Tuesday, April 22, 2025

Unlimited Adventures: Trial of Champions (1993)

Another victory screen. This could become addictive.
         
I promised I wasn't finished with Unlimited Adventures. I love that it's always there, that it will always be there, whenever I get the Gold Box yen.
    
This time around, I decided to play one of the earliest adventures listed on the sheet that Abacos sent me, Wraithstar's "Trial of Champions" from April 1993. It's one of eight adventures from that month, and it seemed like it might be just right for my Level 5-6 party (the one that had finished "The Restoration of Gundahab"), as its starting characters are Levels 6-7. As it happened, I found it a bit too hard, and I ended up ducking out for a while to Roy Osborn's "What Are Friends For" (May 1993) for a little while. (This is not to be confused with Roy Orbison's cover of "That's What Friends Are For.")
      
"Ernie Devlin" is either a coincidence or an obscure reference from a 1970s kid.
       
"Friends" starts on a large overland map with the following backstory: "You have just arrived in Smallsville after an arduous journey from the east. The reason that you are here is because you got a strange request from your longtime friend Ernie Devlin." The request had been accompanied by a package with a picture of a wand, a ring, an orb, and a talisman and a note that said to meet Ernie in Yarbor.
   
As we tried to find Yarbor, we visited some menu towns and other locations and got the sense that all was not right with the land. We found a recently-burned town and a dying old woman who told us that the Southern Realm used to be guarded by an organization called The Protectors, but a "new ruling class" came to power, slowly took over, and drove everything to hell. The Protectors vanished. She told us we must stop Owha Tajrkiam and bring The Protectors back.
    
Things are pretty grim in this world.
       
We saved a "young man" from an assailant, and he asked if we'd help him find a Protectors' outpost. We said yes, but for some reason, when he actually joined, he became a young woman named Nacacia, a Level 11/9 thief/ranger. As her level significantly exceeded our own, I began to wonder if I'd chosen the wrong module.  
     
Maybe there was no artwork showing a woman fighting.
       
Eventually, we arrived at what I guess was Yarbor. A dark robed man approached and said, "If you want to see your friend alive, you will bring me the Ring of Power." He pointed his staff at us and we were teleported to a dungeon. As we roamed the caves, we were attacked every few steps by some canonical creatures (margoyles, carrion crawlers, Drow champions) and some created for the module (sand elementals). Fortunately, we could generally rest between encounters, as some of those enemies hit hard.
        
And paralyzed.
       
There was a boss fight with a fire elemental and some efreet. After we defeated them—an authentically challenging battle—we rescued a Protector named Priam, who turned out to be a Level 18 (!) fighter. I later checked the manual, and it turns out that Priam and Nacacia are stock NPCs programmed into the kit. Nacacia was originally in Curse of the Azure Bonds and Priam was in Secret of the Silver Blades.
      
This guy gets around. I guess that's why he's Level 18.
       
Unfortunately, I couldn't find a way out of the dungeon. I searched every square (using the "search" option) and pushed every wall, but I got nothing but battle after battle. That did its job, and after an hour or so, everyone was ready to increase another level. I thought the module had promise, so it was with some reluctance that I quit and sent the characters back to "Trial of Champions."
      
I poke at some walls in vain.
          
"Champions" is a tight, well-written module with one standard-sized town and one standard-sized dungeon. There are only about ten battles in it, but each one really punches. They're all designed to be tactically interesting in their own ways. They were a perfect challenge for my Level 7 party. I had to experiment with a variety of spells, keep up with healing during battle, and make a lot of use of magic items sold in the town.
   
The module begins with the party's arrival at Sedille, to which they have been drawn by promises of fame and wealth in the "Trial of Champions." As they disembark from their ship, they're greeted by the mayor of the town, Rolf, a fun callback to Pool of Radiance. Like his Pool namesake, he leads the party on a brief "tour" into the city, where a festival is underway.
   
The module begins.
     
The town has one shop ("Anjel's Armory"), a trainer, a temple, and an inn. The shop sells all goods, including some high-level mage and cleric spells that provide some much-needed tactical advantages in combat. It also sells healing and buffing potions. Even though the party was reasonably flush from the previous adventure, I had to make some tough choices here. You also need to save 1,000 platinum pieces to buy entry into the trial.
      
