Moonfall City Campaign Doc

Moonfall City Blues

In a time of recovery, magical prohibition, and ample opportunity how will you leave your mark in Moonfall City?

Game Schedule

Next Game: 8/9/2026

I’ll try to keep this updated as people notify me of days they’ll be missing. This is to try to allow some off days for people to plan other life things around with a goal of playing at least 2 weeks for each off week we have. If this becomes too messy we’ll revisit and discuss moving to a more set cadence of some kind. The attendance policy still holds for On days. A question mark denotes looser planning that will be solidified at least a couple of weeks in advance of that date. During Off weeks, members of the group may still meet for board gaming and will communicate about those plans on those weeks.

Date On or Off?
8/9/2026 On
8/16/2026 Off
8/23/2026 On
8/30/2026 Off?
9/6/2026 On?
9/13/2026 On

Session Summaries/Notes

Page Link Session Number Session Date
20 - PENDING Session 20 August 09, 2026
19 - Chaos and Questions Session 19 August 02, 2026
18 - Best Laid Plans Session 18 July 19, 2026
17 - Rest and Arrest Planning Session 17 July 12, 2026
16 - An Accidental Good Job Session 16 July 05, 2026
15 - Blood and Dirt Session 15 June 15, 2026
14 - Raiding the Village Facility Session 14 June 08, 2026
11 - A Bad Deal and a Worse Warehouse Session 11 May 31, 2026
13 - Death and Contracts Session 13 May 24, 2026
12 - Science and Security Session 12 May 17, 2026
10 - Eager Investigations Session 10 April 26, 2026
9 - Mobster, Monsters, and Mercenaries Oh My! Session 9 April 12, 2026
8 - The Hunt for Leads on BH Session 8 March 22, 2026
7 - The Party's Over, Now What Session 7 March 15, 2026
6 - The Anniversary Party Session 6 February 22, 2026
5 - Finishing Preparations and Downtime Session 5 February 09, 2026
4 - Preparing for the Anniversary Bash Session 4 February 01, 2026
3 - Retrieving the Moon Dust and Downtime Session 3 January 04, 2026
2 - Catching Up with the Pyrite Gang Session 2 December 28, 2025
1 - The Pyrite Gang Strikes! Session 1 December 07, 2025

Characters, Locations, and Other Notes

PCs

Page Link Ancestry Class Short Description
Gustavo Fungus-fused Oppossum Druid Sips pest control. He loves trash, chaos, creativity, and his friends (animal and humanoid alike).
Paul Teuse Human Brawler Protective security for the Sips who stands up to bullies and baddies, and dreams of playing music.
Pete Penniesworth Human Seraph Priest of Mercury who sells anything he can and acts as procurment specialist for the Sips.
Purrcival Forsythe Katari Ranger Private Eye and Lunatic hunter with underworld connections and a pension for trouble.
Rhys Sylwynn Elf Sorcerer Lunatic hunter and guide to the wilds, who has a dark Pact he's trying to solve.
Ridral Shieldfire Goblin Guardian A protective goblin from the streets of the docks district with a broken past.
Velvet Steele Otterkin Blood Hunter Super soldier experiment turned diver and Lunatic hunter.

