Friday, November 6, 2026

Ctyri Ctvrt Chronicles Session #41

The adventurers Vs. Iomnogoron.

 

 

 

Session 41- Inside the Spire of Iron and Crystal Part 7

10/16/2026

  • The adventurers begin exploring Egg 3 from Room #49.

  • They carefully avoid the traps to get into the tunnel that leads north 

    then east.

  • Just outside the entrance to Room #59, they are attacked by 

    2 Slitherrats.  They kill the monsters.

  • In Room #59 they meet the Ragged Craw Clan, a group of 15 

    bird-like humanoids.  Danika allies with them and gets a little info 

    on Iomnogoron.

  • Rooms, #60, #61, and #62.  They pick up 4 geodes, the 

    Crystal Cutter, and enchant several weapons.

  • Room #53 has 2 potion machines.

  • Room #52 has the damaged Crystalline Golems.  The teams fight 

    and kill the constructs and collect treasure.

  • Rooms #50 and #51.  Hallabera Teleports.

  • Hallabera explores Rooms #56, #57, #64, #65, and #63 before 

    returning to #50.

  • The teams travel the room that Hallabera did, plus #58 where 

    Hallaberasnipes a Korog Tech.

  • In Room #55 they fight and kill 4 Gelatinous Triangles.

  • Room #54 Treasure!

  • Room #47 2 more Slitherrats are fought and killed.

  • Take the stairs in Room #55 to Level 4 of the Egg.

  • Room #66 is down the stairs from Room #55.

  • A hallway circles around to Room #67.  Stairs lead up to Room #61.

  • They find a way to “share” the cloak and enter Room #70.  The 

    mentor, Nattias is trapped in an egg in this room.

  • They go to Room #71 and collect treasure.

  • They fight and kill Iomnogoron.

  • Rooms #72 and #73 are Treasure!

  • They exit the Spire of Iron and Crystal and prepare for the journey 

    back to Ctyri Ctvrt.

  • The Ragged Craws go to inhabit the former Bugbear Caves nearby.

  • The combined parties of Danika and Radomir bury Radomir’s team 

    member Magda.

  • 4 Slitherrats killed = 480 XP

  • Headless Golem killed = 1100 XP

  • Armless Golem killed = 1100 XP

  • Bashed Up Golem killed = 1100 XP

  • 4 Gelatinous Triangles killed = 240 XP

  • Korog Tech killed = 240 XP

  • Iomnogoron killed = 2300 XP

  • Crystal Cutter

  • Gold Neanderthal Skull = 200 GP = 200 XP

  • 1310 GP = 1310 XP

  • Wand of Cure Light Wounds, 7 charges

  • 3 Gems 100 GP each = 300 XP

  • Golden Orb Studded with Gems 1500 GP = 1500 XP

  • 10 Pieces of Jewelry 100 GP each = 1000 XP

  • +1 Staff of Invisibility, 10 charges

  • Holy Symbol, +1 to Turn Undead

  • Sword, 1d8+1, +2 to Oozes and Slimes

  • Scroll of Protection from Dragon Breath

  • Spellbook of Iomnogoron

  • Golden Wooly Mammoth Statue 2500 GP = 2500 XP

  • 2000 GP in Gems = 2000 XP

  • Korog’s Wand of Paralyzation, 4 charges

  • Total XP = 15,370 XP

  • Danika receives 7685 XP

  • Hallabera and Pholos receive 3842 XP and 3843 XP



Monday, November 2, 2026

Just Passed the Waning Quarter, No Game This Week

The Mists Endure

     

 

 

     The work and chores supersede the main game, yet again, this week.  This last stretch through September and October has been the most interrupted since the campaign began, IIRC.  Although the main game wasn't in the cards, one of the side campaigns logged another session (Ctyri Ctvrt #42) and prep for my solo game keeps me occupied.  The notes for Ctyri Ctvrt #41 will release on Friday.  Who's enjoying the Venus and Mercury Retrograde situation;)?!?

Monday, October 26, 2026

Full Moon in Taurus; No Game This Week

    

Do Not Trust A Cat With Your Tarot

 

 

 

     The moon was Full in the sign of Taurus at 9:11 PM Pacific last night.  Very rainy here today.  We are not gaming this week.  I have a sick cat and a player has to work tonight.  We'll see if we can gather for the upcoming Halloween Weekend.  Trick or Treat or TPK!?!  Over on the Substack, more sessions of the old Call of Cthulhu game I ran have released.

Wednesday, October 21, 2026

Pick A Team for Donskoy's Keep

Pick A Team!

 

     I haven't decided which system I'll use to playtest the Donskoy's Keep Adventure, 

so I created a set of Shadowdark PCs and a set of LotFP PCs.

