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Riddle Rooms #3 - Past, Present and Future

Introduction | Table of Contents | Sample Riddle Room

Game Master’s Handbook

What is Riddle Rooms #3?

Riddle Rooms #3 is a role-playing source book that can be used to enhance any campaign. Each encounter in Riddle Rooms #3 contains a riddle, puzzle or challenge that your players must overcome in order to solve the encounter. Because the obstacles presented in these encounters require thinking and problem solving, characters of any ability or skill level will be equally challenged.

Past, Present and Future is the third in the Riddle Rooms series. The encounters here are designed to be used in fantasy, modern day, and futuristic role playing settings. Some encounters are specific to a time period or setting, many can be used in multiple settings. If you’re looking for more encounters in a dungeon setting, you will find them in Riddle Rooms #1 - Dungeon Dilemmas. If you’d like additional wilderness/outdoor settings, check out Riddle Rooms #2 - Wilderness Puzzles & Perils.

Components

  • Game Master’s Handbook . This contains all the information you, the Game Master, need to know. Each Riddle Room is described along with its solution.
  • Handouts . These sheets show your players the encounter. Give these to your players when they reach a place in your adventure where you’ve put a Riddle Room. The Handouts are bound into the Game Master’s Handbook. Remove them by tearing along the perforations. Some encounters require more than one sheet – this is noted in the Game Master’s Information for those encounters. Some of the Handouts need to be cut before being used. Feel free to photocopy any Handout pages.
  • 4 Bonus Puzzles. These are number, logic and sequence puzzles that are handy for alarm shutoffs, pass-codes, and safe combinations.

How to Use Riddle Rooms in Your Game

Riddle Rooms will fit into any adventure and any gaming system. You can place a Riddle Room encounter almost anywhere. When your players come to an encounter, give them the corresponding Handout sheets. As the party tries to solve the puzzle, refer to the Game Master’s Information for all the details.

The Game Master’s Information explains how each encounter should be solved. Every encounter contains enough information for even the weakest party to succeed. No special abilities or spells are required and you may choose to have magic not work in some places to encourage your players to triumph with their wits, not by brute force.

In the top left corner of each encounter’s page in the Handbook are one or more symbols. These symbols make it easy for you to see which settings this encounter is designed for.

scroll

Past: These encounters contain common fantasy elements like magic and monsters.

 

book

Present: These encounters contain technology appropriate to modern day settings.

 

future

Future: These encounters contain futuristic and science fiction elements like unexplained technologies and alien creatures.

 

The first part of each encounter contains a description of what the players see. You may choose to read this to the party or let them work solely from the Handouts. Encounters that are designed for multiple settings (past, present and future) may have multiple descriptions. Find the appropriate symbol for your campaign setting (e.g., future) and read that description.

The next section is the Game Master’s Information. This tells you how the encounter is to be solved and what happens if the players fall for any of the encounter’s traps.

In encounters where the players may have a fight or spring a trap, there are two types of damage:

Minor A player should be able to take Minor damage up to ten times without dying

Moderate A player should be able to take Moderate damage no more than three or four times

If our description of a trap or monster disagrees with your setting or system, go ahead and change it.

In case your players get stuck on a riddle or puzzle, we'll provide you with one or more hints you can use. None of these hints are "giveaways", but they should help give your players a nudge in the right direction.

Remember –Riddle Rooms are here for you to put into your adventure! Feel free to change the contents however you like to fit into your role-playing system and campaign. Have fun!

 

Introduction | Table of Contents | Sample Riddle Room

 

Encounter

Setting

Page

1.

Cocoon

Past, Future

4

2.

Boxed In

Past, Present, Future

5

3.

Unsafe At Any Speed

Present, Future

6

4.

Wheel of Misfortune

Past

7

5.

Scavenger Hunt

Present, Future

8

6.

Plaza Del Sol

Present, Future

9

7.

Goin' Down!

Present, Future

10

8.

#47

Present, Future

11

9.

Reading Between the Lines

Past, Present, Future

12

10.

Concussion

Present, Future

13

11.

Altar Ego

Past

14

12.

Time Warp

Present, Future

15

13.

Office Job

Present, Future

17

14.

The Shadow Nose

Past, Present, Future

18

15.

Visitor's Guide

Present, Future

19

16.

Taking Stock

Present, Future

22

17.

Cracker Zach

Present, Future

23

18.

Tracer

Present, Future

24

19.

Dinner with a Sphinx

Past

26

20.

Time Lock

Past, Present, Future

34

 

Bonus Puzzles

Present, Future

39

Introduction | Table of Contents | Sample Riddle Room

future   past
Cocoon
Encounter #1

Fantasy version

You are at the top of an old rock staircase leading down. Written on the right hand wall is the following poem:

Suspended in a basement
An oval, almost round,
An unlit bulb hangs darkly
Why light the underground?

But hearken to the adage
That beauty is skin deep
Undress, divest the lady
Her rings will make you weep.

Still always treat her gently
And violence never try
For were you once to cut her
It’s you, not she, who’d cry.

Descending the stairs you find a small 10’ round cave. The walls are of solid rock. The floor is covered with dirt. Hanging from the center of the room is a large cocoon, almost five feet high. The cocoon vibrates and flexes slightly with a squishy sound. The room has a smell reminiscent of a wet graveyard. Under the base of the cocoon is a pool of some kind of gelatinous liquid that has dissolved the dirt down to bare rock

sample


Futuristic version

You have found a maintenance ladder leading down. Scrawled on the right hand wall of the maintenance tube is the following poem:

(Same poem as above)

Descending the ladder you find a 10’ round equipment room. Everything here appears to have been destroyed either by brute force, or corroded by some kind of very caustic substance. Hanging from the center of the room is a large cocoon, almost five feet high. The cocoon vibrates and flexes slightly with a squishy sound. The room has a smell reminiscent of a wet graveyard. Under the base of the cocoon is a pool of some kind of gelatinous liquid. Whatever was once under that spot has been reduced to a disgusting glob of metal and electronics.

sample


Game Master's Information:

Click here to see the Game Master's information (including the answer to the riddle).

The cocoon contains an alien/monster hive queen nearing maturity. The queen has a protective coating that is tough yet flexible, and coated with a caustic gel. Anyone touching the cocoon with bare flesh will take minor damage. If the party attempts to damage the queen with weapons, the wounds will spray forth jets of the ooze, doing moderate damage to anyone in the way.

The riddle is the key to solving this room. The answer to the riddle is onion, and that is what is needed to defeat this horror. The alien metabolism is such that onions are poisonous to the queen. Rubbing the outside of the cocoon with an onion will cause it to shrivel where rubbed. Doing this over the majority of the cocoon will kill the queen.

Make sure your players have the ability to get an onion somewhere nearby.

Hint: someone has faintly underlined the last two lines of the poem.

Riddle Books
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