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50 pages 1 hour read

Qui Nguyen

She Kills Monsters

Fiction | Play | Adult | Published in 2011

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Scenes 4-6Chapter Summaries & Analyses

Scene 4 Summary

Scene 4 returns to the real-world setting of the high school that Tilly attended in life and where Agnes currently works as an English teacher. Her colleague, Vera Martin, is a caustic high school guidance counselor who has little patience for her students. Vera abrasively dismisses a student with scare tactics about sexually transmitted diseases and shoos away Steve, (the student who plays Mage Steve in the D&D fantasy world), admonishing him not to bother her unless he is flunking. Vera is also not fond of Miles, Agnes’s boyfriend, and openly expresses her disdain for him. Because it has taken Miles three years to ask Agnes to move in with him, and because he has yet to propose, Vera believes that Miles lacks commitment to Agnes. Agnes, on the other hand, feels that she isn’t ready for marriage and changes the subject.

When Agnes admits to Vera that she has been playing Dungeons and Dragons with a high school boy, Vera mocks the game as “weird” (24) and “dorky” (25). Agnes agrees with the sentiment and wonders why Tilly would be interested in such a dull game. As she complains about how uneventful the module has been so far, the stage turns dark and Vera freezes in place, and Agnes is involuntarily transported to New Landia, where she is immediately beset by monsters.

Scene 5 Summary

Three monsters known as Bugbears attack Agnes and Tilly as Chuck narrates the action. Not understanding the rules, Agnes asks multiple questions, until the narration decrees that every question Agnes asks will count as a turn. The creatures subdue her, and only when Agnes promises to play the game correctly does Tilly revive her sister with a spell. The two resume their fight against the Bugbears and conquer them, resulting in a level up for Agnes.

The sisters meet up with the rest of their party, and Tilly forces the demon, Orcus, to accompany them to help retrieve the lost soul he had traded. Lilith and Kaliope are doubtful that they can trust him, and Orcus agrees that as a demon, his horns and red skin confirm that he is bad and evil. Despite his protestations and desire to stay home and watch more television, Orcus joins their quest to the mountains to confront the dragon and regain Tilly’s soul.

Tiamat’s power to destroy everyone in its path is legendary, and Agnes is impressed to learn that the only one to have survived an encounter with the beast is Tilly. Knowing the dangers of the quest, its personal nature, and the additional obstacle of three guardians that protect Tiamat’s realm, Tilly relieves her party of any duty to follow her. However, Lilith, Kaliope, and Agnes pledge their loyalty to Tilly, and Orcus, who has no choice, joins their march to the mountains. The scene ends with a spectacular montage of high intensity battles and Tilly’s party walking away in slow motion, victorious.

Scene 6 Summary

The party passes through a wood and encounters a singing and dancing faerie named Farrah. Despite her dainty appearance, Farrah is a ruthless fighter and feels insulted when Tilly’s group assumes that she is “nice” (34). Revealing herself to be one of Tiamat’s guardians, Farrah attacks the disbelieving party after she kills Mage Steve, a different player who inadvertently enters the scene on his own quest. Chuck announces the Boss Fight Number One between Farrah and Team Tillius, and the party almost loses until Tilly invokes a magic missile to vanquish Farrah.

Scenes 4-6 Analysis

The play’s structure of alternating between the real world and Tilly’s fantasy world illustrates Agnes’s growing acceptance of the conventions of Dungeons and Dragons and in turn, her acceptance of Tilly’s identity and tragic death. At first, Agnes’s interactions with her colleague, Vera, reinforce the belief that the role-playing game is a venue for the social outcast. Agnes doesn’t dispute Vera’s belittlement of Tilly’s treasured game and admits, “I honestly don’t see the appeal. It’s actually kinda mundane” (25). Agnes’s initial assessment demonstrates her unwillingness to keep an open mind and use her imagination. Though Agnes’s opinion of the game is not as derisive as Vera’s, both women’s lack of respect for fantasy role-playing reinforces Tilly’s status as an outcast.

When Agnes is involuntarily thrust into the fantasy world at the end of Scene 4, she must confront both the trauma of her sister’s death and her guilt about how little she truly understood Tilly in life, an inner conflict implied in her earlier comment to Vera, in which she states, “I know it’s stupid, but…I’m just curious why Tilly liked it so much” (25). The antecedent for the pronoun “it” in the phrase “it’s stupid” is ambiguous. The phrase can refer to the game of D&D itself or more poignantly to Agnes’s desire to recoup some form of intimacy with Tilly by playing the module. Agnes plays the game to cope with her loss, yet in a public setting, she feels the need to qualify that such longing is “stupid” rather than a natural stage of mourning. As Agnes struggles with the push-pull dynamic of wanting to remember her sister while wishing to forget the pain of losing her, the boundaries between the real and fantasy worlds become more blurred. Agnes’s time in New Landia thus becomes an opportunity for her to fight her own monsters of grief and guilt.

Scenes 4-6 also highlight the idea of looking beyond appearances. Orcus attempts to use his demonic appearance to convince the party that he is dangerous, when inwardly, he is tired of playing the villain and simply wants to stay at home and watch television. Farrah’s delicate exterior leads Tilly’s party to misjudge her ferocious strength, an error that almost costs them their lives. Most importantly, Agnes learns that her sister was not the awkward and incompetent teen she imagined but instead a fearless leader. When she learns that Tilly fought Tiamat and was the only adventurer who lived to tell the tale, Agnes remarks incredulously, “You fought that?” (30). Realizing that she had underestimated her sister, Agnes reevaluates how she perceives the game and begins to play the module “correctly” (27) by fully immersing herself in the world. Rather than repressing her guilty feelings about not knowing her sister well, Agnes chooses to delve into Tilly’s world on Tilly’s terms, and in the process, “levels up” both in the game and in the stages of mourning that ultimately lead to acceptance.

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