In Dragon’s Dogma 2: Dark Arisen, Rumbles in the North ranks second among the Forsaken Dominion main quests. It appears in your log immediately after Chilling Tidings ends at the Norgandian Settlement, beginning with one task: “Make for the campsite Dorin mentioned.” The campsite is a place to rest before the stronghold. The main encounter is a rotting dragon inside the Mountain Stronghold hall, but killing it is never part of the quest.
Quick answer: Follow the Valgr Ravine trail north-east to Rivercave Campground, climb to the Mountain Stronghold, and fight the dragon until a scene takes over. Wake in the inn, watch Dorin’s confrontation, then hold the talk key on Dorin to finish for 100,000 XP and 2,000 RC.
Before you set out
Chilling Tidings must be complete. That quest ends in the Norgandian Settlement and pays 5,000 XP, 10,000 G and a Norgan Portcrystal. As soon as it closes, Rumbles in the North sits under Current with its tracker reading “Make for the campsite Dorin mentioned,” and you can set it as your priority quest.
The hall fills with ghouls and the dragon’s stamps can kill you in a single bad moment, so pack healing food and carry Wakestones before you leave.
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From the settlement, the path runs through Valgr Ravine and climbs into snow. Watch for direwolves along the way, and note that a large enemy’s health bar may flash on screen in the pine woods near the end. You can keep running past it.

Inside the cave, you can pick up a Heatstone and find a wooden chest containing Dried Hare Meat; a Warming Salve is also nearby. A Heatstone weighs almost nothing and wards off chilled debilitation temporarily, making it useful to take before climbing. Rest here so you begin the fight at full health.
Climbing to the Mountain Stronghold

Repelling the dragon
Once its health falls by a little more than one quarter, the encounter ends automatically; no further damage will bring it down.

No name shows on the bar, though the story later calls this the Fallen Dragon. Its health is 500,000, shown as one long bar with 9 dots under its left end — ten full bars in all. It is immune to Blighted, Sleep, Caught Fire, Drenched, Tarred, Frostbite, Unconscious, Petrification and Silence.

What the dragon does
- It sends a broad fan of blue fire sweeping over the floor.
- Stamps, claws and sweeps its tail at anyone standing underneath it.
- Before using a magick attack, it draws swirling blue light into its claws.
- A shockwave sends you sprawling.
- Pink-purple fire ignites on the floor around its legs.
- As it gets back up after collapsing, it blasts everyone away.

Ghouls fill the hall within moments of the fight starting, and the dragon keeps spitting out new groups from its mouth. They pose the main danger, pinning you in place as the dragon stamps. Take cover behind the hall’s stone pillars to avoid both its breath and the ghouls’ charge.

How to deal damage
Your pawns identify the head as its weak spot early on; blows to the chest are turned aside by the heart, so leave the torso alone. One practical sword-and-shield Fighter tactic is to attack the raw, blistered flesh on a hind leg until the dragon falls. Then dash to its head, hold Grab to climb aboard, and stab.
Step into a pawn’s healing circle when it appears on the floor, and use Revive (Hold) to raise any downed pawns. If you die, the prompt reads “Use Wakestone?” with the number you hold, and offers Yes or No. Choose Yes to revive where you fell, with the fight still in progress.
At seven dots remaining, with the bar around one-third full, the dragon begins to glow and restores its health bar to full. A pawn warns you that it can heal itself. This is expected: you have not lost your progress, and a scene is about to play.
After its health refills, the dragon flies up toward the roof opening and forms a sphere of blue light. Take cover behind a pillar. The blast triggers a scene: you are knocked to the ground as a cloaked warrior carrying a sword and shield moves between you and the dragon. The dragon survives, leaves no drops, and grants no XP for this fight. You face this dragon again later in the story, in the quest Reunion.

Reporting back to Dorin


Dorin cannot receive your report before the arrival scene plays. If holding the talk key gets no response, re-enter the inn, then leave through the door once more to trigger the scene.
You know the quest is done when “Completed: Rumbles in the North” appears, paying 100,000 XP and 2,000 RC. The next banner follows at once: “Seeking the Sage / Travel to the tower with Dorin.” Right after completion, Ilda may walk up and offer the side quest Oh, to Be in Vermund, which opens with “Obtain a rabbit pelt.”

Objective order for the whole quest
- Make for the campsite Dorin mentioned.
- You approached the campsite Dorin mentioned.
- Make for the mountain stronghold.
- You found the campsite Dorin mentioned.
- You encountered a dragon at the stronghold.
- Repel the dragon.
- You encountered a mysterious stranger.
- You witnessed Dorin confront the commission.
- Report back to Dorin.
- Completed: Rumbles in the North.
The second and third lines appear together as you pass through the gate hung with icicles, shortly before “You found the campsite Dorin mentioned.” appears inside the cave. By the time you register the campsite, the objective to reach the stronghold is active.
Forsaken Dominion quest rewards for reference
Rumbles in the North belongs to a sequence of northern quests, and its surrounding rewards are fixed amounts to keep in mind while plotting your route through Norgan.
| Quest | Type | Rewards |
|---|---|---|
| Chilling Tidings | Main | 10,000 G, 5,000 XP, Norgan Portcrystal x1 |
| Rumbles in the North | Main | 100,000 XP, 2,000 RC |
| In for a Hare, in for a Hound | Side | 10,000 XP, Scrag of Beast x3 |
| Oh, to Be in Vermund | Side | 5,000 XP, 1,000 RC, Boreal Tuber x1, Frigid Fungus x1 |
In for a Hare, in for a Hound needs Chilling Tidings and leads on to A Direwolf Delicacy. Oh, to Be in Vermund opens once Rumbles in the North is complete and continues into Flight in the Night.