 

Donskoy's Keep Shadowdark PCs


Barvin, Halfling Priest, Acolyte, Lvl 4, AC 13, HP 24, Mace 1d6

Zali, Human Wizard, Ranger, Lvl 4, AC 10, HP 16, Staff 1d4

Zasha, Half-Orc Fighter, Cult Initiate, Lvl 4, AC 15, HP 32, Longsword 1d8

Ryarn, Elf Thief, Chirurgeon, Lvl 4, AC 12, HP 16, Shortsword 1d6

 

Additional equipment is the Crawler's Kit and a Spellbook or Holy Symbol if applicable. 


Donskoy's Keep LotFP PCs


Braun, Fighter, Lvl 4, AC 18, HP 21, AB +5, Greatsword 1d10

Ripley, SPC, Lvl 4, AC 14, HP 19, AB +1, Shortsword 1d6

Estrella, Magic-User, Lvl 4, AC 14, HP 9, AB +1, Staff 1d4

Brother Quervo, Cleric, Lvl 4, AC 13, HP 11, AB +1, Mace 1d6

 

Additional equipment is the equivalent of the SD Crawler's Kit and a Spellbook 

or Holy Symbol if applicable.  




10 Days Until Halloween 2026!

 

Welcome to Donskoy's Keep.

And now, for the last Haunted House of Ravenloft for the season, we're leaving the places I've actually run and venturing somewhere a little different: Donskoy's Keep.

Donskoy's Keep isn't an adventure module waiting to be run. It's a location from Andria Cardarelle's To Sleep with Evil, a Ravenloft novel full of Gothic horror, murder, secrets, and ghosts who aren't quite finished with the people who wronged them.

I haven't run Donskoy's Keep. But I've been thinking about how I would run it. What follows is my attempt to take the novel's ingredients—Lord Donskoy, Jacqueline Montarri, the Vistani dead, the decaying Keep, and the Mists—and turn them into a playable Halloween one-shot.

Donskoy can be a Noble. Jacqueline can be a Dullahan. The Vistani dead provide the supernatural horror. The Keep provides the stage.

Let's see what happens when the Mists bring the players there.

 

The Donskoy Keep One-Shot in ? Pages

Pick your system; LotFP or Shadowdark.  Grab the corresponding pre-gens or make your 

own 4th level PC in your favored system. I'll probably use a mix of Shadowdark and 

5e monster stat blocks when I eventually playtest it myself. For now, I'm giving you a 

starting point for running it in your own game.

The adventure doesn't require the players to solve everything.

They can fight.

They can flee.

They can investigate.

They can bargain.

They can pursue the mystery.

The location provides the pressure and the NPCs provide their agendas; the players 

determine what happens.

Scene Outline:

0:00–0:30 — The Hunt
The PCs are traveling when the Mists descend.  They eventually emerge onto a road 

through the Donskoy Forest.  Visibility is poor.  The forest is unnaturally quiet.  The PCs 

encounter Donskoy and Jacqueline hunting travelers.  Then they see another group of 

travelers.  Except these aren't travelers.  Donskoy (Noble) and Jacqueline (Dullahan) 

 are hunting. Donskoy is looking for supplies. Jacqueline is looking for heads of women, 

preferably young and pretty ones.  I'd have the PCs initially see them as two mysterious 

figures rather than immediately announcing who they are.  Then the situation turns violent.   

Donskoy should have a reason to leave.  He's not there to stand in an arena and fight the 

adventurers until somebody dies.  He's hunting.  If the situation becomes inconvenient, he 

withdraws into the forest.  Jacqueline, meanwhile, may be considerably more interested in 

the PCs.  She wants a head.  That gives her a wonderfully simple motivation for the entire 

adventure.


 

0:30–1:30 — The Wagon
They discover the abandoned Vistani Wagon and learn about Donskoy's murdered wife 

and the massacre of her family.  Ramus the Vistani Ghost knows Donskoy's history and 

can tell the PCs:

  • Donskoy has done this before.

  • He repeatedly married women, blamed them for his inability to father a 

    child, and murdered them.

  • Donskoy married a Vistani woman.

  • He blamed her when she failed to produce a child.

  • He murdered her.

  • He then murdered her family/clan.

  • Their deaths cursed him.

  • The curse stained Donskoy's hands black.

  • The curse spread to his Keep.


1:30–3:00 — The Keep
They investigate Donskoy's home and discover the pattern of murdered wives and 

the supernatural nature of his curse. If they skipped the Vistani Wagon, they can find 

Zosia, an old cook in the kitchen, to relay some of the same information.

Donskoy can die without the curse being resolved.  The curse exists because the 

dead have been denied justice.  The players need to acknowledge the crime and 

confront Donskoy with it.  These aren't three separate quests or required skill 

checks; they're the principles behind breaking the curse. Let the players decide how 

they satisfy them. I'd make the curse revolve around three things:

1. The truth must be revealed.

The PCs must discover what happened to the Vistani clan.

