Planet Crasis at Oz ORC Adelaide Feb 2026
Greetings players! My thanks for signing up to Planet Crasis/Silver Swords: The Harvest of Sommerton at Oz ORC Adelaide 2026! This page is here to help kickstart the session although it’s one hundred percent fine and expected if you just turn up without reading any further. The further you read, the more detail you will hit.
The game description is as follows:
“The Harvest of Sommerton” is the introductory scenario to my Silver Swords campaign. The players seek to join the “Caryoptic Rangers” who defend the Caryoptic Plains against Chaos warband incursions from across the Wisterwal Ranges. Defend the Village of Sommerton against agents of the enigmatic Sorceress-Queen Adastra - and worse!
This scenario is for Old School Essentials (Advanced) and uses some houserules around alignment, “mysteries” and extra-telluric weapons.
Pregens shall be provided, but if you wish to roll up your own level three character, please feel free. Please stick to traditionally Lawful or Neutral classes/species for geopolitical reasons. Remember - alignment is houseruled, and Law does not equal Good and Chaos does not equal Evil.
Here is what to expect:
- The ruleset is Old School Essentials (OSE). OSE is a faithful clone of early 1980s “Basic/Expert” (B/X) D&D by Moldvay/Cook.
- I am using modern ascending Armour Class/attack bonus.
- I am using the extra classes (but not split race/class) from the Old School Essentials “Advanced Fantasy Player’s Tome”. I am not using anything else from that book.
- So: if you want to make a character using B/X or BECMI or Rules Cyclopedia, go for it. Close enough!
- The playstyle will be “theatre of the mind” (i.e. narrated) but with miniatures/markers/terrain used to help keep things straight for me (given time constraints).
- I have houserules around alignment which I will explain on the day but also detailed below.
You can choose from a pile of pregenerated characters (pregens) on the day, I can make your character to order, or you can build it yourself entirely.
If you want me to build it for you, please give me:
- A character name and description.
- Favoured weapons/armour/equipment.
- Class you wish to play.
The available classes are:
- Cleric
- Dwarf
- Elf
- Fighter
- Halfling
- Magic-User
- Thief
- Acrobat
- Assassin
- Barbarian
- Bard
- Half-Elf
- Illusionist
- Knight
- Paladin
- Ranger
If you want to build it yourself entirely:
- 7000 experience points. (I said level three in the original game description but please use 7000 XP.)
- 80% of max hit points.
- Ability scores allocated from this array: 15, 14, 13, 12, 10, 8.
As 2nd-to-4th level characters you will have some bonus magic/special items. Please choose one from the list below:
- Mithril weapon, armour or shield, +1 or +2 (usable if you will be Law aligned).
- Blood-bronze weapon, armour or shield, +1 or +2 (usable if you will be Chaos aligned).
- Magic weapon, armour, shield, or ring of protection +1.
- Three total levels of magic-user or cleric scrolls.
- Three potions of healing.
On alignment:
- D&D traditionally has fixed alignment: Law-Neutral-Chaos or Lawful Good through to Chaotic Evil.
- In my campaign, it is more fluid and polytheistic. You don’t start with an alignment. But you can make a pact and become aligned once per adventure.
- This game has the characters learning “mysteries” (one per level, picked up during adventure).
- These mysteries are associated with gods, demons, beings, patrons, forces or concepts which are Law or Chaos aligned.
- Example: Mazu the Monk, at first level, has learned “Visions of Deep Time”, a Chaos mystery of Kaleidos the demon of phantasmagoria.
- Although this game is set in the lands of Law, people do learn Chaos mysteries but keep it secret or within their communities.
- A character may get advantage on a roll related to the domain of a mystery they know, once per adventure per mystery.
- Once per adventure the character can make a pact with the god/demon/power behind a mystery: they then become aligned to Law or Chaos as per the mystery’s alignment.
- The aligned character’s current mystery level is their total number of mysteries known of that alignment.
- The character can now exploit the cosmic power of extra-telluric metal weapons/armour (mithril for Law, blood-bronze for Chaos) with a numerical bonus up to but not exceeding the character’s mystery level.
- Example: Mazu makes a pact with Kaleidos, and is now Chaos aligned, with a mystery level of 1 because Mazu knows a total of one Chaos mystery. Mazu can therefore use +1 blood-bronze items but not more powerful ones.
- Pacts Shall be Renounced: a twist on “Shields Shall be Splintered”, if a character is reduced to below zero hit points (normally death), they may renounce a known mystery forever, so long as they know a mystery of the opposite alignment (they have made a pact with a power of this alignment to come back from death’s door), and arise with d3 hit points.
- More detail and a higher level worked example is available at Planet Crasis: Alignment, Pantheon, Mysteries and Extra-Telluric Weapons.
Some mysteries you can choose from for this game:
| Alignment | God/demon | Mystery | Domain |
|---|---|---|---|
| Law | Asmodeus | Faustian Bargains and Soul Estoppel | Contract Law |
| Law | Mitra | The Law of Karma | Justice |
| Law | Modron Hierarch: Primus | Principle for Sufficient Reason | Logic |
| Law | Null | Gate to the Underworld | Afterlife |
| Law | Trismegistus | As Above, So Below | Hermeticism |
| Law | Vitus | Blood Humor | Healing |
| Chaos | Cthulhu | Impossible Geometry | Cosmic Chaos |
| Chaos | Helios | Solar Quickening | Sun |
| Chaos | Ix | Cambrian Desiderium | Deep sea life |
| Chaos | Karna Dak | Victory Over the Fire Giant King | Ancestor worship |
| Chaos | Mare Fecunditatis | Mycorrhizal Mind | Fungus |
| Chaos | Orcus | The Forbidden Flesh | Death |
See you then!
– Dallas