Some of the shop's offerings.
      
There are some fun "tavern tales" at the inn. We learned that centuries ago, a powerful sorcerer named Malhavok created the Trial of Champions "using foul magics." Apparently, no one has ever won the trial, but the mayor keeps sending people to their deaths because "it brings this small town much tourist money."
     
The town has the following encounters:
    
  • In an alley near Anjel's armory, a pack of undead (specters, ghouls, and wights) attacks. "Enough mortals have invaded our resting place. You shall trouble us no more!" The battle isn't terribly hard on its own terms, but wights and specters can drain levels, which is kind of the opposite of why you're here.
     
I kept trying to grab a shot of a backstab, but this one, near the end of the battle, is the only one I could get.
      
  • In a large town square, a disfigured man offers information for 10 platinum pieces. He says he used to work for Malhavok and that "the key to passage is the elements of his name."
  • A secret door leads to an abandoned alley with half a dozen margoyles and two black puddings. Black puddings can only be damaged by magic or fire, and the first time we faced them, I ran out of spells before we could kill them, putting us at a stalemate. The second time, I memorized "Magic Missile" instead of "Enlarge" and was able to clear them out. They left a number of magic items.
       
Black puddings are the worst.
       
  • A group of thieves ambushes the party in an alley near the inn. This is the easiest battle of the game.
  • In a town hall, a woman who looks like Sasha from Pool of Radiance sells the party a brass amulet necessary to enter the trial.
  • In the streets approaching the trial, an old man asks us to find the fate of his daughter, Kallithrea. She is another of the stock NPCs who made an appearance in "The Heirs to Skull Crag."
           
I mean, she went in alone, and there are six of us, so maybe we'll do better?
      
As the party gets near the trial, a man steps out of the crowd and says, "follow me." He leads the party to a secret door. Behind it is a group of spellcasters who greet the party with: "Welcome fools! You'll be one less party we have to compete with for the test!"
   
This leads to a battle with two mages, two clerics, and two fighters, all relatively high level—and they all get to go first. The clerics inevitably cast "Hold Person" and the mages inevitably cast "Lightning Bolt." The battle is nearly impossible to survive. It took me about eight tries to defeat them with half my party unconscious or dead. The enemies have some amazing loot, though, including a flail +3, a Girdle of Giant Strength, and a Wand of Ice Storm.
      
What about the female party members?
         
You cannot exit once you've entered the Trial of Champions. The trial itself begins with a modest combat against three earth elementals and some efreet. In the same chamber where we defeated them, we found the ghost of a previous contestant who gave us his long sword +3, though we didn't identify it as such until we were out of here.  
   
We soon found the ghost's (living) companion—Sir Priam again!—who joined the party. His room offered the only safe place to rest on the level. 
 
A northeast room had a battle with about 20 trolls. Gold Box trolls regenerate and will pop back up, fully healed, in the same place that they died, about four rounds after you kill them. Thus, to avoid those regenerations, you either have to kill all the trolls in four rounds or block the places that the early ones died with "Stinking Cloud," "Blade Barrier" (I had a few on scrolls), or your own bodies.
      
These are some particularly ugly trolls.
      
South of Priam's room was a jail guarded by six minotaurs, two dracolisks, a necromancer, and a cleric. They were arranged in a formation perfect for "Fireball," but the dracolisks were capable of stoning us with a gaze, and we had no way to cure that. 
    
Kallithrea was in a cell behind the minotaurs. We unlocked it with a key looted from the trolls, and she joined the party. She's a Level 9 cleric, and her healing helped a lot in the coming battles.
      
Poor woman was so rattled she forgot her own name.
         
Behind a hot door was a fight with a red dragon, salamanders, and efreet, followed immediately (no resting) with a battle with more fire-based creatures. Kallithrea had given us two Rings of Fire Resistance, and between those and "Resist Fire" spells from her and my existing cleric, we were able to do all right.  
     
The perfect formation for my second-favorite spell. I might even be able to get him again on the ricochet.
       