NPCs

Page Link Ancestry Short Description
Big Balls Rat The bravest of The Rat Pack
Feral Rat A rat who is a little crazy and bitey.
Minerva Rat The "leader" of The Rat Pack
Rodriguez Infernis An Infernis leather worker and tanner
Sparky Rat The deceased gadgeteer of The Rat Pack
Star Rat The explorer of The Rat Pack
The War Vet with the Shaking Hand Human A vet with a shaking hand medicine hasn't helped
Quiet Finley Human A buff and silent thug for the Finley family.
Barnabas Moon Orc The Orc Co-owner of the Celestial Sips
Calix Solis Katari A survivor of a massacre who now guards his old home.
Cassandra Cash Giant A Giant vet hired by the Sips for security
Christina Rivera Moreno Half-Elf Half-Infernis The fiery bartender and string player for the Moonflowers.
Cindy Teuse Human Paul's youngest sister and ward
Cipriano Duran Elf A made-man of the Duran family and Purrcival's friend
The Deja Vu Dame Caesarchilde The Caesarchilde of cycles
Dick Teuse Human The now deceased parents of the Teuse family
Doctor Constance Fowler Faerie A elderly luna moth-like faerie who runs a clinic for the poor.
Doctor Edith Moran Human The brilliant mind behind Project Eclipse.
The Downtown Crew Band A local, but popular band
Elaith Lura Elf Son of Lorric and rival of Rhys
The Empty One Celestialchilde An animalistic being of nothingness
The Lady of Ephemeral Fancy Lunachilde The Lunachilde of dreams and nightmares
Father Eustace Human A middle-aged human man of the priesthood of Mercury.
Everett Peppin Human A slightly round, balding man with a gambling problem.
Frances Finley Human Head of Finley Enterprises and the Finley Crime Family
Goldie Price Giant A Giant who is responsible for the entire city's waste management.
Grover Ward Simiah A Simiah intelligence field agent who was supposed to be the next candidate for Project Eclipse before it was shut down.
Hal L Apeeno Goblin The corrupt lawyer for the Duran Crime Family
The Hat Man Lunachilde The Lunachilde of darkness and fear
The Argentine Huckster Mercurychilde The Mercurychilde of coin and commerce
Ira Lyons Halfling A professional info broker Halfing with serious connections.
Jan Teuse Human The second youngest Teuse and independent rebel
Jenny Zig Human Lead singer and frontwoman for Jenny and the Zig Zags
J355 Clank An ex-combat engineer the Sips hired for security
Jimmie Wood Beaverkin The Beaverkin Co-owner of the Celestial Sips
Sergeant Joseph Reed Orc Paul's former bully and now police sergeant
Johnathan Tillo Draknona A former spec ops soldier the Sips hired for security
Kent Allard Firbolg An ex-pilot Firbolg with the power to manipulate shadows.
Kevin Stringfellow Clank Gym teacher for Butler High and Paul's mentor.
Keziah Adams Ribbet Owner of Silver Reflections Diving Company
Lilia Duran Human The matriarch of the Duran Crime Family
Lionel Schmidt Elf Manager for Jenny and the Zig Zags
Lola Walker Giant Singer, Brewer, and Giant Beauty
Loretta Harvey Human Housewife and Pete's best customer
Lorric Lura Elf A deceased wild folk who had a Pact with The Hat Man
Luther Minks Orc A cleaner who works with many families
Marcia Teuse Human The second oldest Teuse and homemaker
Mary Teuse Human The now deceased parents of the Teuse family
Ms Jones Elf First Paul's and now Cindy's home room teacher
Naomi Brewer Giant Project Eclipse handler and agent
Nathaniel Harrington Goblin Moon Dust addicted goblin vet
Pearl Lane Dwarf A dwarf with bottomless joy and legendary horn skills
Perry Davis Ribbet A Project Eclipse subject with the power to phase
Peter Teuse Human The middlest Teuse and business professional
Quincy Jackson Human The quiet chef and loud drummer
Ralph Welch Human A fit realty mogul in his late 40s.
Randal Lewoski Dwarf The bulk supplier for the Sips legal needs
Police Chief Reed Orc Police chief of the residential district
Renja Zoric Galapa A Raskan General with ties to Sable Incorporated.
Rupert Parker Orc A fit and lithe orc who claims 2nd best at Silver Reflections
Sebastian Rhodes Elf A supplier of Dust for Pete and the Sips
Shirley Knight Half-Infernis Half-Simiah Councilwoman of the Residential District who hunts Gus
Sidney Wall Infernis An intelligent, but misguided Infernis with a dangerous passion.
The Rat Bastard Skunk A skunk who is Gus' rival
Elder Steelwind Elf The elven elder of the Wandering Elk tribe.
Elder Thargon the Grey Galapa The Galapa elder of the Wandering Elk tribe.
Elder Tharn Orc An orc elder of the Wandering Elk tribe.
The Lunatic That Got Away Lunatic The Lunatic which killed Purrcival's friends and family
Lewoski Supply Company Drivers Humans A pair of truck drivers for Lewoski Supply Company
Theodore Finley Human A shorter human who works as an enforcer for the Finleys.
Tommy Two-Toes Ferretkin A member of The Family Business and contact to Purrcival
Vernon Vaughan Human The human assistant and student of Dr. Fowler.
Brother Virgil Dwarf A grief-mad dwarven monk of Mercury.
Baroness Vulture A massive bearded vulture who is Purrcival's companion
Major Wesley Townsend Human An Usonian war hero who's dealing with his promotion
Wilson Fowler Faerie A round tick who dress like a butcher and is Luther's apprentice.

