Mazes & Perils

Game Overview

Mazes & Perils is a fantasy role-playing game inspired by the 1977 Holmes Basic rules. It expands that introductory style of play into a complete game capable of supporting longer campaigns. The rules focus on exploring mazes and dungeons, solving puzzles, overcoming traps, confronting monsters, and searching for treasure. It keeps the rules simple so the Game Master can keep the adventure moving without stopping play for lengthy rules debates.

Character Creation

Characters have six traditional ability scores: Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma. The player rolls 3d6 six times and records the results in that order. As an optional rule, the Game Master may allow the player to assign the six results to whichever abilities they prefer.

The player then chooses a class and race. The six classes included in the Deluxe Edition are Fighting Man, Magic-User, Cleric, Thief, Enchanter, and Shaman. The standard playable races are Human, Dwarf, Elf, and Halfling. Race may limit which classes are available and how high the character can advance, although the Game Master may remove those restrictions.

Each class has a prime requisite ability. A high prime requisite grants an experience-point bonus, while a low score may impose a penalty. The player also selects an alignment, records class and racial abilities, determines hit points, rolls 3d6 × 10 for starting gold, and purchases equipment. Mazes & Perils does not include a background system in the core rules.

Combat and Resolution

Combat uses a descending Armor Class system. To attack, the player rolls a d20, applies the appropriate modifiers, and compares the result to the attack number listed for the character’s class, level, and the target’s Armor Class. Strength modifies melee attacks, while Dexterity modifies missile attacks.

Missiles and spells are resolved before close melee. Combatants otherwise act from highest Dexterity to lowest Dexterity. Melee attacks can be made when opponents are within 10 feet of one another.

Weapons normally inflict 1d6 damage, regardless of weapon type. An optional rule divides weapons into light weapons that inflict 1d4 damage, normal weapons that inflict 1d6, and heavy weapons that inflict 1d8.

Saving throws use a d20. The player must roll the listed target number or higher. The five saving-throw categories are Breath Weapons, Petrification, Death or Poison, Magic Items, and Spells.

The game does not use one universal ability-check mechanic. Different situations use different procedures. Strength challenges, listening, opening doors, and finding secret doors use a d6. Thief skills use percentile dice. Resurrection and magical survival use a d10. Endurance checks use 3d6, with success achieved by rolling under Constitution.

Magic and Progression

Mazes & Perils includes four spellcasting classes, each using magic differently:

Magic-Users: Study arcane spells and record them in traveling spell books. They memorize a limited number of spells each day. They may attempt to copy new spells into their books, with their Intelligence determining their chance to learn a spell, the number of spells they may learn, and the time required to inscribe one.

Enchanters: Use spell books and follow the Magic-User’s spell progression. Their spells concentrate on mental influence, illusions, animation, distraction, fear, altered memories, and similar effects.

Clerics: Receive divine spells from their gods. Their alignment and religious conduct matter, and their spells are granted rather than learned from books. Clerics begin receiving spells at 2nd level and may also turn, destroy, or control undead, depending on their alignment and choices.

Shamans: Receive magic through spirits and spirit guardians. They do not use spell books. A Shaman must perform a one-hour nightly Atunement and uses a chosen weapon as the focus for spellcasting.

Spells are arranged by spell level within each class list. Spellcasting outside combat may require no attack roll, depending on the spell. Casting during combat often requires a successful d20 attack roll. Targets may also receive a saving throw when the spell allows one.

Customization and Advancement

Mazes & Perils keeps character customization within the choices made during play rather than through feats, specialties, or extensive skill lists. A character is shaped by ability scores, race, class, alignment, equipment, spell selection, magical discoveries, and the player’s decisions during adventures.

Classes gain hit dice, improved attack chances, additional spells, stronger class abilities, or better skill percentages as they advance. Fighting Men improve in combat. Thieves improve their specialized skills. Spellcasters gain access to more spells and higher spell levels. Clerics become more effective against undead, while Shamans gain additional spirit abilities.

Characters earn experience by recovering treasure, acquiring magical items, and defeating or subduing monsters. Treasure that is returned to safety provides 1 experience point for every gold piece of value. Monster experience is divided among the party. A character’s prime requisite may increase or reduce the experience received.

The game also includes optional rules for variable class hit dice, variable weapon damage, and alternate initiative methods. These allow each Game Master to adjust the game without adding a large character-build system.

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Wild Games Productions

Made in the U.S.A.

WGP is an American based production company, that specializes in Podcasting and is a 'small-press RPG studio' that does not engage in any real-world political issues or identity politics. We let our products speak for themselves. If your feelings are hurt by our products, just go elsewhere. In the past we've been offered to work with various people in the OSR community who turned out to be hacks, liars and tried to inject their politial opinions into the product by trying to remove anything that was old school. Saying those things were "outdated" and "racist" -- Well we are here to say, we aren't sell outs or even hacks. We do not seek the approval of someone who thinks he is the "voice of the community".