A door leading out of this room had a sign: "A curse upon all who enter the domain of Malhavok. Only the learned shall pass." We had to choose from five letters: Z, T, C, K, and G. The old man's clue from earlier was that "the key to passage is the elements of his name," which we interpreted correctly as the only letter (K) within his name.
        
But in the Latin alphabet, "Malhavok" ends with a "C."
         
Malhavok was waiting on the other side. "I did not create this little game for fools to win," he sneered. "I created it to bring me profit!"
   
The final battle had two groups of enemies far enough apart that they couldn't be affected with mass damage spells. Each group had a combination of fire elementals, fire giants, salamanders, hellhounds, one high-level cleric, and one high-level mage (Malhavok himself for one of the groups). Complicating things, Malhavok couldn't be targeted by spells directly (he must have some form of invisibility); he was capable of "Delayed Blast Fireball"; and he had a very high initiative.  
     
Malhavok goes early and nails us.
       
The spellcasters were naturally a priority, but the elementals, giants, and salamanders were capable of wiping out half a character's hit points with a single attack. In short, it was a deliciously challenging fight, won only through extensive buffing, extensive in-combat healing and dispelling (when a cleric hit us with a lucky "Hold Person"), and the right damage spells in the right locations at the right times. "Haste" probably would have trivialized it, but my mage never took that spell.
     
Half of the final battle's enemies.
      
Malhavok had some solid loot, and a chest nearby had a scroll proclaiming us the winners of the Trial of Champions. Sandar, the old man, was reunited with his daughter. The mayor thanked us and, somewhat redundantly, dubbed us "Champions of Sedille." 
      
It was nice of him to write this out, considering he never expected anyone to win.
       
The party left the module having gained a couple new levels and numerous pieces of new equipment. I want to play the follow-up to "The Restoration of Gundahab" with this party, so I probably won't use them again, lest I over-level myself for that game. Maybe I'll try to find one for evil parties next time.
       
I mean, accepting "only his thanks" should have been a role-playing choice right?
       
"Trial of Champions" was a relatively short but satisfying, challenging adventure. How is it that a fan got it just right, less than two months after the kit's release, when so many major developers of the era got it so wrong?

42 comments:

  1. Yay, more Gold Box, more Forgotten Realms, and more unlimited adventures!

    ReplyDelete
  2. "But in the Latin alphabet, "Malhavok" ends with a "C."

    No Indiana Jones reference shall pass me by :)

    ReplyDelete
    Replies
    1. I was just about to comment that!

      Delete
  3. As someone who has seen enough of the developer side to theorize:

    I think one of the issues is that quite often the tools just aren't really done yet on any particular game, and there tends to be tweaks to balance quite late into development.

    Whereas with a toolkit like this, the author knows they won't suddenly have hit point totals change from under them, and they can really work to optimize so every battle is edge-of-seat. They also target at a fairly specific audience (you and players like you) rather than a more generalized group which includes beginners, and can also afford to have a "short" game where everything is tightly designed.

    ReplyDelete
    Replies
    1. Nice summary of the benefits for a toolkit with a dedicated userbase.

      Delete
  4. I vaguely remember the Trial of Champions and the name Roy Osborn from my days on the FRUA mailing list of yore. Sadly, at the time, I couldn't play it, as I only had a Mac, and FRUA was only available for PC.

    ...If I had, I would definitely have groaned even harder than I do now at a villain name like Oh What A Jerk I Am.

    ReplyDelete
  5. It's worth perhaps a footnote that a gamer in the '90s building a module called the Trial of Champions probably was on some level inspired by Ian Livingstone's 1984 and 1986 gamebooks Deathtrap Dungeon and Trial of Champions, about a (Thai vacation) town with a trap-filled dungeon built beneath and a fabulous prize awaiting any hero who might hypothetically survive it.

    This one doesn't seem to share a great deal of DNA with them other than the name and premise, but if it somehow managed to evolve independently of their influence that's a wild coincidence.

    ReplyDelete
    Replies
    1. In case anyone is curious about them, both Deathtrap Dungeon and Trial of Champions plus the third one in the series (Armies of Death) have been faithfully (perhaps a bit too faithfully) recreated as videogames and are available on steam as the "Deathtrap Dungeon Trilogy".

