"But of course!" the ticket girl laughed brightly and casually, and even took it upon herself to gesture in a way which caused the usher nearest the left hidden door to move to and open it (not locked, it seemed) for the girls to enter.<br/><br/>They found a many-side-doored hall almost identical to the mirroring one they'd been led down before: rows of rooms down either side, mostly shut and seemingly for dressing, props, and set carpentry. This hall also had a similar set of apertures, giving another series of angles on the stage (where now, the sword-wielding men in tights were onstage and dancing about with the 'fey' and faux-fighting them in ways which made subtle phallic suggestions about the swords).<br/><br/>After the same distance as the other hall, this one opened into the broader, much-higher-ceilinged side- and backstage area. Kass and Aria could see part of the wing for state-right, with its row of curtain segments providing several short 'halls' for the entrances and exits of both players and sliding set pieces, which in fact they had seen earlier  when looking laterally across the stage from stage left.  Past that, the curving outer wall would presumably continue right behind the stage to the three fake/magic-auraed doors.<br/><br/><br/><br/>The 'acts as you wish for 1 round' thing (thanks for pointing it out) is from Bluff, not Glibness:<br/>http://www.d20srd.org/srd/skills/bluff.htm (http://www.d20srd.org/srd/skills/bluff.htm)<br/>http://www.d20srd.org/srd/spells/glibness.htm (http://www.d20srd.org/srd/spells/glibness.htm)<br/><br/>AFAICT the only qualitative thing Bluff adds is the protection from anti-lie magic, not new uses of Bluff. Other than that it 'just' gives it +30 on "...checks made to convince another of the truth of your words. (This bonus doesn’t apply to other uses of the Bluff skill..." so actually you can't use it for Suggestion it seems (but you do have the bardic music (mass) suggestion).<br/><br/>However, the 1-round thing does somewhat mollify what I said before (i.e. apparently you can 'make' them do things.) How that works I guess is the NPC would basically act as if whatever you bluffed them about is in their own interest, and they would 'actively' help rather than just 'passively' not raise a fuss / call you out / whatever. For example if the door had been locked, and those employees had had a key, they would've bought the story about her being supposed to be back there and would've unlocked it for her. (btw nice bluffing at the player/roleplaying level too.) Or in other scenarios, for example a guard might not only let you pass (i.e. not raise an alarm or attack) but would give you directions.