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A Maze Without Maps

Get lost. Without all the Prep.

Introduction: This mini-game maze encounter can be dropped directly into your
next session. Players race against time to escape the maze, relying on memory
and luck to navigate a series of turns that may find them right back where they
started. Specially suited for online games where mapping and fog of war can pose
a challenge for even the most intrepid of digital preparation DMs

A Theater of The Mind Approach to Labyrinth Puzzles

by JOSH HUDDY

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1 A MAZE WITHOUT MAPS Not for resale. Permission granted to print or photocopy this document for personal use only.
bags? Where are your weapons? There’s a single dagger
driven into a joint between the stonework, pinning a piece
of parchment to the wall. You walk over to it, and read the
scratched handwriting:
A Maze Without Maps You’re probably thinking it’s not fair? I’d have to
If there’s anybody that’s gonna make it out of here
alive, it’s me! Er... uh - it’s us! Us! I meant us! agree with you in that regard. But what really is
—Baron Grafledroz the point of testing your mettle if the jobs you’re
hoping to do for me won’t exhibit perfect circum-
stances either?
Which way did we go last time?!
Mazes and labyrinths are a staple of the fantasy Find me, and you’ve proven your salt. Don’t and
genre but they can be a pain to run with a map - - well... I suppose I’ll be placing another request
especially for those engaging in online games. for “qualified individuals of unusual talent”
- All the best
No more fiddling with dynamic lighting or setting
up hundreds of pre-fogged sections of a digital map
- just drop this theater of the mind mini-game into
your next session and watch as your players scram-
The Rules
ble to find the end in time.
At its core, the primary mechanic is simple: The
Players race to escape the maze, relying on memory
players must correctly navigate each “turn” of the
and luck to navigate a series of turns that may find
maze sequentially to reach the end. If they make a
them right back where they started. How well does
wrong turn, they’ll wind up at a random crossroads
your party pay attention to details? Will they find
that they may or may not have already encoun-
the end in time?
tered, and their progress restarts.
Trap damage and DCs can be quickly adapted to fit
When your players enter the maze, determine their
your party’s level or your specific TTRPG system.
“Starting Position” within the maze as follows:

Setting the Scene Step 1) Determine “Starting Location”


Use to following description or write one of your Roll a d12. This is the “Starting Location” and the
own to set the scene: “Current Location”. Set the rolled d12 aside to act
as a reminder of the “Starting Location”. Consult
The heavy rise and fall of nearby breathing wakes you the Maze Location Table and read the correspond-
from sleep. You sit up, and your head is spinning. ‘Wow ing description. Ask the players which direction
how much did we drink last night?’ you think to your- they will go.
self as you look around - the rest of your companions lie Step 2) Check Decision against Solution
sprawled out around you on the stone floor - some propped
If the players choose any direction other than that
against the stone walls - sleeping soundly. Their faces
specified by the Solution column of the Maze Loca-
lightly illuminated by flickering torchlight from a barely
tion Table, return to Step 1) Determine “Starting
burning torch lying in the middle of the floor several feet
Location”.
away from you.
If the players choose the direction that matches the
Solution column of the Maze Location Table, con-
Wait - where are you? You’re in a hallway - but - what
tinue on to the next row in the table (Location 12
hallway? It’s long - that’s for sure. And dark. It stretches
loops back around to Location 1 on a successful
out farther than the light from the dwindling torch can choice) This is the new “Current Location”.
penetrate - darkness to your to your left and right.
Step 3) Check for Exit
You scoop up the torch from the ground as you wake the Check to see if the “Current Location” matches the
rest of your party. You blow gently on the torch and it “Starting Location”. If it does not, read the corre-
springs back to life in your hands. You hold it aloft and sponding description. Ask the players which direc-
shield your eyes from it’s direct light to peer down the long tion they will go. Then, return to Step 2) Check
hallway - still, all you can see is blackness. Decision against Solution.
If “Current Location” matches “Starting Location”,
You look at the others as they stir from their sleep - their the Players successfully exit the maze!
groans indicative of the same hung-over feeling that
you’re still feeling. Everyone’s here - but where are your

