Big Trouble Adventure 06 - Trouble's End?

A Review of the Role Playing Game Supplement Big Trouble Adventure 06 – Trouble’s End?

Big Trouble Adventure 06 – Trouble’s End? by Brian Phongluangtham and Brandon Lillie is a role playing game supplement published by B Drone Games for use with Hero Kids and the Big Trouble setting. This is the third and final adventure in the Lilliput story arc, following on from Big Trouble Adventure 05 – Bigger Trouble. The second trilogy follows on from the first.

The supplement is available from DriveThruRPG for $2.99 but was purchased at a reduced price as part of a bundle. The supplement has three PDFs. The first two both have 64 pages, with one page being the front cover and one the front matter, and are the primary PDF; one version is a printer-friendly version that lacks page backgrounds. The third PDF has 41 pages and contains larger copies of the battlemaps for printing out.

Big Trouble Adventure 06 - Trouble's End?Prerequisite explains what is needed to play, which are the Big Trouble Setting Guide and Rules, hero and monster cards and minis, inventory and crafting cards, encounter maps, item cards, six-sided dice, pencils and rubbers.

Background briefly recaps the events at the start of the Setting Guide and is followed by the Adventure Overview, which does what it says.

First Time Adventurers Start Here! explains what to do for players who haven’t played any of the previous adventures (though the series is far better if you do play them in order) and The story thus far… recaps the events of the five to date.

The adventure has 11 different encounters, which probably makes it by far the largest. Many of the encounters have multiple sub-encounters and ability tests in them as well. Six of the encounters are different rooms of the school (one of them has two different versions of it, if the room is revisited; the others don’t differ on further visits), and the connections between them are shown with an overview map. The heroes don’t need to go through every one of the rooms, which are connected in different ways, but they will need to visit at least three. Different rooms have different supplies. There are explanations as to what to do if all heroes fail ability tests in certain places, and different outcomes for the final encounter, depending on how successful characters are.

Final Words… explains this is the last adventure module for Big Trouble – last planned one anyway; perhaps if people ask more will be made – and has some adventure seeds GMs can use themselves.

Maps has nine pages of encounter maps.

Item Cards has two pages of cards.

There are two pages of monster cards and miniatures in colour, then the same number again in black and white.

Big Trouble Adventure 06 – Trouble’s End? in Review

The PDF is well bookmarked with major and minor sections linked. Navigation is good. The text maintains a two-column landscape format and appeared to be free of errors. Illustrations are reproductions of images from item and monster cards and battlemaps, most (some are probably reused from earlier adventures) of which are custom. Presentation is good.

Even for the Big Trouble series, this is a complex adventure; this is the climax of the two trilogies, though. Not in a difficult way, but the encounters often have multiple ability tests and multiple outcomes depending on how successful heroes are at tests and combat; there is a substantial amount of contingency planning. A GM would be well advised to carefully read through the adventure beforehand so that they know what will happen. Big Trouble Adventure 06 – Trouble’s End? is an interesting climax to the series – and it being the final one is sad – and it can be found by clicking here.

 

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