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Dungeons & Dragons 5e - Puzzle

THE CUBIC CONUNDRUM


Within a pocket dimension resides the Cubic Conundrum, The space outside the cube is totally empty, and really is an
a three-dimensional maze designed to confuse and entrap unending area where a creature might simply drift forever.
any unfortunate soul who finds themselves inside. There is air out there, meaning that if a creature were to
The space requires precision navigation and planning on escape the boundary of the Cubic Conundrum they would
top of the ability to cling on when scaling down the sheer be able to breathe and survive, but in that space there is no
sides of the structure, or for those unfortunate times when gravity nor force to stop them. Such a creature would
the cube moves on an axis and orientates, taking up to the simply drift away never to return.
left, and down to the right.
The outer shell of the the Cubic Conundrum is surrounded
The party emerge in a 30x30ft space on what is currently by an invisible wall of force which prevents anything inside
the top of the cube, passages out revealing a labyrinthine from being suck out, or from escaping and merely
network of corridors and deep falls which must be attempting to fly their way around its surfaces.
traversed to reach the exit. The wall of force surrounds the entire cube and completely
resists any physical attempt to penetrate it, and no spell can
The walls are of a smooth, light coloured stone which is be targeted through it.
cold and slightly damp to the touch, the floor very much
the same. Every surface seems to glow very slightly, If a player is able to work out a way outside then getting
generating enough light for the party to see. back in is impossible/ Should they float away from the cube
Above them, the party see that they are suspended in total however, upon reaching 200ft away the character
darkness, every angle outside the cube revealing nothing momentarily loses consciousness and they awakes back
but a cold, black void. inside the cub, at the starting position.

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THE CUBIC CONUNDRUM by Stephen Bull


eddie konstantinidis (order #27448495) Not for resale. Permission granted to print or photocopy this document for personal use only
Each space within the maze is a
10ft cube, counting its height as
well as its length and width. The
final square at the edge of the side
should be taken as a floorless
10ftx10ft space where the cube
turns (the black spaces showing
the absolute outer walls).

X
The entrance to the Cubic The goal at the end of the maze,
Conundrum, on what starts out as this space sits in the middle of a
the top of the structure. chamber on what is initially the
Being a dimensional space, this is bottom of the Cubic Conundrum,
best represented as a portal from and in a chamber very much like
another place which deposits the the entrance portal.
player characters here, and then
closes shortly afterwards, leaving The nature of this space could be a
the party stranded. prize to be taken, perhaps in a
chest or a cell, or a waiting
Passages to the north, south, east monster which needs to be
and west (as they reckon the defeated. Regardless, once the
directions, without any visible task of navigating the maze and
guide to actual compass bearings) reaching this point is done, this is
lead out into the Cubic where a portal like the one used to
Conundrum, giving the party no get here should open, and give the
choice but to pick a route and party a way to escape and either
move forwards. rest, or continue their journey to
elsewhere.

THE CUBIC CONUNDRUM by Stephen Bull


eddie konstantinidis (order #27448495) Not for resale. Permission granted to print or photocopy this document for personal use only
DEVELOPERS NOTE: SECOND VARIATION: Cube In Motion
The easiest way to actually manage running this maze is The second variation has the cube in a motion, meaning
to print this page, cut out the provided maze and to build that it can twist and turn, always having a new top, sides
it as a 3d map to keep in front of you. and bottom.
This way you as DM can always keep track of where your This movement should not be constant, but triggered by
players are, the orientation of the cube, and which sides certain factors contained within the maze itself. Options
should be taken as easy to travel on and which require include:
climbing.
It is also suggested that you give your players some ² A timer – put in place a set timer, either in the real
squared paper and something to write with so that they world or based on player actions. At the conclusion of
can draw a map of the maze as they explore it. This will the timer, rotate the cube.
help them to keep a track of where they are, and add to
their challenge in navigating the space. ² A specific character held item, or when traps are
triggered. When activated, the cube rotates in a
There are two ways the cube can operate, as a static object, random pattern.
or in motion.
² A monster within the cubic maze. To add additional
FIRST VARIATION: The Static Cube danger, the maze is haunted by an ethereal form which
The cube in the first variation remains completely static at can pass through its walls (but not the Wall of Force at
all times, meaning that when characters reach the edge and the outer edge or the floor into the cube’s core). The
find themselves on the sides, they must climb up and down creature is tied to the cube and defends it. It can be
the rocky walls and floor. defeated, however each and every time the creature is
The rock being slightly damp and slippery, this is no hit with an attack, the cube responds by rotating.
simple matter. Straight forward jumps and descents of less Possible creatures could include:
than 20ft are easy enough, but climbing and dropping
greater distances should be taken with a DC15 Athletics or Party Level
Acrobatics check, or DC18 for much larger gaps at the
DM’s discretion. † 1x Ghost (CR 4, MM147)
The bottom of the cube presents an additional challenge, 3
Hard encounter, 1100exp
as the party will find themselves walking on the surface of
the Wall of Force. † 2x Phase Spider (CR 3, MM334)
5
Medium encounter, 1400exp
The map provided on the previous page gives the
bottom level (where the cube is static) as a top-down † 1x Spirit Naga (CR 8, MM234)
7
Medium encounter, 3900exp
view, looking at the cube from the outside.
As the party walk over the Wall of Force having † 1x Deva (CR 10, MM16)
9
reached the bottom, it should be remembered that this Medium encounter, 5900exp
map is effectively looking through the floor onto the
† 1x Djinni (CR 11, MM144)
ceiling. 11
Medium encounter, 7200exp
To help with this, map below is the inverted version,
showing the floor plan of the bottom surface as though † 1x Purple Worm (CR 15, MM255)
13
looking down from the top of the cube. Medium encounter, 13000exp

In all cases, the creatures defending the cube have the


additional danger of being able to become Ethereal
when they move, meaning they can pass through walls,
objects and other creatures.
This means that can also move through the floor and
main body of the Cubic Conundrum, but can not move
outside of it. They, like other creatures, can not move
through the wall of force surrounding the cube.
However the cube is triggered, rotations should be
random.
Starting from the current top surface, roll 1d4 to
randomly determine one of the current sides.
The roll 1d2 (or flip a coin) to randomly determine if the
chosen side shifts to become the new top or bottom of the
It should also be noted that the maps of the sides will cub. Not that there is always a bottom, with gravity
be vertical, rather than horizontal, and will represent a acting below it as if it were suspended above the normal,
side-on view for the players rather than top down, physical world.

THE CUBIC CONUNDRUM by Stephen Bull


eddie konstantinidis (order #27448495) Not for resale. Permission granted to print or photocopy this document for personal use only

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