2 A MAZE WITHOUT MAPS Not for resale. Permission granted to print or photocopy this document for personal use only.
Maze Location Table
Location
Options Solution Description
(d12)
1 RL R Before you the passageway breaks to the right and left. Tiny rivulets form in the cracks of
the cobblestone as a slow but steady drip from the ceiling above splashes lightly at your
feet. They slowly flow along the uneven floor before disappearing through small cracks
at the base of the wall next to you. [Characters who rely on their senses for a sign can
determine, on a successful DC15 Wisdom (Perception) check, that the passageway to the
right has an almost imperceptible breeze of stale air - while the leftward hallway smells
distinctly earthy]
2 RSL R The pathway continues onward ahead of you but two hallways open to the left and right
as well. Nestled into the cracks and crevices of the walls here are tiny mushrooms with
a faint amber glow that seems to shimmer. [Characters who examine the mushrooms
carefully can see tiny spiders crawling over the entire surface, giving the impression of a
shimmering phosphorescence on the fungi]
3 RL L Your path comes to a tee. Here the ceiling is quite a bit higher than the other crossroads
- making it difficult to see above you in the darkness. [Characters who rely on their senses
for a sign hear, on a successful DC17 Wisdom (Perception) check, very faint laughter echo-
ing all around. No amount of investigation can determine it’s origin, and you dismiss it as
your imagination]
4 RSL S You come to an intersection of hallways. The path before you continues on, and paths
branch to your left and right. There is a small stone basin set into the wall to your right
that contains a shallow bit of clear liquid. You have an unusually strong desire to drink it.
[Upon drinking, it appears to be only stale water. Over time, drinkers grow paranoid that
they have been poisoned - but this is superficial. The liquid is water]
5 SL L As you approach a crossroads you notice that a large metal grate covers an opening in
the floor spanning from wall to wall. The pathway continues on ahead and also opens up
to the left. [The opening is too dark to see the bottom. Dropping something through the
holes in the grate reveals a faint clatter after 10 seconds. The pit is empty.]
6 RL L The passage directly ahead has been bricked over. Instead the crossroads now only has
two options - left, or right [The wall has 50hp (a small hole forms at 10 damage) and is im-
mune to all damage types besides bludgeoning, force, and thunder. Breaking through the
wall reveals a 3rd option for this crossroads. The solution remains the same]
7 RSL S A hallway opens up to your left and right, though the path you’re on continues ahead. You
see a large message scrawled on the wall to your left “No way out” [Players who closely
examine the message can, on a successful DC14 Wisdom (Medicine) or DC 14 Intelligence
(Investigation) check, determine that the paint is dried blood]
8 RS R Though your path ahead lies clear, a branch to the right winds off. This particular intersec-
tion seems barren. [Players who carefully inspect their surroundings can, with a success-
ful DC 16 Wisdom (Perception) check, determine that a thin wire stretches across the path
ahead. This is an arrow trap that deals 4d4 damage to all players if not found. The trap
can be disabled with thieves tools or triggered purposefully.]
9 RSL R Ahead you see a figure slumped against the wall - as you approach, you see a skeleton in
tattered clothing. The corpse is leaned against a wall of the crossroads - which stretches
out straight ahead, to your right, and to your left. [Characters who carefully examine the
body find dried blood on the cuff of the right shirt on the right shirt sleeve. The corpse
has no belongings save for a rusty pen knife, and an old coin purse with 5cp]
10 RSL R You approach another intersection - 3 paths lie ahead, Right, Straight, and Left. You no-
tice that the air smells sweet here - though you can’t place what the smell might be. [Try
as they might, players cannot get any additional information about this smell or the paths
ahead]
11 RL L You come to a tee where the path splits right and left. Ahead of you in a small alcove is a
small lock box on a pedestal. [The lock box is locked but can be picked with a successful
DC14 Dexterity (Sleight of Hand) check. Inside is an ornate ceramic statue worth 100GP.
Breaking or dropping the box destroys the statue]
12 RSL S The hallway you’re walking in opens up into large round empty chamber 40’ in diameter
with vaulted ceilings. The cobblestone floor here has been carefully placed in a radial pat-
tern. There are passages to your right, straight ahead, and left. [Characters who survey
their surroundings can, with a successful DC 13 Wisdom (Perception) check, see figures
crawling on the ceiling. Further examination reveals this to be a trick on the eyes from the
patterns in the ceiling.]

