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Nerdarchy > Uncategorized  > D&D Adventure: “The Mire That Hungers – Into the Bog of Eternal Acid”
Under the Dome, Acid, Troll

D&D Adventure: “The Mire That Hungers – Into the Bog of Eternal Acid”

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Remorhaz Reforged: Lore, Ecology, and Fearsome Variants for Your D&D Campaign

Setting: The Bog of Eternal Acid, southeast of CrystaliaUnder the dome, Stone forest
Level Range: 8–11
Adventure Length: 2 sessions or a deadly one-shot
Themes: Body horror, toxic terrain, eldritch ruin, alchemical mutation
Tone: Mutagenic, unsettling, survival-focused
Ideal For Parties Who Like: Exploration under pressure, altered environments, cursed relics, and bio-magical terror


🧬 Introduction: The World Melts Here

Nestled between the Sea of Woe, Forest of Stone, and Sea of Blades, the Bog of Eternal Acid is a festering scar in the land, where magic and alchemy twisted the soil, water, and sky long ago. The bog doesn’t just dissolve flesh—it rewrites it.

Steam hangs low. Water boils unnaturally. Even the fog burns.

Whispers from the Grind Barons suggest something ancient has awakened beneath the muck—a relic of the Titans, shaped like an orb, and said to command beasts of flesh and madness. House Ashani wants it. House Oothis fears it. The Gruffs are the only ones crazy enough to retrieve it.


🧪 Adventure Hooks

  • The Titan’s Orb: A three-foot sphere of rune-etched stone believed to control chaos-born creatures. House Oothis offers grind and favors if it’s returned. House Moosheeni wants to test its effects on water…

  • Mutagenic Monsters: Rothe herds near the Undercity are being born… wrong. Mutated, acid-dripping. Their pregnant mothers drank tainted rain from clouds that drifted from the Bog.

  • A Missing Alchemist: A rogue fleshwarper from the Fleshwarrens fled into the Bog with forbidden research. His last log simply read: “The mud thinks now.”


📍 Key Locationsranger, D&D

  1. The Gurgling Basin

    • A sunken hollow that bubbles constantly with no visible source. Entering it requires Constitution saves vs. acidic mist. Beneath lies a skeletal cart and shattered flasks filled with volatile compounds.

  2. Black Rothe Nest

    • Home to acid-resistant beasts bred by House Xenvrik. The alpha, Scaldhorn, guards a half-submerged ruin believed to be where the Orb sank during the last chaos storm.

  3. The Bone Spire

    • A natural tower of calcified corpses and warped bone rising from the mire, struck by lightning during chaos surges. The Titan’s Orb lies sealed in its base, protected by sentient sludge and psychic residue.


👾 Enemies & Threats

  • Mutated Trolls: Some have extra limbs, toxic blood, or boil-covered skin that erupts when struck. Treat as trolls with randomized mutations (DM table available on request).

  • Acid Mephits & Quasit-Spitters: Imps twisted by exposure to alchemical runoff; they speak backwards and leave trails of melting footprints.

  • Living Muck (Legendary Creature): A sludge-like elemental guardian fused with arcane inscriptions, guarding the Titan’s Orb. Immune to fire and acid. Reacts violently to radiant damage.


🎁 Unique Magic Item: Titan’s Orb (Unattuned)Under the Dome, Acid, Troll

Wondrous Item (legendary)

A 3-ft-wide orb carved with deep runes. Emits a low pulse when near creatures with mutations.

  • While held, gain advantage on Intimidation and Animal Handling checks vs. aberrations, monstrosities, and mutated beasts.

  • Once per day, cast Dominate Monster, but only on chaos-altered or fleshwarped targets. If the spell fails, the target mutates violently (DM determines effect).

  • Attunement slowly reshapes the bearer (see Drawbacks).

Drawback: After each long rest while attuned, roll a DC 15 Constitution save or gain a chaotic mutation (a limb, eye, or alteration).


🧩 Optional Twists

  • The Orb is sentient and manipulates nearby creatures to protect it.

  • The Bog itself is expanding, subtly, and the dome’s integrity may be compromised.

  • A Warforged Fleshwarper (Ibih or rival) has followed the party, determined to steal the orb and test its effects on Vel.


☠️ Final Encounter: Drown in Flesh

As the Gruffs reach the Orb, the muck boils—and from it rises a titan-sized chimera of bone, stone, and sludge, puppeted by the Orb’s ancient memory. It challenges the right to wield it. If defeated or calmed, the Orb may bond to a new master.

But choose carefully. Once bonded, the bearer becomes a beacon to chaos magic… and the Dome may notice.


🧙‍♂️ DM Tips

  • Emphasize environmental hazards: Dex saves for footing, random acid geysers, armor corrosion.

  • Mutation effects can be flavorful or mechanical: give players temporary traits (e.g., darkvision, a third arm, acid spit).

  • Play with psychological pressure—dreams of drowning in mucus, whispered voices calling from the mud.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.