Seasons
Each season of Moonlight Critters plunges the team into high‑stakes combat, dragon raids, and unpredictable consequences — all shaped by the Moonlight Game System and the chaos of Francis Thomson’s Hut.
Series Overview
Moonlight Critters is the core adventuring group that Francis Thomson belongs to in canon. Across each season, the Critters face brutal combat, dragon raids, and world‑shaking battles — all resolved through the Moonlight Game System, a fast‑paced dice engine that rewards creativity and punishes hubris.
But the dice aren’t the only thing that matters. Every session of Francis Thomson’s Hut — a spin‑off gameplay series — directly affects future raids. The consequences of those games ripple into the main campaign, and ANY game category can influence canon. The examples below are JUST examples — the REAL rules change every episode depending on the challenge. Even the SAME GAME can have DIFFERENT rules each episode. Dragon damage is GOOD because raids are seasonal and every HP matters. Dragon buffs are BAD because they make raids harder. Moonlight Critters rules prevent character death (fainting = 3 turns only), but fainting STILL affects raid mechanics.
- Pokémon fainting → No help actions for the next 3 turns.
- Mario Golf over‑par → Dragon gains +X Max HP (X = strokes over par).
- Mario Party coin conversions → Coins become temporary HP for allies.
- Final Fantasy IX (Freya Crescent fainting) → Dragon gets +X Max HP, or Francis takes X damage next combat, or if it was the last combat of the season, the first dragon of next season starts with +2d6 HP.
- Resident Evil deaths → Dragon gains +1d6 Max HP per death, or the dragon steals 1d6 HP from Francis or an ally, or Francis rolls his next 3 damage rolls with a –6 penalty.
- Other mix‑bag punishments: initiative penalties, AC reductions, resistance shifts, and more — every roll matters.
Every roll, every mini‑game, every chaotic decision leaves a mark. The Critters’ fate is never certain — but that’s exactly how Francis likes it.