3 A MAZE WITHOUT MAPS Not for resale. Permission granted to print or photocopy this document for personal use only.
Optional Mechanics ers to envision their characters during downtime
and think creatively.
Racing Against Time
Use the following description and mechanic to add Fumbles/Mistakes
the pressure of time to the maze escape - or write Players making a few too many lucky guesses and
your own! breezing through the encounter faster than you
planned? Didn’t balance the Preparation Points
After the party has made at least 1 incorrect turn, enough? No worries!
read:
Consider adding an element of randomness to
mimic characters who aren’t operating at their best.
As you continue to trudge through the winding stone Perhaps the poison gas is taking it’s toll? Maybe
hallways you notice that your hip is in a bit of pain. You the magical nature of the dungeon maze is to
brush it off as nothing but eventually the dull pain catch- blame? Either way - roll a d20 each time the play-
es your attention - it’s a muscle cramp. You massage the ers choose a direction and keep track of the rolls.
muscles at your hip bone and immediately double over When the sum is greater than 25, roll a d10. On a
from a sharp pain in your stomach - the pain brings you score of 10 or higher, the characters make a mis-
to a knee. take, and go the direction opposite of what the play-
ers indicate (be sure and tell the players this has
After a brief moment the pain subsides and you stand happened - else mass confusion can arise!).
again - ‘how odd’ you think to yourself. It’s almost as if Each time a character makes a mistake, reset the
I’ve eaten something bad or been pois - sum to 0.

Your eyes widen suddenly as you turn your attention to DM Tips


your senses - that smell - an almost imperceptibly subtle
• Don’t explicitly tell players if they are right or wrong.
yet sharp sting of ammonia - there’s poison gas in the Simply ask them to roll a d12 if they are incorrect, or
air! proceed to describe the next location if they are correct.
Most players will eventually figure this out.
At every 3 crossroads, all characters take 1d4 poi- • Players may try to trace back their steps to break the
son damage as time passes and the poison takes mechanic (allowing them to “try again”). Explain to the
players that in between every “narrated” crossroads
effect. there are multiple twists, turns, and dead ends along
the way. The narrated crossroads are simply those most
Splitting the Party? notable along the way. Therefore, backtracking will al-
ways be the incorrect solution - and would cause a d12
If your party decides it’s wise to split up, each roll.
group will need to successfully make it through the • Many players may try to find creative solutions to
maze. “break” the maze. If you would like to encourage this -
go right ahead! Often though, explaining to the players
Take turns asking them what directions they are that this encounter is meant to be played as a mini-
taking (you’ll need a d12 for each distinct group). If game using the existing mechanics, is enough to get
a group ever winds up at the same “Current Loca- players to play along. Yes - technically chalk on the floor
tion” , roll a d4. On a 4, the party reunites. Other- might trivialize maze encounters - but what’s the fun in
wise - they simply must have arrived at this loca- that?
tion at different points in time and must continue • Though each location has details built in that allow
on separately. characters to gain extra information from them with
their skills - if you’re prepared to improvise - add more
Preparation Points opportunities for characters to do this!
• Need a combat encounter this session? The Round
Using this maze as an infiltration encounter (such chamber in location 12 is made specifically for this!
as a prison break through a dungeon) or a heist? • If you players aren’t quite getting the core mechanic,
Give your party a chance to have done some prepa- you can narrate “you have become disoriented and aren’t
ration ahead of time. sure where you are” when rolling the d12 to reset the
“Starting Location”. If that’s not enough, you can narrate
Consider asking your characters to give a mon- “you think you’re on the right path” when players make
tage of what they do to prepare for the mission in the right decision. Still not enough? (I know - players,
the time leading up to it. Award a resource called am I right?!) Maybe just explicitly tell the players “if
“preparation points” that the players can spend to you’re rolling a d12, you’re doing bad. If not, you’re do-
instantly know the correct direction to head at par- ing well.”
ticular crossroads.
The balance of this mechanic is too complex for this
write up but can be a great way to encourage play-

4 A MAZE WITHOUT MAPS Not for resale. Permission granted to print or photocopy this document for personal use only.

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