2. The dead must be acknowledged.

The names or remains of the murdered family need to be recovered—or their story 

publicly spoken/recognized.

3. Donskoy must face judgment.

He must either:

  • confess,

  • be confronted by the dead,

  • or be killed while the curse is invoked against him.

This gives the players several possible solutions.


3:00–4:00 — The Reckoning
Donskoy confronts them. The dead appear. Jacqueline complicates matters. The PCs 

decide whether to kill Donskoy, expose him to the dead, or simply escape.

Three Possible Endings

I'd actually give the DM multiple endings rather than one canonical solution.

Ending A — Donskoy Dies

The PCs kill Donskoy.  The curse consumes him.  The blackness spreads over his body.  

The Keep begins to collapse or decay.  The Mists open.

The PCs escape.


Ending B — The Dead Claim Him

The PCs don't necessarily kill Donskoy.  They expose the truth and invoke the curse.  

The ghosts drag him away.  Jacqueline may even stand aside and watch.  The PCs survive.

The Mists release them.


Ending C — They Fail

The PCs don't solve the mystery.  Donskoy survives.  Jacqueline survives.  The Mists 

remain.  The PCs are either forced back onto the road—or become the next people 

being hunted. That gives you a wonderfully bleak Ravenloft ending:  

They escaped Donskoy Keep. They didn't escape the domain.


4:00–4:30 — The Mists
The survivors leave—or discover that the Mists have other plans.  If you run this as a 

One-Shot, you can have the PCs fade away into the Mists at the end.  If you spin it into 

a larger campaign, the PCs can transit the Mists, much more easily if they claim 

Jacqueline’s Locket (Mist Token).  Reading Ravenloft lore, Donskoy’s Keep is a 

Pocket Domain placed somewhere in larger Darkon, so they could be exiting 

Donskoy’s Domain into a Darkon campaign!


 







Secrets and Clues in Donskoy’s Domain

  1. Lord Milos Donskoy is the Darklord of Donskoy’s Keep and Forest.  

    He can open and close the borders of the Domain.

  2. Jacqueline Montarri is a Dullahan and Lord Donskoy’s part-time lover.

  3. Jacqueline will kill attractive young women to steal their heads.

  4. Lord Donskoy steals supplies from travelers that come through the 

    Mists.

  5. Lord Donskoy’s last wife was a Vistani woman named Valeska.

  6. He killed her and her family.

  7. He is cursed by the restless ghosts of those he has massacred.

  8. Jacqueline possesses a Mist Token and can travel in and out of 

    Donskoy’s Domain when he has the borders open.

  9. Befriending Griezellbub, the Toad Familiar of Zosia the “cook”, with 

    food or praise will pay off.  Griezellbub knows all the paths, ways, doors, 

    corridors, tunnels, etc in the Domain.

  10. Zosia has enough herbal preparations to heal each PC 1d6 HP one time.


Locations in Donskoy’s Domain

  1. Donskoy Forest

  2. Abandoned Vistani Wagon

  3. Donskoy Keep

    1. Pit Trap/Great Hall: Where Donskoy receives guests; 

      the pit trap is an old reminder that guests were not 

      always welcome. 

    2. Red Salon: Donskoy’s favored room; evidence of his 

      debauchery including his Hookah.

    3. Valeska’s Crypt: Haunted and central to the curse. 

    4. Blackened Chapel: Physical manifestation of the 

      corruption. 

    5. Locked Bedrooms (dead wives' clothes, etc.): Evidence 

      of Donskoy's repeated marriages. 

    6. Kitchen: Zosia, Griezellbub, and the practical evidence 

      of the Keep's inhabitants. 


NPCs and Monsters

  1. Lord Milos Donskoy (Noble Stat)

  2. Jacqueline Montarri (Dullahan Stat)

  3. Zosia (Cultist Stat)

  4. Ghost of Ramus (Ghost Stat)

  5. Ghost of Valeska (Ghost Stat)

  6. Griezellbub (Toad Familiar)




Treasure/Magic Items/Rewards

  1. Ramus’ Violin: Once per day, when played within Donskoy's domain, the 

    violin can cause the spirits of the murdered Vistani to briefly manifest. 

    They cannot speak, but they can point, gesture, or lead the bearer toward 

    something connected to the massacre. 

  2. Valeska’s Brooch: The bearer gains a +1 bonus to saving throws against 

    curses, possession, and effects caused by undead. 

  3. Jacqueline’s Locket: A Mist token that can ease travel between Domains 

    of Dread.

  4. Lord Donskoy’s Hookah: If filled with an appropriate herb and smoked, 

    its smoke forms vague images of people or places connected to a question 

    asked by the smoker. Once per day, it can provide a cryptic vision concerning 

    a person, location, or danger.