The best way for me to review the latest DCC RPG module
“#81: The One Who Watches From Below “ is to just mention that #6 on the random
encounter table is “Laser Harpies”. If that’s not enough, then you should know
that this table also includes vat-grown Halfling hybrids, Eye Slime, and a
Double Cockatrice (the description of which actually includes the sentence “
The only thing more fearsome than a
Cockatrice is a Double Cockatrice.”)
If that somehow isn’t enough information for you to make an
informed decision on this purchase then A) reeeeally? and B) okay, fine, here’s
a real review:
The One Who Watches
From Below is an adventure for 6-8 1st level characters. It takes
place in a mystical cave where curious seekers go to zone out on the herbals
and receive prophetic dreams in exchange for a sacrifice of coin and gem.
But where does all the money go? Xenu?
Adventure hooks are offered, but you shouldn’t have too much
trouble working with that setup. The mention of a cave full of unconscious
people and their valuables should be enough to awaken the mystical and/or
larcenous curiosity of any DCC RPG PC worthy of the acronym.
The area itself consists of four levels: the dreaming cave,
a temple dedicated to the Elder God who makes those prophetic dreams possible,
a laboratory where vat-grown experiments are created to assist in the running
of the complex, and an Undertemple.
The twist that makes this adventure memorable is a
particularly gnarly curse called The
Curse of the Emerald Eye. Basically, it causes the afflicted to fall into a
coma while their eyes (and consciousness) separate from their body and are free
to wander the map, merging with and moving along the floors, walls and ceiling
in a manner familiar to anyone who’s played The
Legend of Zelda: A Link Between Worlds. Think of it as having your
character turned into a Wizard Eye
spell, but along a two-dimensional vector more like a Magic Mouth. You can even move them onto the bodies of nonsentients
like rats and spiders, if you want to take your fantasy body horror to Cronenberg status. The lower levels of
the map are filled with these eyes, and that is gross and great.
Cursed characters lack a physical mouth and therefore it’s
suggested that the player finds alternate ways to communicate (via blinks and
other eye movements). The inside cover even includes a cutout that can be used
to cover the player’s face like a reverse domino mask, which gives this
adventure the dual distinction of being the only module I’ve read that
references the cutout mask gimmick from old Frankenberry boxes, and also the
only one where getting a papercut on your eyeball is part of the peril.
So, that’s all pretty far out. And it’s not something I’ve
ever seen before. So I like it. On the other hand, at least one character kinda
needs to get the curse for this module to work. In fact, it relies so much on the curse working that it
provides a way to force it on at least one PC. I can’t help but see that as a
player fucker. And though it’s a good-natured one, it’s still a questionable
design choice.
That’s because there’s a real possibility the curse will
overstay its welcome. “Remember that time
my dude was cursed and spent the session being a pair of traveling eyeballs?”
is a good gaming memory, whereas “Remember
those four sessions where I wanted to play D&D and wasn’t allowed to talk
during the game because I was stuck being a stupid pair of eyeballs and it
sucked?” is less of one. The module addresses this, but the solution (just
skip to the end) feels a bit hacky to me.
There’s a room where the curse can be lifted, but it seems
to me it might be better to call the curse something like “Renegade Eye Sickness” or “Ocular
Betrayal Syndrome” and just make it last for X number of turns. Doing so,
however, would blunt the terror that a PC’s eyes might become trapped here
forever amongst a thousand other pairs of eyes.
As a judge, and very likely as a player, your enjoyment of
this module will depend on which side of the teeter-totter you come down on.
While I still chafe at forcing the curse on a player, I do think the mechanic
itself is pretty cool and would want to find a way to make it work without
dragging it out over multiple sessions.
Apart from the curse, the module itself is flavorful and
features some fun enemies. The guy on the cover makes an appearance, as does
the aforementioned Elder God (Remember, 1st level adventurers, if
you encounter an Elder God, guild protocol dictates that you RUN THE FUCK AWAY).
Incidentally, page 17 says that the Vault
of Eyes contains a +1 Vampirebane longsword named “Sparklefang” but I crossed that shit out immediately. So should
you. Jesus.
The One Who Watches From Below really pulses with a primal Appendix
N vibe, while still feeling fresh and original. It’s like someone handed a kid
all the green crayons and asked him to write a story for Weird Tales. I like it
a lot, despite my misgivings about how the curse is dealt with. Even if my
description of the curse bums you out, I’d still encourage you to give this one
a shot. The second wave of DCC RPG adventures seems to be further distinguishing
the game as a lurid, cosmic Swords & Sorcery game, and this one is no exception.
It’s gross and weird and full of slime that’s okay with me.
Plus, this is a module that actually contains the sentence “Drinking fetus water has no ill effects and
actually promotes healthy hair and fingernail growth”. That’s probably worth
six of the ten bucks I paid for it right there.