Locations

Lore

Page Link Lore Type
Highborne Community
High Level Campaign Info Overview
Lore and World Overview Overview
Loreborne Community
Orderborne Community
Ridgeborne Community
Seaborne Community
Slyborne Community
Underborne Community
Wanderborne Community
Wildborne Community
Infernis Ancestry
Map of Moonfall City -
Almennia History
Blood Vine Creature
The Celestials and their Children Distinction
Childes Eye Distinction
The Dust War History
The Dustborn Ancestry
The Celestialborn Ancestry
Timeline Overview
Humans Ancestry
The Sources of Magic Distinction
Metal and Moon Dust Distinction
Money and Exchange Distinction
Moon Dust, Moonshine, and New Moon Distinction
Prohibition History
The Legality of Magic During Prohibition Distinction
Raska History
The Shattering History
Technology and Re-Flavoring Distinction
Usonia History
Puppet Worms Creature

Factions

Page Link Faction Type Faction Home Location
The Black Hand Organization -
Butler High School Community Community Butler High School
The Duran Crime Family Crime Family -
Project Eclipse Military -
The Family Business Crime Family The Industrial District
City Government Legal The Business District
Raskan Mercenaries Military -
The Moonflowers Band The Celestial Sips
Priesthood of The Exchange Religion The Exchange
The Pyrite Gang Crime Family The Pyrite Gang Hideout
The Rat Pack Community The Celestial Sips
Sable Incorporated Corporation The Business District
Project Syzygy Organization The Docks District
The Celestial Sips Crew Organization The Celestial Sips
The Finley Crime Family Crime Family Finley Enterprises
The Usonian Military Military Usonia
Familia Vargari Community Moonfall City
Welch's Realty Corporation The Business District
The Wildfolk Tribes Community Various

Rules

Page Link Rule Type
Fast and Dirty NPC Generator Homebrew
Gear and Goods Cost Table Homebrew
Addiction, Sobriety, and Becoming a Lunatic Homebrew
Brewing Moonshine Homebrew
Consuming Moonshine, Moon Dust, and New Moon Homebrew
Extra Equipment Homebrew
Harvesting Moon Dust and New Moon Homebrew
Lunatics Homebrew
Massive Damage Optional Rule Rule as Written
Moon Dust, Moonshine, and New Moon as a Magic Source Homebrew
Technology and Magic Homebrew

Campaign Information

High Level Campaign Info

Moonfall City Blues

When magic is banned, the world is broken and healing, and the only thing left to do is party, how do you keep the lights on?

Complexity Rating: 4/5

The Pitch

Read this section to your players to introduce them to the campaign.

Magic has scarred the world, and as a result is banned completely in the nation you call home, Usonia. The world is recovering from a great Dust War where magic and machines created fresh horrors no one was expecting. The War is over, the surviving soldiers have gone home, and despite the ban everyone wants to get on with their lives and pretend things are better than they used to be. In a Moonfall City Blues campaign you’ll play everyday people who are part of a caste divided society trying to make ends meet, survive, and maybe enjoy themselves along the way. You might engage in illegal magic trades or avoid them altogether. You might be a broken, magic addicted soldier, or a powerful caster in a bargain with an alien planet god. Regardless of how normal your life is you’ll be drawn into the crime, intrigues, and problems of a society trying to pretend everything is fine.

Tone & Feel

Noir, Gritty, Grounded, Glitz and Glam vs Grit and Grime, Dangerous, Esoteric

Themes

Underworld Intrigue, Everyday Heroes, Magical Prohibition and Addiction, Power and Corruption, Post War Recovery, Cosmic Horror

Touchstones

Legend of Korra, Lackadaisy, Streets of New Capenna, The Lovecraft Mythos, American Prohibition (history)

Lore and World Overview

The first magic in our earliest days came from bargains with The Celestials and their Children. They were and are capricious things, swinging in cycles like the orbits of their bodies in the heavens, with strange needs and designs. These bargains often had costs, and most people feared the Celestials more than they desired the power of magic. But this was the way of things for untold centuries.

