Part 33: Session 22: Illusions of Levels
Session 22: Illusions of Levels
Now, maybe this time we can finish the campaign.
“Except for the orc fighting you promised.”
Right, but that’s after the module finishes. I’d just as soon finish the Queen’s Lair as much as the rest of you.
“Actually, I may have to leave early. I promised a friend I’d meet him later tonight.”
Are you sure? You’d miss the end of the whole campaign.
“The queen dies, the anthill gets crushed, and the orc wars end, am I right? You can go ahead and use my character sheet after I leave.”
If you’re sure, then.

When we last left off, you guys were about to leave the Edifice of the Queen region to go into the main hive area, which the module calls “The Chambers of the Queen.” The only way down, however, is another chute like the one you entered the hive in.







Everyone takes another couple hit points in damage. Now, there are three ways to leave the room. Which do you pick?





It’s also one worm width.


You can’t detect any illusions to dispel.



You get about halfway across the plank when it suddenly gives way beneath you, and you drop straight down. The shock is considerable, and you can feel your hearts leaping to your throats—even though you soon find out it was all just an illusion and the ground above the presumed dead-drop is just as solid as it is all around.


I’m not kidding even a little here. All three ways out of the first chamber force you to go past an illusory obstacle, and none of them can be dispelled, even with an 8 Dispel Illusions, which is really pretty good. The party doesn’t even get to disbelieve after facing the first one. Instead, when (not if) you fail, the entire party takes an Agility penalty of either 3 or 5, depending on the trap. At least the penalty only lasts about an hour instead of half a day like usual. Still, what the flipping fuck.

On the other hand…

I didn’t want to change the module too much, but I realize what kind of nonsense it is. Thus, I have prepared a reward for putting up with this.





You can still travel along in this room, but you have to stick closely to the sides and take the nearest exit. There are maybe a good two dozen worms with all three types present, so this is a combat the characters can in no way handle right now. Luckily, they don’t have to, as the path to the queen does not go through this room.


Now I get to make you guys go through a bunch of dreams.
Here’s how this normally works: you, the player, are presented with three randomly selected “dreams.” When you fail, and you will, you get the message, “Think bad to be good,” whispered by a familiar voice. You then get to try again with three new randomly selected dreams; I believe there are around 10 in total. Now, here’s how it’s going to work here:
Before the dreams start, you hear a familiar voice whisper, “Think bad to be good.” Now, I’ve got a dream here for each of you to encounter. If enough of you get it right, I’ll let you proceed, otherwise you’ll have to try again. Suzie, you first.



You’ve barely left the house when you see your father returning from the fields. Do you run toward him, or around the house and out of sight?

Good. Hal, you’re next.

From out of nowhere, the gleaming steel blade of a sword plunges into your bowels. You shuffle off your mortal coil. Your spirit is released and floats above the fight. Below on Arkania, you see your companions being attacked by a horde of ogres. Soon, they will all be dead just like you.

Gently, a giant raven picks you up and carries you with mighty wings to the Halls of Boron the Merciful. Alex, you ready?

Abruptly, you jolt up from a deep sleep. There it is again: a child crying out for help! Smoke and the smell of burning wood tickle your nose. The inn is going up in flames!

When you throw open the window, the flames grow even higher! Again you hear the terrified screams of the small child.

With one jump, you’re out. The pain in your ankle makes you wake from your dream. You’re in your bed at the inn, and the candle on your night table crackles softly. You hear a hungry child bawling downstairs.

This module can be weird sometimes. Lewis?

You are inside a room with a mirrored ceiling, floor, and walls. Suddenly, the mirror surfaces start to move, and you see a gigantic claw approaching slowly from behind them.

While you’re thinking about that, the claw, which is radiating waves of horror, slowly grows out from the mirror. Apparently the creature it belongs to is trying to enter the Mortal Planes.

Without hesitation, the creature grabs your arm. You have allowed an archdemon entry to Arkania. After crossing over, he declares you his new chef as a sign of gratitude. But after taking a second look at you, he changes his mind and makes you his main course instead. William?

You’re up.

You’re in the body of one of Bosper’s guardsmen, and the weakened Rohezal is stretched on the rack in front of you. You’re holding a clay urn bearing strange runes in your hand.

So what do you do? Break the urn, open the urn, free Rohezal?


You open the urn, and a Borbarad worm comes crawling out and across your hand towards Rohezal’s mouth.

Accompanied by your laughter, the Borbarad worm crawls into Rohezal’s mouth. You can’t imagine why the mage is looking so aghast. Paul?

The ground is moving beneath you. It takes a while for you to realize the boards under your feet are actually the planks of a ship. “Phileasson, tie yourself to the mast! It’s an illusion, I’m telling you. It isn’t Adamantinia,” one of your shiphands bellows.

The sailors blindfold you, but the gleam of gold and jewels shines through the mesh of the cloth. You push your comrades away to get at the riches.

With a fixed smile, and in the firm expectation of becoming the richest person in all of Arkania any second now, you drown. Well, that’s everyone. When your surroundings fade back in, you find yourselves on the opposite side of the chamber. You can cross it anytime you like now.



Yeah, sorry about that.


I know the piddly damage these weapons make me do isn’t helping, but it seems like the blue worms have way too many hit points.



It looks like the amber has been consumed at some point before you interrupted them, but there are two piles in this room: one more pile of dead insects, and a pile of leaves and stems.

Sadly, while the claws make decent swords, there are no real combats left to use them in. Oh, sure, there are two big battles I could fight, but they’re more trouble than they’re worth. Too little, too late.

They act as heavy armor. You can probably give your beetle shells to William and Paul while you’re at it.

They’re too full of plant matter at the moment.



Yep. You know, a blowgun isn’t the only thing you can make with that plant.

Well, just take that beetle claw of yours and…


You will, trust me.



I should also note that this is the only trap that everyone has to pass a Courage test to even try and cross.

Oh, and it’s the only trap that reduces everyone’s Agility by 5 instead of 3. On the bright side, the path you can take past the fire trap is the one that bypasses both rooms that are full of far too many worms (we’ve only seen one so far).

And…


This is the third trap. Nothing we haven’t seen before.

…And that’s why you need a flute.

And let you guys wander around for hours trying to figure out how to replicate three notes on your own? Not again if I can help it.

When did I start instituting Intelligence checks for when your characters figure out something obvious that no one in the room can seem to grasp?

Earlier than that, I think.

The basin is filled with a very sweet-smelling pink fluid.




With some amazement, you watch the stone sink into the pink fluid. Bubbles rise to the surface as if you’d thrown something into a pool of acid.

Oh, and after a few heartbeats, there is movement beneath the surface. All of a sudden, a blue Borbarad worm jumps out at you from the depths of the basin.

I love Paralyze. Have I mentioned that before? I think I have. Well, it bears repeating.
I love Paralyze.

I’d show the combat, but I can sum it up in one screenshot.




When you eat some, you regain…


You are able to pull off around 12 before the sap runs thin.


There was a random encounter with a single worm at this point. If you’d like to know how it went, double check Belle’s portrait and then review the battle screenshot above.



This is the other room we must avoid at all costs. Again, both this and the other worm-filled room do not have to be cleared out in order to beat the game. Hope you think of that your first time through the dungeon, too.






What? Can’t one of you try mapping this maze out?





But we’re so close to the end! It’s pretty much just this and the boss herself left!


We’re so close to the end…so close…