TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at rshah21@delic.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  BIS5-01 
   
   
   
   
   
  That’s Rhomstaff! 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Bissel Regional Adventure 
  Version 1.1 
   
  by Jay Babcock 
  Circle Reviewer: Steven Conforti 
  Playtesters: Crystal Babcock, Phil Bonder, Willi Burger, Art Lobdell, Jon Machnicz, Jon Sedich, Mary Toms, Matt Toms 
   
   
  The undead plague from within the Barony of Rhomstaff has deeply affected the lives of many in the March. Many have 
  suffered and perished at the hands of Evard’s minions, and entire generations have been forever scarred … now that’s 
  entertainment! Can you uncover the evil plot? Can you save the day? Can you think of a word that rhymes with ‘Evard’, 
  finish the closing number, and bring the house down? A Bissel regional adventure for inquisitive PCs of APLs 2-12. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Bissel.  Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  The undead plague from within the Barony of Rhomstaff 
  has deeply affected the lives of many in the March. Many 
  have suffered and perished at the hands of Evard’s 
  minions, and entire generations have been forever 
  scarred … now that’s entertainment! 
   
  Recent events in the March have left morale very 
  low amongst her citizens. Recognizing this, the Bardic 
  Circle, Baron Darius Besselar, and several local nobles 
  have commissioned a new theater in the capital township 
  of Pellak, to serve as a source of entertainment and 
  distraction for the discontented populace. Nearly 
  completed, the Pellak Grand is intended to be the largest 
  and best-appointed theater in the Sheldomar Valley. And 
  what better way to show off the new landmark and boost 
  morale, than with a play about national heroes? 
   
  Estander the playwright has written a musical about 
  the evils of Evard and his minions, and the heroic 
  adventurers that have stood against them. He quickly 
  won favor with the sponsoring nobles, and was given 
  funding to complete his work. Entitled ‘That’s 
  Rhomstaff!’, it was due to premiere two weeks ago, in 
  Pellak. 
   
  Beneath the surface, things are fairly insidious. 
  While researching his role in the play, the lead actor, 
  Nicholar, naively ventured into Rhomstaff. He came 
  looking for character inspiration, but all he found was 
  domination by Evard’s nefarious captains. He was 
  outfitted with an arsenal of dark powers, and given one 
  command: “Cause chaos in the March of Bissel.” 
   
  Unfortunately for the forces of evil, the ritual of 
  domination corrupted Nicholar’s will, but left his mind 
  intact. The self-centered actor could think of no better 
  way to damage the March, than to keep a monumental 
  theatrical production like ‘That’s Rhomstaff!’ from ever 
  seeing an audience. 
   
  The Pellak Grand Theater, amidst preparations for 
  the play, is the perfect cover for Nicholar’s shenanigans. 
  His undead servants can roam freely... who would suspect 
  that those zombies aren’t really actors in costume? And 
  the stagehand he ‘recruited’ has every excuse to wander 
  the theater. 
   
  So far, Nicholar’s sabotage has delayed the opening 
  of ‘That’s Rhomstaff!’ twice, without casting any 
  suspicion on him. Of course, the worst he can do is ruin 
  the play … at least, until a greater opportunity arises … 
  ADVENTURE SUMMARY 
  The PCs respond to an advertisement for work. The 
  address leads to the new Pellak theater and Estander, the 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 3 
  playwright and director behind the theater’s first 
  production, ‘That’s Rhomstaff!’. 
   
  Estander suspects that the production’s mishaps 
  have been more than just bad luck. He hires the PCs to 
  keep the production on course. 
   
  The PCs are given a tour of the new theater and may 
  investigate the two previous mishaps. Clues at the scene 
  point to deliberate sabotage and an inside player. They 
  may also interview key members of the production crew. 
   
  On day two, two more acts of sabotage are 
  perpetrated, giving the PCs direct information about the 
  saboteur. 
   