      Delete
    2. Assuming it was an American author - which I’m guessing it was, since I’m not sure when UA got an international release and I doubt it would have been early enough given this was one of the first set of UA fan-modules - I’d be very surprised if the name was more than a coincidence given the complete lack of any other commonalities, since the Fighting Fantasy game books never achieved anything like their British success over here (per Wikipedia Trial of Champions was the last one that got published in the U.S.)

      Delete
    3. Remember, though, the comment elsewhere about the audience being more niche and self-selecting than the general public (or even the general crpg-playing public). I grew up in the US and had the same reaction that Rowan did--the FF gamebooks were well-known in my paricularly nerdy circle. I'm not saying it's a slam dunk, but anybody creating modules in UA is much more likely to be exposed to them than the US sales numbers would suggest.

      On a different note, if anybody is interested in another, even-more-faithful, adaptation, there's a gamebook engine called "Fighting Fantasy Classics" on Steam/iOS/Android where you can download and play many of the FF gamebooks.

      Delete
    4. regarding knowing Trial of Champions, I agree we'd need to think in terms of this particular author's sub-group as opposed to popularity amongst everyone

      Just in terms of raw visibility in the US, it was Choose Your Own Adventure, with Lone Wolf, Grailquest and Fighting Fantasy close behind for the dice-games. The other stuff like Time Machine or the weird Narnia books are when they start to get obscure but even Time Machine ended up with 26 books.

      Delete
    5. FF and game-books where pretty common among people playing computer games at the time. So it is not far fetched to think it had some inspiration. this and the inability to properly look up sources could make up some cross contamination with among material. It was the same in the music industry, some things where borrowed some thinks people claimed where their own inspiration but its pretty obvious it was something they heard or read that later on inspired them without realizing the exposure to the source material.

      Delete
    6. Sure, it’s definitely possible - but given that FF’s profile in the U.S. was much more hit and miss even in nerdy circles in this era seven years on from the end of the line, that the specific book being discussed is apparently the one whose American sales were sufficiently dismal that they stopped bringing them over afterwards, and that the title and concept are fairly generic (a couple years after this module was created, Dungeon Magazine had a “Challenge of Champions” series with a similar premise), it just doesn’t strike me that independently coming up with the name would be a “wild coincidence.”

      Delete
    7. I didn't expect my comment to yield so much discussion! Alls I can say is that I bought my Fighting Fantasy gamebooks new in the same Canadian comic book store basement where I bought my D&D sourcebooks, so my thinking is that someone involved in the tabletop gaming hobby in North America, the same kind of person who may have been exploring FRUA, may have had a good chance of also being exposed to at least the title of the gamebook without having to stray very far... but the state of overflow from UK publishing may well have been more significant in Canada than in the US. (I have a recollection that Fighting Fantasy gamebooks were advertised in Dragon Magazine, so TSR diehards still had a good shot at being exposed to their existence even if the products weren't available in their local games shop.)

      Maybe the wildness of the coincidence was overstated, but a Google search for the phrase "Trial of Champions" today doesn't really acknowledge much use outside the context of the gamebooks.

      Delete
    8. Just wanted to chime in. As a kid growing up in the 80s, the Fighting Fantasy series were in every bookstore I visited and I had up through about volume 20 as many of my friends (nerds and non alike) had entries in the series. I'd bet a very large amount of money that the author based his module concept off of those.

      Someone mentioned the overly faithful adaptations of the series, but Inkle did an INCREDIBLE set of games based on the Sorcery! series with lots of fun additions and mechanics. Well worth checking out with tons of replayability.

      Delete
    9. The Sorcery! games are pretty cool but sadly they have graphical issues with modern AMD cards that are unlikely to be fixed.

      Delete
    10. Then it's a good thing they're absolutely fantastic on iOS and Android devices. : )

      Delete
    11. Rowan, I am persuaded by the likelihood of the connection and I thank you for pointing it out.

      Delete
    12. Yes, it looks like the name and general concept were inspired by the gamebook, but almost none of the details made it through.

      Delete
  6. Always nice to see some good old GB fun and getting your views about certain modules to see whether they're worth a try or not.

    I thought that Nacacia sounded familiar. And talking about 'stock'/re-used GB NPCs and artwork, the blond lady in the chainmail bikini is Siulajia from Treasures of the Savage Frontier (see this screenshot from your first entry on said game - she's also the woman on the title screen there).