A couple of centuries ago the Shattering broke our moon, the Celestial Luna, and weakened her. Some say that day you could see a brilliant streak coming, like a star speeding towards her before it made impact. You can look up into the night sky tonight and see a full third of her is missing and chunks of her still float in the sky. To hear tell, it played havoc with the oceans and caused all manner of storms and problems until her orbit resettled.

But you see parts of her fell and struck the surface of our home. The resulting debris became known as Moon Dust and those who inhaled or consumed it became able to cast magic without the patronage of the Celestials. For the first time in our history we were beholden only to ourselves.

The thing is that Moon Dust also turned almost anything living that used too much or were exposed for too long into ravening Lunatics, shadows of their former selves which hungered for magic and often got animalistically violent when they couldn’t get their hands on some Dust. The stuff was also as addictive as the power it gave you, so once one started down the path it became hard to not inevitably become a Lunatic.

While we couldn’t help the animals and plants warped into Lunatics, which made the wilds of the world that much more dangerous, about a century ago we were able to refine Moon Dust through an alchemical process which turned it into a glowing, slightly sweet liquid called Moonshine. When brewed right, Moonshine could offer people the ability to use magic without the serious risk of becoming a Lunatic, though if the process wasn’t done right it was nearly the same as huffing straight Dust.

For a while things prospered. Magic made our lives easier and started a new golden age of trade and peace. But like any melody, all good things must come to an end and the Dust started to slowly dwindle as we desperately scraped it from every impact crater we could. As the supply dwindled technology tried to fill the gap. Powered carriages, flying machines, firearms, refined explosives, radio communications and entertainment, home convenience items and so many more wonders advanced into people’s lives. But it just wasn’t the same. Some turned to the Celestials again, but they had become more reserved since Luna was broken and struck their bargains more sparingly.

Then one country, Almennia, found a way to make synthetic Dust, called New Moon. They took this as the advantage it was. Every other nation desperate for magic was eager to trade. And trade Almennia did, charging ridiculous amounts of money for the pleasure of buying watered down, weakened, and poorly brewed Moonshine. Most other nations and their people were not happy with this. And while attempts were made to learn their methods, either through purchasing it or more clandestine acts, Almennia guarded this secret like their lives depended on it.

Well, the other nations didn’t like this, and one of them, and to this day no one knows who, decided it was best if Almennia were destabilized, and assassinated their leaders with a powerful magical ritual. The only problem is, when all trade and alliances run through a single country which has been extorting the world, the world gets pissed, greedy, and angry when all of a sudden that’s disrupted. The Dust War started, and tore the world apart as each nation made alliances, deals, and bargains with each other in an effort to either protectNew Moon’s secrets or steal them for themselves.

The war was bad. Not in a people killing people kind of way, that too, but in the, magically poisoned, salt the earth, and people can’t live there for decades, maybe even centuries kind of way. We augmented our soldiers with Moonshine, we used magical gases and bombs to melt people from the inside or burn them from without, we killed and tortured each other, and we weaponized Lunatics, twisting existing ones and making new ones just so we could seize what we could of the secrets about New Moon.

And the kicker, the worst of it all, is that dark and dirty secret. New Moon, the thing everyone fought for, the thing everyone killed for, destroyed entire nations for, sold their souls for. Well it was so simple and disgusting all at once. Lunatics. How most people were blind to it the world may never know, but at some point someone in Almennia realized that Lunatics are made when someone has high concentrations of Dust in them. You can extract that Dust back out, their body often leaves it as calcified deposits in their muscle and bone. If you kill a Lunatic, you can cut away the growths, grind them down, and try to purify and separate the powder. It won’t be quite as potent, and if processed wrong it’s actually more dangerous than natural Moon Dust, but it was that nation’s last, desperate attempt to keep their power.

The war also ate up a lot of Moonshine and Moon Dust reserves. It left soldiers addicted to the stuff. And while it made more Lunatics out in the world, it wasn’t exactly easy to take them down and extract from them. Nevermind the ethics and morals of farming from sentient Lunatics.