  On day three, the worst mishap befalls the 
  production. A giant, animated prop attacks the crew, and 
  the PCs are forced to disable it. 
   
  With such major damage to the play, Estander 
  solemnly announces that the production will be 
  cancelled. Before the PCs can lament, however, a 
  messenger arrives with great news: Saralind, the Regent 
  of the March herself, will be backing the production and 
  attending opening night. Excitement pours through the 
  crew, and efforts to get underway are redoubled. 
   
  Nicholar now has an opportunity. Rather than 
  sabotaging ‘That’s Rhomstaff!’ again, he begins planning 
  an assassination attempt for opening night. 
   
  Opening night arrives without further incident. 
  During the first musical numbers, the PCs notice 
  Nicholar’s henchman messing around. Chase is given 
  throughout the theater, ending in the lead actor’s 
  dressing room. Evidence there directly points to the plot 
  and the true villain. 
   
  The PCs make it back to the stage for the closing 
  number and confront Nicholar in a final dramatic battle. 
  Introduction: This Looks Like the Place 
   
  The PCs have learned of a job opportunity in Pellak. 
  They show up at the given address, and it appears to be a 
  nondescript warehouse. People bustle about, but no one 
  has the time to stop and point the PCs in a direction. 
  Encounter 1: Sheep in Wolves Clothing 
   
  The PCs hear terrified screams from nearby. 
  Investigating, they find several ghoulish creatures 
  crouched over fallen people. 
   
  The PCs likely attempt to intervene, and it is quickly 
  revealed that the ‘ghouls’ are actors, and that the 
  ‘warehouse’ is the back end of the new Pellak Grand 
  Theater. 
  Encounter 2: Evard, Regard, Discard... 
   
  The party is led to the Producer’s office. He tells 
  them about the disturbances that have delayed the 
  opening of the play, and offers to hire the PCs to protect 
  the production from further harm. He warns them that 
  the play is dangerously close to being cancelled. 
  Encounter 3: A Hint of Treachery 
  Encounter 4: Burning Down the House 
   
  In these two encounters, the PCs investigate the 
  scenes of the previous two disturbances. A few clues 
  indicate deliberate sabotage, and that the perpetrator had 
  inside knowledge of the production. 
  Encounter 5: The Unusual Suspects 
   
  The PCs may decide to interview key members of 
  the production. This will highlight several of the cast and 
  crew members as suspects. These encounters can occur 
  on any day of the adventure. 
  Encounter 6: No News Is Good News 
   
  On day two, two new acts of sabotage are reported. 
  Encounter 7: A Little Light Humor 
  Encounter 8: Silent But Deadly 
   
  In these two encounters, the PCs investigate the 
  scenes of the two new disturbances. A few clues give 
  direct information about the culprit. These encounters 
  can occur on any day of the adventure, after the first 
  night has passed. 
  Encounter 9: Large and In Charge 
   
  On day three, the PCs watch as the production crew 
  tests a giant animated prop. In the middle of the test, 
  control of the prop is wrenched from the crew and it 
  begins to attack. PCs have to battle it and disable it. Clues 
  at the scene indicate that the same culprit is behind the 
  attack. 
  Encounter 10: Downs and Ups 
   
  The Producer tells the PCs, cast, and crew that the 
  production will have to be cancelled. Midway through 
  his speech, he is interrupted by a page with incredible 
  news – Saralind, the Regent of the March plans to back 
  the production herself, and will be attending on opening 
  night. 
   
  A successful opening night in front of the Regent 
  would make the production an instant success. Everyone 
  doubles their efforts to get the show ready in time. The 
  villain secretly has a new goal - assassination of the 
  Regent. 
  Encounter 11: I Spy, With My Little Eye 
   
  On day four, the PCs may encounter a member of 
  the Mist Chameleon organization, snooping around the 
  balcony reserved for Saralind. He can provide some 
  tidbits about the Regent. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 4 
  Encounter 12: Live, From Pellak, It’s Opening 
  Night 
   
  Day five is opening night of the play, and the theater 
  is packed. The play is progressing normally, when the 
  PCs spot a crew member (matching the description from 
  the clues they’ve uncovered) sabotaging part of the stage. 
  When they try to intervene, he flees. 
   