    ReplyDelete
    Replies
    1. Priam already appeared as Red Plume Commander in Curse, too (as discussed in this earlier comment thread) and both he and Nacacia then showed up again in Pools of Darkness. Guess they are trying to beat Sasha as the most recurring 'good' character.

      The Rolf picture is from PoD as well.

      Delete
    2. I’m baffled by these authors’ choice to use the stock NPCs without even renaming them. Like I get that the icon art libraries were not robust yet but they could have changed everything else and just didn’t bother.

      Delete
    3. And I think the map is from Curse of the Azure Bonds. (The map in this game looks prettier, though.)

      All this is probably just the Unlimited Adventures equivalent of creating a game in RPG Maker using only the unaltered stock assets.

      Delete
    4. @Static4444: Indeed, it"s the map from Curse (screenshot from our host's second entry on that game) - maybe the difference to the present UA one used in this module is due to EGA vs VGA?

      Delete
    5. Yeah those are all stock art assets from the kit. Everything in every screenshot in this post came with UA.

      Delete
    6. Are we sure it was possible to rename the stock NPCs?

      Delete
  7. For some reason, I had it in my head that undead were immune to backstabs. But I could be wrong (and it might depend on the edition of D&D, too).

    ReplyDelete
    Replies
    1. That's a third edition-ism.

      Delete
    2. If you're good enough, even Gelatinous Cubes can be backstabbed.

      Delete
    3. By 1st-edition tabletop rules, creatures would be immune to backstab if they either don't have vulnerable anatomy (e.g. gelly cubes or elementals) or you can't reach the anatomy (e.g. a giant's ankle doesn't count). Of course, CRPG implementations may differ.

      In 3rd edition (and ONLY 3rd edition) a wide swath of other creatures are also immune, such as all undead and plantal creatures.

      Delete
  8. Paul of Thebes? Interesting choice in terms of early Saints. I suppose he is your cleric, but monk would have been more appropriate.

    ReplyDelete
    Replies
    1. "Paul of Thebes" was always my go-to cleric name when I was a kid, and I occasionally like to rotate him back in.

      Delete
  9. Hunh. Ernie Devlin......did not expect him to get a reference in any game. Especially one in the 90's.

    ReplyDelete
  10. Ha! I checked and it looks like Malhavok is the correct spelling, with a k, if we take a language that has "mal":

    https://en.wiktionary.org/wiki/havoc

    ReplyDelete
  11. Been real busy these past few months, I've got to fire FRUA up soon. Loving the posts on the modules, so I hope you continue to check them out.

    ReplyDelete
  12. Re the 'Friends' module: "Have you forgotten something?"

    Being stuck in the dungeon might be a bug, of course. However, the very short review of the module from frua-dev (can be found on this page) sounds as if the reviewer completed it and remarks (no specific spoilers, but ROT13ed just in case):

    "Guvf zbqhyr erdhverf pnershy guvaxvat. Urrq jryy nal jneavatf!!! V unq gb erfgneg gur tnzr 3 gvzrf sbe abg yvfgravat gb nqivpr. [...] V nyfb yvxrq gur jnl gur nhgube hfrq negvsnpgf gb pbzcyrgr gur dhrfgf."

    ReplyDelete
  13. "Gold Box trolls regenerate and will pop back up, fully healed, in the same place that they died, about four rounds after you kill them. Thus, to avoid those regenerations, you either have to kill all the trolls in four rounds or block the places that the early ones died with "Stinking Cloud," "Blade Barrier" (I had a few on scrolls), or your own bodies."

    I understand troll regeneration in (tabletop) D&D can be stopped through fire or acid damage. This was not implemented in Pool of Radiance (which was one of the reasons that (in)famous troll battle in the Slums was so hard), but changed / corrected in Curse of the Azure Bonds. Therefore, I would expect it to work in UA as well.

    The UA Monster Manual on the GBC site does not explicitly mention this, but I'm not sure that's something covered under its format (or maybe just forgotten), though it shows things like e.g. increased or half damage from certain classes or weapons.

