the centre of the placid pond, and face its 6 deadly traps, only to emerge (though you descended) into the Sunken Grotto, there to face The Ascended One, an eyeless giant, whose gaze brings horrifying memory of past lives, whose touch reshapes, and whose blood forms into ectoplasmic echoes (Spectres). I suspect that with 50 hp he will not last very long if the PCs get as much as a single 3rd level spell off, although his abilities are likely to cause serious disruption and the appearance of the Spectres is going to cause quite the consternation, making it a challenging fight for 4 9th level characters.

Treasure is well described, ornate, thematically appropriate, and the distribution is a little fucked. The first level has 343k, 200k of which is virtually unprotected. The second level has 12k, although there is a reliquary with damaged magic items which, if repaired, are quite powerful and the 3rd has nothing.
There are some consumables in the form of scrolls in the beginning, but the bulk of the magic treasure is wondrous items. I’m trying to determine if the contest stipulations have been adhered too: Incence of Past Lives, Cursed Crown of Impermanence, Singing Bowl, The calcified and Defiling monks, the Demon, the Six Emptinesses might (if I am ungenerous) constitute an item each, but it is mostly above board. I would have given a boon, some sort of profound insight, once the Ascended One is defeated, anything from a Wish, to a permanent statt boost, something that feels like a reward after the hardship.

Pictured: literal touch attack

The adventure has included 4 Pregens, which includes two int 5 characters Albrecht of the North and Terell the Robber, and these must be the most, low-class impoverished level 9 characters in the realm, with only a single +1 weapon between them, no magic armor or shields, and about 3 magic items each. The wizard does have a crystal ball, which is cool, maybe consider an extrapolation of what happens when he tries to Scry the Ascended One (although the answer here is GAZE ATTACK)?


Some implementation warts aside, pretty good adventure, very well written, imaginative and good use of exposition via interactivity. I suspect it works reasonably well with the pregens provided, but might require some fine-tuning for your average 9th levelers. It is OSE so we are yet again killing God (or in this case, the Buddha) but at least we are 9th and not 3rd level while we are doing so. If you can get the fundamentals a bit tighter you shall have glory indeed.




18 thoughts on “[No-Artpunk] #7 Temple of the Beggar King (OSE)

  1. A faux Buddhist mountain monastery with undead monks? Blimey, I really feared I’d coincide with some other contestant, and here we go…

    Speaking of which, is it just me, or do I notice a streak of similar themes (killer dungeons with lots of undead in Orientalist/Conanesque settings)?

    Liked by 1 person

    1. What? You did the undead buddhist monks too? :DDD

      There are *at least* three of us then (although it is only a small location for me). Also yeah, I went full conanesque, too. Sword & sorcery is my favourite genre, so I quite like the current trend.

      By the way I really like some of the details and atmosphere of this adventure (those monk variants are as cool as hell), and I rather pick an adventure with a nice vibe and some small issues that need fixing, than the perfect adventure with a feel that somehow does not resonate with me.

      That said, I am bedazzled with the quality of the entries so far. They seem to range from ‘quite decent’ to ‘outright awesome’, and would gladly drop most of them in a high-level campaign of mine, taking issues with only those very strongly tied to their own setting. I kinda do not like to tweak that part of modules too much.

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      1. Ahaha, not actual Buddhists but with similar vibes (asceticism, meditation, non-violence), and the dungeon was inspired was by actual cave monasteries I’ve visited (Buddhist and Orthodox Christian).

        The entries are very strong indeed. I’d be happy to get away with a Canoe or Rowboat classification…

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      2. Yeah, mine are also not Buddhists, only very loosely inspired by oriental aesthetics. I do not like to go too near to real-world cultures and religions. I’ve had the architecture of Angkor Vat in mind, influenced by the visuals of the Lemurian ruins in Conan Exiles. As for the monks themselves, I was thinking more of the khitan acolytes in the Hour of the Dragon and the magicians of the People of the Black Circle. But again, I only had very loose and indirect associations, and I am not sure I did a good job in relaying these vibes. Maybe time – and Prince – will tell. 😀

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  2. Thanks for the review! You’re feedback is very valuable.

    Yeah, I ran out of time to playtest so hope to release a play-tested and fined tuned version in the future. High level play is something I’m still familiarizing myself with.

    I look forward to the other entries that feature undead Buddhist monks! It’s always interesting to see what direction someone else takes something in.

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  3. I love the theme and vibe of this one, at least by the sound of it. Frankly, I’m bowled over with how many of contest entries have achieved exactly that. I thought my entry was going to be an easy win, and to be honest, I now very much doubt it. Still, it’s great compensation to witness all this excellence. I’m sure the winner is going to be absolutely stellar.

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  4. Waking up this morning to find a new NAP3 review on my laptop was like Christmas morning! Unfortunately, a busy Saturday kept me from commenting till now.

    I’m going to assume this is for OSE: Advanced, since it includes (re-skinned) ghasts?

    Well, whatever (Prince can sort out the particulars). I am only going to limit myself to three-ish comments on this one:

    1) What a bang to start out with! I kind of love everything about the premise. It even makes me like OSE (surprise!) because THIS is the kind of thing you CAN do with B/X. The system hasn’t out-lived its usefulness quite yet, and you can get away with a couple hundred thousand in treasure and it isn’t TEDIOUS yet. I would, in fact, kind of HATE this in AD&D (it treads on too many of the established tropes / setting assumptions inherent in AD&D), but in the more basic world of B/X…er, OSE…this is FINE. Would have worked with OD&D, too.