When all was said and done, we were scared, the earth was scared, the gods had gone nearly silent with the horrors, and the world took a collective look in the mirror and realized just how ugly we’d become. Most nations decided enough was enough and decided to heavily regulate magic, limiting Moon Dust, Moonshine, and New Moon collection and production, requiring licenses to cast spells, and limiting the spread of knowledge about magic. But Usonia, our great fatherland, decided a total Prohibition was in order. There had already been those espousing the dangers of magic for a long time and calling for Moon Dust and Moonshine to be banned. The War and the truth about New Moon gave them the ammunition they needed to convince the government to follow through.

Thing there is, most folks still need it in one form or another. Soldiers and mages from the war are addicted to the stuff, needing it just to keep their heads on straight. Common folk still like using it to help make their lives easier. Business people and factory workers need an edge against their fellows. And the rich and powerful want more wealth and power and Moonshine is wealth and magic is power. So while it’s illegal, most people agree that a little Moonshine here and a little spell there ain’t going to bring the horrors of the war home. They might be right, but they’re also dead wrong. And that brings us to today, a few years after the war and the Prohibition in Usonia.

Welcome to Locations/Moonfall City, a place where once upon a time the largest deposits of Moon Dust were mined and factories produced all manner of Moonshine and magical technologies. For a while that made it one of the richest cities in our nation. That wealth is on full display with towering buildings, beautiful sculptures, swinging clubs, and sharp dressed people. Most of the powerful in the city are still trying to pretend they’re as wealthy and powerful as the times before the war and the Prohibition. But new powers are rising in Locations/Moonfall City. Speakeasies and back alley deals with organized and not so organized crime are the main ways people can get their Moonshine, and that is the way the money is flowing right now.

But that also brings those even less scrupulous, willing to offer bad Shine, straight Dust or even raw New Moon to the desperate if they’re willing to part with their money. And aside from producing and selling the stuff, harvesting has created its own little black market. Hunters will venture into the wilds, or even the worse off districts of the city and try to bag themselves some Lunatics to sell to these groups, no questions asked. And desperate folks hear about caches of unclaimed Dust out in the wilds all the time and venture into danger just for the chance at some of the more natural stuff. Sometimes they find it, but they usually find trouble too.

Then there are those who are more morally inclined doing their best, offering rituals and spell services in dimly lit parlors for a small fee to those who can’t afford the Shine themselves. The police and government are up to their eyeballs trying to enforce the Prohibition on top of their regular duties. And finally, while the Celestials in our sky have gone near silent, their watchful orbit does occasionally grace someone with one of their questionable bargains for power and Children of the Celestials still roam our streets like shadows watching and judging us.

All the while the music plays, the money moves, the powerful party and the poor just try to get by. Again, welcome to Locations/Moonfall City. Hope you brought some friends to watch your back.

Document Updates

If you see something across the document/pages that needs correction, of have an addition you'd like made please let me know and I'll update things!

Logistics

The boring, but essential shit.

Session 0

What to expect at Session 0:

Players

Please give me your contact info for your most preferred contact method. If you do not want it shared with other players let me know!

Time and Day

Game will take place 2 weeks on, 1 week off on Sundays from 1pm to 6pm. We’re going to aim to start on November 23rd. A quick note here: We may move this to a slightly different time frame. We’ll discuss at Session 0.

Location

Game will take place at Deidre and I's place. For the address please reach out.

Expected Duration

Unknown (Aiming for ½ year to a year) - Because of the setting/campaign frame pivot I have no specific plans for the story we’ll tell together. This gives you all the opportunity for a lot more agency in that. Once things start to solidify I’ll be able to better predict and design an arc. We’ll also discuss whether we play from level 1 to level 10 intentionally, or if we plan to just play until the story naturally ends.

Food and Drink

We have drinks and snacks available to all in the drink fridge and center island. These are primarily made up of donations, so those are encouraged (but not required).

For meals please eat lunch before arriving, or eat it as we settle in. For dinner the current plan is for each person to contribute about $5.50 to the Food Fox. Digitally providing this is fine, ask me for details. Some weeks it will be used for pizza, some weeks I will use it to buy ingredients for a crockpot meal. If you don’t have cash Paypal or some other payment method is acceptable. For Paypal, use my e-mail, for other methods speak to me.

Attendance Policies

For this game I will be using my “Half or more, then we play!” policy. Meaning as long as half or more of the players show up, we play!

If a player is absent their character will take on what I call “cardboard cut out mode”. They will be present in scenes as appropriate. They will not RP or make decisions, but they will act appropriately in scenes where the group needs them to. They will only die or suffer serious consequences if there is a TPK, they may take damage accordingly though.