    ReplyDelete
  14. "In a large town square, a disfigured man offers information for 10 platinum pieces."

    Ack. If only he had known about the economy in these Gold Box games. He could have asked for SO MUCH MORE.

    ReplyDelete
    Replies
    1. Ha. Seriously. If only he'd known we would have been grateful for the opportunity to spend more money.

      Art mirrors life in this one. I had a guy remove a tree on my property last weekend. It was only a couple of inches, but it was on a steep slope where I couldn't get any footing. He tied a rope to another tree, wrapped it around his waist, lowered himself down the slope, and kept hold of the rope his left hand while his right hand worked a hand saw. It took him 20 minutes. He asked for $75. I said, "Man, I was willing to pay more than that. Let me give you $90." What I didn't tell him was I'd have gladly paid $1,000.

      Delete
  15. The "Malhavok" name (not sure if that's a coincidence, but Malhavok also was the villain in the second module you played, Ghost of Greyhawk Manor) sent me down a little rabbit hole and since I went there, I thought I'd mention the Trials of Champions module was (only) uploaded by Wraithstar, but created by Malhavok.

    See e.g. its entry in the list of the Mac versions and its description txt file for the PC and Mac version, plus the reviews for the module collected on the FRUA Rosedragon site.

    The same author created another module in September 1993, KAAOS: The Wanna-Be Quest.

    Apparently he was active under said name on AOL, including the original Neverwinter Nights and maybe is the one showing up in a 'Hall of Fame' on an old NWN site (see discussion and link here).

    As to the possible origin of the name (besides the combination as such), as mentioned in the linked discussion thread there was a 1979 episode of the Hanna-Barbera SuperFriends franchise where the villain is called Mal Havok / Mal Havoc / Malhavoc (see e.g. here).

    It inspired at least one tabletop player & creator to use him as a bad guy in his 80s D&D games.

    And tabletop game designer Monte Cook mentioned in the discussion referred to above it's a name that meant something to him from his own gaming past, which is why he called his publishing studio (created after leaving WotC) Malhavoc Press.

    ReplyDelete
    Replies
    1. That Hall of Fame list brings back memories. I remember C0ld Chill and Killum pretty well, and Sinestra is a friend of mine. Some fun times!

      Delete
  16. I like the Gold Box games as an in between games, you enjoy them too so i hope they are good intermissions

    ReplyDelete

I welcome all comments about the material in this blog, and I generally do not censor them. However, please follow these rules:

1. DO NOT COMMENT ANONYMOUSLY. If you do not want to log in or cannot log in with a Google Account, choose the "Name/URL" option and type a name (you can leave the URL blank). If that doesn't work, use the "Anonymous" option but put your name of choice at the top of the entry.

2. Do not link to any commercial entities, including Kickstarter campaigns, unless they're directly relevant to the material in the associated blog posting. (For instance, that GOG is selling the particular game I'm playing is relevant; that Steam is having a sale this week on other games is not.) This also includes user names that link to advertising.

3. Please avoid profanity and vulgar language. I don't want my blog flagged by too many filters. I will delete comments containing profanity on a case-by-case basis.

4. I appreciate if you use ROT13 for explicit spoilers for the current game and upcoming games. Please at least mention "ROT13" in the comment so we don't get a lot of replies saying "what is that gibberish?"

5. Comments on my blog are not a place for slurs against any race, sex, sexual orientation, nationality, religion, or mental or physical disability. I will delete these on a case-by-case basis depending on my interpretation of what constitutes a "slur."

Blogger has a way of "eating" comments, so I highly recommend that you copy your words to the clipboard before submitting, just in case.

I read all comments, no matter how old the entry. So do many of my subscribers. Reader comments on "old" games continue to supplement our understanding of them. As such, all comment threads on this blog are live and active unless I specifically turn them off. There is no such thing as "necro-posting" on this blog, and thus no need to use that term.

I will delete any comments that simply point out typos. If you want to use the commenting system to alert me to them, great, I appreciate it, but there's no reason to leave such comments preserved for posterity.

I'm sorry for any difficulty commenting. I turn moderation on and off and "word verification" on and off frequently depending on the volume of spam I'm receiving. I only use either when spam gets out of control, so I appreciate your patience with both moderation tools.