  A chase ensues throughout the theater, ending in 
  the lead actor’s dressing room. The henchman is freed of 
  the domination that controlled him and the lead actor is 
  revealed as the villain. 
  Encounter 13: Ready For My Close Up 
   
  The PCs arrive around the stage just as the final 
  number begins. The lead actor and his minions are 
  preparing to assassinate Saralind, and no one in the 
  crowd realizes anything is amiss. PCs must stop the 
  villain in a final battle. 
  Conclusion 
   
  The plot foiled, the cast finishes the closing number. 
  Depending on how flashy and dramatic the final battle is, 
  the crowd either rewards the PCs with either a round of 
  applause or a standing ovation. They gain the gratitude of 
  the Regent, and may find themselves remembered as 
  great actors. 
  INTRODUCTION: THIS LOOKS 
  LIKE THE PLACE 
  The introduction takes place at the north facade and 
  backstage foyer, locations A and B on DM Aid – Map #1 – 
  The Pellak Grand Theater. 
   
  The adventure begins with the PCs responding to an 
  advertisement for work: 
   
  “Excuse me! EXCUSE me! Coming through!” 
  Two burly men hurry past you, a pallet of cloth 
  carried between them. Just as with everyone else in 
  this bustling warehouse, they ignore you as they go 
  about their tasks. 
   
  You’re sure this is the right place. ‘Seasoned 
  Heroes needed For the Good of the March’, the 
  advertisement read. ‘Apply in person to 13 
  Wayfinder Lane, Pellak’. Following the directions, 
  you reached your destination: a large, unmarked 
  building, similar to any other warehouse in this end 
  of town, but noticeably of newer construction. 
   
  Proceeding inside, you’ve run into a dead end. 
  People bustle about, but no one seems willing to 
  stop and point you in a direction. 
   
  Other 
  adventurers 
  mill 
  about, 
  other 
  respondents to the advertisement, apparently just as 
  lost. You are afforded the opportunity to speak with 
  them, and it comes as a welcome contrast to the rest 
  of the folk around here. 
   
  The PCs now have the opportunity to introduce 
  themselves to each other. Once they have done so, 
  proceed to Encounter 1. 
  ENCOUNTER 1: SHEEP IN 
  WOLVES CLOTHING 
  This encounter takes place on the stage, location D on 
  DM Aid – Map #1 – The Pellak Grand Theater. 
   
  Suddenly, a terrible noise rips through the air. A 
  scream of sheer terror comes from somewhere 
  nearby. 
   
  If the PCs look for the source of the scream, 
  continue on: 
   
  Rounding a corner, you find the source of the 
  scream. Several ghoulish creatures are crouched 
  over the bodies of fallen people. One of them moves, 
  preparing to finish off one of the victims. Others 
  stand nearby, helplessly watching the slaughter 
  unfold. 
   
  Treat this as if it was a real combat - ask the PCs for 
  initiative rolls, allow them to make a fake Knowledge 
  (religion) check to falsely identify them as zombies, etc. 
   
  As soon as the PCs do something offensive, read the 
  following: 
   
  Suddenly, one of the ghouls throws up its hands 
  to ward you off. “Whoa! WHOA! What are you 
  doing?” One of the ‘victims’ opens her eyes, and 
  looks around in confusion. “That’s not in the script 
  …” 
   
  A voice speaks up out of the crowd. “Stop! Stop! 
  Out of the way...” An older human man pushes his 
  way forward, and turns to address you. “What do you 
  THINK you’re doing? Who is your supervisor?” 
   
