##### One Hundred and One Ants
##### V1.0.0 By /u/3athompson
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## Table of Contents
Anthill Inside Intro.................................................2
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About Myrmics........................................................2
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Usage Guide............................................................4
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**Adventure Overview**.............................................5
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Dungeon Properties...............................................5
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**Adventure Start**......................................................7
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1. Guard Post..........................................................7
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2. Living Quarters..................................................7
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3. Hatchery...............................................................7
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4. Myrmivern Larva Den.......................................8
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5. Prisoner Room...................................................8
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6. Shrine...................................................................9
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7. Husk Chambers...............................................10
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8. Eating area........................................................10
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9. Myrmivern Lair.................................................11
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10. Treasure Room.................................................11
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11. Food Storage.....................................................11
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12. Living Quarters.................................................11
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13. Guard Post........................................................12
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14. Life Mushroom Farm......................................12
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15. Odd Fungus Garden........................................12
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16. Armory................................................................13
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17. Queen’s Bunker.................................................13
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**Appendix A: Creatures**........................................14
## Credits
*Ants. Ants.*, by /u/3athompson................................1
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*Parasited Ant*, by Sébastien Bègue........................3
https://www.artstation.com/artwork/x8GZ4
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*Myrmic Medallion*, by /u/3athompson................13
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## Anthill Inside Intro
This module was inspired by multiple sources and ideas, but none more strongly than the Formics from Ender's Game. The hostile alien intelligence that killed millions of humans at a rapid pace and "necessitated" a total solution was later understood, but understood too late. That difficulty in understanding sets the conflict of the module in motion, but unlike Ender's Game, the resolution of the conflict may not end in the same wholesale slaughter.
On the biological side, this module was inspired by the various species of ants. I took the formic acid and general warm climate favoritism from fire ants. I took the farming patterns from leafcutter ants and changed them a bit. Instead of pheromones, I used psionics, which always strikes me as something you'd find among desert dwellers. I took the fungal parasitism from the cordyceps fungus and changed it into something the Myrmics could control, instead. And finally, I took the eusocial organization of most ant species and applied it to the goals and thought patterns of humans. Eusociality is a surprisingly common social organization that has evolved multiple times independently; ants, bees, termites, and even naked mole rats are all eusocial.
On the fantasy and D&D side, this module was inspired by the other races created by demon lords or heavily aligned with them, like Baphomet's minotaurs, Demogorgon's ixitxachitls, and Yeenoghu's gnolls. I liked the fungal powers of Zuggtmoy and thought she should reasonably be able to create her own susbservient race. She would create a race that would be entirely dependent on her fungus, and no species is more aligned with fungus than ants. I believe that the Myrmics would eventually break out of her direct control, and instead act with a certain amount of independence. This amount of independence is ultimately up to the story, though.
And finally, this module is inspired by Terry Pratchett's Discworld, who I lovingly stole the name of the module from. There's nothing that embodies Discworld more than understanding monsters and their humanity.
## About Myrmics
### Desert-dwellers
Myrmics are a race of humanoid ant-folk that live beneath the desert sands at the border of the underdark. Some say they were created by the Demon Queen of Fungi as an attempt to copy from the successes of the Beast of Butchery. Others say that they were created by an unknown ant deity that has since long-faded from memory. However their origin, they bear more resemblance to awakened ants or mind-flayers than other beastfolk.
Myrmics are typically dark red in color, and range in size from 3 feet tall for workers to just under 7 feet tall for the queen. Their desert lifestyle has given them resistance to heat and the ability to spit highly flammable acid from their mouth at high speeds. They also manifest telepathy, as psionic traits are common among desert folk. Myrmics communicate almost entirely telepathically amongst themselves.
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### Absolute Queendom
Myrmics start and end with their queen. A Myrmic queen is the only member of her colony that has free will, apart from her royal daughters. All other Myrmics unquestionably obey her orders. In effect, the other Myrmics in a tribe are extensions of the queen in the vein of a walking, potentially talking limb. Myrmic queens are the absolute rulers of their colony, and carry out all reproductive, religious, and administrative roles in the colony. Queens are the only Myrmics able to learn other languages and speak with non-Myrmics. Older queens are able to maintain multiple telepathic links at once and can fly.
Myrmic princesses are independent from the queen but are too young to have mated with any male workers yet. They are quite like their mothers, except they have not learned how to maintain multiple telepathic links or how to fly, but they are able to eat a larger variety of food. After a certain age, Myrmic princesses will leave the colony and seek to establish colonies of their own, sometimes even with a few warriors given to her by her mother. The princesses may even take to a life of adventure briefly, before eventually settling down and borrowing a few male workers from a nearby queen.
Myrmic warriors are the elite of the colony. This all-female group are physically larger than all but the queen, ranging from 5 to 6 feet, and are intelligent and able to delegate orders from the queen, form independent thought, and issue orders to worker Myrmics. They are still absolutely subservient to their queen, however, and will not hesitate to adjust their plans based on their queen's orders.
fields.
A crumbling sand medallion found on a Myrmic queen, assumed to be a holy symbol of the Eternal Queen Mother.