[REVIEW]
Skalbak Sneer: The Stronghold of Snow (2023)Skalbak Sneer
by J. Blasso-Gieseke
Published by 21st Centaury Games.
Levels 5–7
Hello, and welcome to part EIGHT of **THE RECONQUISTA**, wherein entries of the scandalous No Artpunk Contest II (banned on Reddit but the top seller in the artpunk category on itch.io) are subjected to RIGHTEOUS JUDGEMENT. As previously, the contest focuses on excellence in old-school gaming: creativity, craft, and table utility. It also returns to the original old school movement in that it assumes good practices can be learned, practiced and mastered; and there are, in fact, good and bad ways of playing. Like last year, these reviews will assume the participants have achieved a basic level competence, and are striving to go forward from that point. One adventure, No Art Punks by Peter Mullen, shall be excluded since Peter is contributing cover and interior art for my various publications. With that said and solemnly declared, Deus Vult! Let Destiny prevail!
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Tomb of Horrors is one of those modules which, before it was inevitably reduced to a safe geek in-joke, had its black legend, a reputation for pitiless cruelty and character destruction. Skalbak Sneer is Tomb of Horrors for combat-centric scenarios, billed “a tactical deathtrap dungeon”, and living up to every letter of that promise. This is an adventure that, if run correctly, will make a bitter almost-TPK feel like well-earned victory, and could be properly titled Death Frost Doom if that was not already taken by the LotFP classic.
Skalbak Sneer is what you get when a clan of snow dwarves, given centuries of time and work, has dedicated its efforts to building the perfect, unassailable fortress on a frosty mountain peak, with multiple lines of defences to draw in, then grind down and destroy potential invaders. They have been at it for a long time, they have developed battle plans and contingencies, and they expect visitors. If they can stick to their plans, the invaders will die, or be driven off with heavy losses. If the invaders can find ways to break the pattern, they might win (the dwarves’ limited reconnaissance abilities may be an edge, and leveraging pre-adventure information gathering another). The dwarves are limited in numbers with 24 defenders including some named NPCs, but they have resources, trained monsters, and an environment designed to their advantages. It uses psychological tricks to lead besiegers into a doom loop which allows them to be whittled down and dealt a killing blow without actually breaching the fortresses’ vulnerable interior. If the players follow this subtle railroad, it will lead them into an ignominious end. Similar designs have been attempted previously. The 2e supermodule Dragon Mountain did it with kobolds, although it relied on gimmicks and unfair rulings to make it work. Skalbak Sneer plays fair, it just plays to win, and does so effectively.
The module is
basically a very tough tactical assault scenario set in a hostile environment,
with dug-in opposition and formidable defences, Operation Overdwarf-style. Even
the approach, a great winding stairway spiralling around the snowstorm-buffeted
mountain peak, is a hostile place of natural hazards, and it gets worse from
there. It is a hard scenario on both sides of the table. It will be tough for
any party attempting it, but it also places heavy demands on the GM, who must
understand how the snow dwarves’ deathtrap operates on multiple layers, then
keep it in motion during play while adapting to the dynamics of play. You have
fortifications, defenders, trained monsters, traps and other moving parts on
top of each other, connected like a well-greased death machine. There is a lot
of depth here on a complex map, which requires careful study. The presentation
is very helpful – multiple colour-coded maps and alternate battle plans for
alerted/surprised defenders are provided along with effective prose – but it is
a lot. I don’t think it could be run practically on anything except a VTT.Welcome to My Death Machine!
In addition to the tactical play, the module has its strong, effective aesthetic. Much of the writing is very functional, with OSE-style barks like “Switchback: Designed to force the party past the barred doors and vicious claws of the tundra troll, yeti, and polar bear.” or “Spear-bolt holes: Allows Lieutenant Snull and the three Defenders in Attack Position 1 13 to attack through the walls.” Interspersed with this are bits of effective prose which give you an idea of a formidable, hostile place born of dwarven paranoia and madness, feeling more like a prepared grave for a death-obsessed clan than a place filled with life. It is cool, in multiple ways. “An arch of white icicles hang down like the fangs of some abominable hibernal beast. Beyond them, a yawning black gullet of Cimmerian darkness.” Or: “On each of the six sections of wall, a headless body, human, elf, orc, bugbear, hobgoblin and gnoll, hangs from chains in the shape of a Y. Between upraised arms, red stumps gape with frozen gore.” Or even: “A warm pipe running around the mountainside melts the surrounding snow. The musical sound of dripping water fills the air.” It is strong with expressive detail, Nibelungen-style tragic grandeur, and invocations of dwarven doom.
The rewards, if you gain them, are kingly. It is not sparse change, but enormous silver statues of stern dwarven warlords worth 10,000 gp each (and weighing 2,500 lbs too). The armoury of captured weapons, visible through arrow slits just beyond the entrance, is not just a few weapon racks: it is a room filled with a 3’ deep layer of war bounty from every conceivable destroyed invader, a grim warning to break the spirit of the attackers. The cooks and brewmasters, as much the masters of their craft as the garrison, shall die defending their precious trade secrets with their last breath. There is no quarter asked or given, only wintery death.
Skalbak Sneer is obviously not for everyone. It is not for players who aren’t heavily into tactical combat, formidable challenges, and being tested to the limits of their ability. The gulf between this module and the OSE fare you typically find on DrivethruRPG could not be wider. It is also focused on one particular thing, so if you don’t have an interest in it, it will feel fairly obsessive and one-note. That said, in its own genre, it is unmatched and perfect: a Masterpiece of Death.
This module does not credit its playtesters. This is a shame, because it would have been particularly interesting here to learn how they had fared during their assault.
Rating: ***** /
*****
As a Dwarf Fortress player, I like this! Thanks for the review, sounds very exciting!
ReplyDeleteGlad to see you getting back to these reviews!
ReplyDelete: )
Like a lot of things, if you don't keep it a habit, you will stop doing it. .)
DeleteYou sly dog, you had me thinking Operation Overdwarf was a real thing! It probably should be, sounds like a kickass WFRPG scenario. Might just buckle down and convert this to AD&D if my players start getting too cocky.
ReplyDeleteMerry Christmas, Buon Natale, Boldog Karácsonyt, y Feliz Navidad!
This sound insane as fuck.
ReplyDeleteI need to run it.