If you miss a session we’ll do our best to fill you in on what has happened, you won’t miss any exp/character progress, and if a major thing happens we’ll do our best to retroactively include you.

Communication Between Games

I’ll be managing 1 channel of communication.

The channel will be a Text/SMS group chat. I will post communications about game cancellations, check ins, updates there. I expect players to share if they are running late or going to miss a game here, and I encourage all players to share thoughts and discussions about the game, their characters, and anything else related in the chat.

System

System High Level

Bolded words throughout this section signify terms you can search in the SRD that have specific rules tied to them.

Daggerheart is a Narrative-first RPG. Complexity-wise it is simpler than Dungeons and Dragons or Pathfinder, but more complex than the most narrative focused systems like FATE or Powered by the Apocalypse. In essence it’s a narrative focused game with enough crunchy rules to make the mechanics matter more than just a simple die roll.

Like most games it’s a conversation between the players and GM. The GM will set scenes, present obstacles, and paint the world for the players. The players will tell the GM what they want to do to interact with that world.

Daggerheart uses a few systems to achieve this that are a little different from most RPGs.

The Spotlight is a mechanic that basically says who the active person at the table is. By default the player group has the Spotlight, and anytime someone in that group acts they are considered to be in the Spotlight. The players can generally choose who does what and when. This is true for all forms of play from adventuring to combat. However, the GM can also gain the Spotlight through a few methods, the most common being when the players either fail a check or roll with Fear. When that happens the GM gets to make something happen in the story and then the Spotlight returns to the players.

The Duality Dice are how you determine the outcome of actions you take when the outcome is in doubt and/or failure is interesting. They are a pair of d12s, however they are two different colors. One is your Hope Die, and one is your Fear Die. When you try to do something there is a Difficulty to the action that is a number. You roll your Duality Dice, add them together and typically add one of your Character Traits. You might add other things like Experiences or other factors, but ultimately you’ll have a number. If it meets or beats the Difficulty you’ve succeeded. If it does not, you’ve failed.

But there is one more layer to the outcome. Whichever die is higher also affects things. If your Hope Die is higher, you’ve rolled with Hope, you gain a Hope and things are a little better for you, a failure might be softened, or a success enhanced. If your Fear Die is higher, you’ve rolled with Fear, the GM gains a Fear and things are a little worse for you, a failure might be made worse, or a success might have a complication.

There are two other considerations when rolling the dice. Critical Successes are anytime the dice come up with a matching pair of numbers. You succeed and gain a Hope, but you also get to clear a Stress. Also some rolls are Reaction Rolls rather than the standard Action Roll, the difference is that with Reaction Rolls you don’t gain Hope and the GM doesn’t gain Fear.

Hope is a meta-resource PCs can spend to help each other, tag team enemies, or fuel powerful abilities. Fear is a meta-resource the GM can use to activate Adversaries in combat, fuel powerful abilities, or throw twists into the narrative.

Beyond that most of Daggerheart should look familiar if you’ve played fantasy adventure games like Dungeons and Dragons. Your character has a Class, an Ancestry (race), a Community (background), HP, Evasion (AC), and other things. Some of them are a little different, but they aren’t overly complicated and we can discuss them during Session 0.

System Principals and Best Practices

A common thing in modern RPGs is to lay out a list of principles and Best Practices that can guide players and GMs towards getting the most enjoyment out of the system and prepare them for what to expect out of it. They aren’t hard and fast rules, but rather guidelines to help keep your mind in the right place while playing. Take a look over them and keep them in mind as you make your characters and play!

Player Principals
Player Best Practices
GM Principals
GM Best Practices

Role Playing, Safety and Comfort

We’re all fairly well adjusted adults, so I don't anticipate issues, but… We’re here to have fun and I don’t want anyone feeling uncomfortable or getting upset because of something happening in or out of game, so here are some notes on all that.

Lines: Veils:
Things analogous to modern day war crimes/politics/problems with society

Appendix

A place to put links from the document above for quick and easy access, also a place to put inspirational things or other images you want to help set tone and vibe. Basically anything from outside the document you feel could be helpful to players for session 0 and beyond.

Music

Art/Image

Videos

Written Word