The Map Part IV - Khaz Dorum, Fane’s Mountain: a DragonQuest ttrpg adventure
Published on HivePostify by @drwom · Fri Aug 07 2026
The way ahead is finally clear. The Orc encampment has been cleared from the caverns near Fane’s promised long-lost Dwarven stronghold, its slaves freed. Elves, Dwarves, Humans and even a Halfling, have returned to their homes and peoples. Now is the time to discover the truth - or otherwise - of Nabbigail’s heritage, and what treasures, if any, await in Fane’s Mountain.
With their permission, you have travelled to Eirian and Elowen’s hidden retreat in the Forest of Karsharak. Now you are once again only five hours march away from the caverns in Fane’s Mountain. Thanks to your earlier efforts, the roads are now safer than they have been in many years and you have even reached the Elven caves without encountering any monsters.
You plan to leave for Fane’s Mountain at first light, but welcome the shelter and the warmth of your temporary lodgings from the fickle autumn weather.
The trek to Fane’s Mountain The forest seems more alive than last time you were here. The sound of birds and animals strikes you as more natural, less stilted somehow.
\[Check for random encounter at 2 hour mark\]
\[When the characters can glimpse Fane’s Mountain through the trees (app 30 minutes trek remaining)\]
As you travel, you get an occasional glimpse of Fane’s Mountain through the trees.
Roll 3 x perception or less.
\[To the successful rollers: You get an uneasy feeling.\]
(All) Roll 2 x perception or less.
\[To the successful rollers:
You are being watched.
Through the trees some distance away you see someone, long unkempt brown hair, pale eyes.
Watching you.
Something seems strange…
GM
Depending on the roll, add
The face seems somehow larger than it should at this distance.
You blink and look again, but it’s gone.\]
You continue, and at last you are overlooking the valley which sits on the northern side of the mountain. Reflected sunshine glimmers from the two lakes nestled in the mountain’s spurs, less than a mile ahead and to the left and the right of your vantage point. Being careful of any watchers, you retrace your path from your previous visit until you have a good view of the caverns.
\[Character action?\]
There is no sign that the cavern has been inhabited by anything since the Orcs were defeated some months ago.
\[Character action?\]
You head closer to the cavern entrance.
\[Character action? If players choose to search the caverns, they will find all is as it was when they were last here.
If the players decide to follow the Dwarven path where it leads…\]
The Stronghold
.
1 - The Secret Entrance
The Dwarven path leads you to what seems to be a shallow, natural cave in the mountainside. But as you get closer, you see that what was once an intricately carved wall has been severely damaged and in places destroyed. Boulders and rubble litter the roughly 5’ deep, 10’ across space.
\[Roll perception 3 x or less\]
> The damage here looks ancient, hundreds of years old. Broken edges of the exposed Dwarven stonework are rounded in places from weathering. What seems like deep scratch-marks from mighty claws are gouged into the very mountain.
2 - The antechamber
The rubble extends south into a 15’ x 15’ x 15’ (high) antechamber. There is a broken door on the eastern side of the south wall, and much of the SE corner of the antechamber has collapsed. The broken boulders and rocks are knee-high in some places and in others extend nearly up to where the otherwise evenly carved and exquisitely chiseled roof would be - if it hadn’t collapsed into a pile of rubble.
The antechamber is filthy with rags and bones, some old, some less so. Most are obviously humanoid.
There is a strong smell of rotting flesh emanating from beyond the damaged doorway.
\[Roll stealth or less\]
3 - Meeting chamber
The foul stench permeating the chamber is explained by the rotting ogre carcass which lies on the pile of rubble you have to navigate on entry to the chamber. The rubble from the collapsed roof and damaged walls extends from the previous room to over 18’ into the chamber and once past the broken doorway leaves only 5’ of clear walking space.
A troll emerges from its resting place behind the rubble, nearly as tall as the ceiling: a massive 3 hex monster brandishing a crudely made giant club.
\[Check initiative\]
The troll has hidden a plain gold necklace (GS 40) in a hole in the rubble. A perception check 3 x or less if not searching, 5 x or less if searching will discover the necklace.
4 - Corridor 5’ x 25’
Despite the stale air you breathe deeply. There is no rubble, no light, and no stench in this 5’ x 25’ corridor. However, torches, placed ant alternate 5’ intervals on each side of the corridor alight when the door swings shut behind the party. 8’ ahead on the left is an open door. A closed door is situated at the end of the corridor.
7 - Orbs 15’ x 25’
The door opens into a chamber 15’ x 25’, the largest intact room you have seen so far.
You enter the room.
20’ to your left is a heavy door with three spherical indents arranged in a triangle around a locking mechanism in the centre. The indents are coloured red, green, and blue.
Placed strategically around the room are three pedestals. On top of these pedestals are three coloured orbs.
The red orb is surrounded by a ring of fire, two feet high.
Tags: #ttrpg#dragonquest#adventure