    2) That being said, all the places this branches into “Art-Punk” (which I would define as “form over function” or “style over substance”) is ABSOLUTELY ABHORRENT. Prince’s comments regarding ‘where are the rules for this kewl thing’ and ‘how do you run THAT, bitch?’ are very right on. He is soft-balling, if anything. That Koan Riddle makes me want to punch someone in the mouth.

    3) I dislike the ending.

    Also, this sentence from Prince’s review:

    “A company of picked royal guard is sent to deal with them, and neither they nor the cult are heard from in a thousand years.”

    confuses the hell out of me. I thought the Beggar-King wandered into the city (Jul) some 40 years before. Am I misreading the intro here? Is this recent history or ancient history or a typo or what?

    ANYway…some very interesting stuff here. B/X…er, OSE…does not have a built-in cosmology like AD&D does, you can mess around with it like this and define it as your own. Choosing to turn the Beggar-King into a three-story tall monster is…not the choice I’d make (especially given that there’s no treasure…um, what’s the reward here for facing insanity and death?). But otherwise, some kick-ass ideas here that I wish were better executed.

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    1. Also, the references to actual, historical Buddhist practices like Sokushinbutsu and actual, honest-to-Buddha buttfuckery would get one cancelled ten times over in the Current Year. The author’s got cojones.

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      1. Nowadays, approved ‘public’ culture has become so stupid, cowardly and evil that possible cancellation seems not even a risk, but a prerequisite for any sort of quality.

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    2. Everyone is ripping into this now but this would already win Best of from bryce, easily and puts most of OSE to shame. Lets not forget that. The 3 story tall giant monk is a cool as shit ending.

      System is mostly Basic OSE with some borrowings here and there.

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      1. RE “The 3 story tall giant monk is a cool as shit ending.”

        I agree. I just dislike it. That is a taste thing, and is probably colored by having seen SOMEthing like it in other products. I mean, I THINK that’s why I dislike it (let me think, let me think…party finds hard-to-find final ending only to confront mammoth, anti-god, hmm…).

        At least they (presumably) get a chance to ‘kill the beast,’ rather than having to run away like a Cthulhu-esque knock-off.

        As said: *I* dislike it. But, you’re right: it IS cool. Much of this adventure is very cool. For me, it only falls down in places where “cool considerations” outweigh mechanics and playability. Your other reservations (wonky treasure distribution) are accurate observations…I won’t pile on there.

        But I’m serious when I say this is good subject material for B/X, reaching about the limit of that system. I look at the other NAP entries written for B/X (or B/X derived systems): Elder Worm, Bloody Wizard, Cairn of Night, Maze of the Sorcerer-Kings…and I see that my main reservations (poorly stated) is that some of them are competing outside their weight class, with regard to either theme or premise or power level or audacity.

        [*sigh* I am sounding like an idiot…apologies as I press on]

        This one (Beggar-King) does NOT (i.e. “not competing outside its weight class”). 9th level B/X play. Go into the desert, find temple, deal with death-cult. That is FINE B/X play. It is still ADVENTURE and it is about the limits of what ADVENTURE gets to be in B/X play…i.e. it is High Level adventure. If it involved hopping to other planes or something that would be TOO MUCH, because it isn’t supported by the system. This is something akin to X4 and X5 which are FINE adventures, GOOD adventures for B/X (despite the heavy railroading and storyboarding that occurs at some points). Expert play IS “high level” play for B/X, which (for me) isn’t as neat-o/cool as high level AD&D play (which can be much more involved and have much more DEPTH OF PLAY). But this is a good example of what B/X CAN do, and do well.

        The problem with this one isn’t the subject matter. The problem is the execution of the design.

        Hope that makes sense and doesn’t offend too much.

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      2. @re: Weight Class
        I think that you’re going to run into issues if you treat ACKs as “B/X derived” for upper level stuff. At least in our experience (and again note this is all of us learning DoW together) there’s a lot of “hordes of dudes” in ACKs that doesn’t fit with a lot of B/X or AD&D high-level assumptions. Best equivalents are probably OD&D + Chainmail or AD&D 2E Birthright. It’s not something that is really against the rules in any version of D&D, but practically every incarnation has to find some way of grappling with “so why not send in the army?”

        Heck, there’s obviously a market for it even in 5E…$2m Kickstarter for Kingdoms and Warfare didn’t come out of nowhere.

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  5. Delightfully flavorful! While good vanilla is the best flavor, good fudge-caramel-seasalt-mango is a special treat. I must agree that it needs playtesting and some more time in the oven (but then again, so does mine) and the koan door could be more restrictive, but I do look forward to reading it.

    With three people doing undead monks this year, I’d be disappointed if nobody did anything with tantra. Sure, austere sutric contemplation of emptiness if great and all, but where are the many-limbed deities? The rivers of poison? The angry buddhas? The alchemy of spiritual transformation? Read a summary of the Buddhakapala Tantra, it’s fucking metal.

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  6. The Beggar-King NPC had me thinking about the Preacher in Children of Dune. What a powerful character archetype that was, and one we rarely see. I think I need to find a way to insert a John the Baptist-like NPC into my campaign as some point.

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