  Several of the ghoul forms before you waver and 
  shift, and moments later appear to be no different 
  than the other humans around you. 
   
  The ‘ghouls’ and ‘victims’ were a group of actors 
  rehearsing, and the stage manager is really upset at being 
  interrupted. When the PCs mention the advertisement, 
  continue on: 
   
  When you mention the request for help, a 
  mixed look of recognition and disgust crosses the 
  manager’s face. 
   
  “Oh, you’re here to see Estander.” He looks over 
  at the remaining ghoul. “William, can you take them 
  up to see the boss?” 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 5 
   
  “Yeah, no problem.” The ghoul waves you on, 
  and starts off towards a large curtain that forms one 
  of the walls of this chamber. 
   
  Passing through the curtain, you find yourself 
  on a large, ornate stage. Facing you are rows upon 
  rows of comfortable, gilded seats. Above, many 
  private balconies loom ominously. You have found 
  your way into a rather well appointed theater. 
   
  William notices your looks of surprise. “Yes, 
  isn’t it impressive? When we open the show, the 
  Pellak Grand will be the largest theater in Bissel.” 
  He looks visibly pleased. “Maybe even the greatest 
  anywhere!” 
   
  He leads you to the front of the theater, through 
  several passages, and through a well-disguised door. 
  This section of the theater is noticeably plain, just 
  like the backstage areas you came from. 
   
  If the PCs wish, they can make a Sense Motive check 
  against the manager (DC 10). Success indicates that they 
  notice that he is all too happy to get rid of William. The 
  young actor has attention problems, and the manager was 
  not interested in dealing with him any longer. 
  All APLs 
  � William Robann: Male human Com1 (Perform 
  (act) +6); AL NG. 
  Proceed to Encounter 2. 
  ENCOUNTER 2: EVARD, 
  REGARD, DISCARD … 
  This encounter takes place in the Producer’s office, 
  location L on DM Aid – Map #1 – The Pellak Grand Theater. 
   
  You are led to a door at the end of a hallway. A 
  small brass plaque denotes this as the Producer’s 
  office. William knocks, and a deep voice bids you 
  enter. The ghoulish actor opens the door for you, but 
  remains outside. 
   
  The Producer’s office is comfortably furnished, 
  but the most notable features are the piles of 
  paperwork and notes covering every surface. 
   
  A young man with Flan features sits at the desk, 
  perched over a document. He mutters to himself. 
  “… came to the … staff … Evard’s … hand … hmm 
  …” 
   
  Suddenly, the man looks up at you. “Quick, I 
  need a line that rhymes with ‘To stand against Lord 
  Evard’s hand.’ Something about heroes and valor. 
  I’ve been stuck for days …” He waits anxiously for 
  your response. 
   
  This is Estander. He waits for the PCs to give him an 
  appropriate rhyme. Be sure to write down what the PCs 
  come up with, as it will come up in Encounter 12. If they 
  wish to know the full context, read them this: 
  “But strong of heart did rally on … 
  To stand against Lord Evard’s hand … 
  To darkest Rypthorn marched … 
  [Line PCs come up with]” 
   
  If they come up with something decent, read this 
  text: 
   
  “Oh, I like that!” The man quickly scribbles 
  something down on the document before him. 
   
  “The muse flows within you, I see. Now, what 
  can I do for you?” 
   
  If the PCs try to argue that this is a waste of time 
  (Intimidate, DC 18) or honestly can’t come up with 
  something appropriate, read the following, instead: 
   
  The man sighs. “Well, I guess something will 
  come to me.” He crumples up the document before 
  him, and tosses it into a nearby trash bin. 
   
  “So, what do you need?” 
   
  If the PCs mention the advertisement, read the 
  following: 
   
  The man looks pleased. “Ahh, I was not 
  expecting results so quickly. Wonderful!” 
   
  “Where are my manners? I am Estander 
  Thomason. I posted that advertisement. Allow me to 
  start at the beginning...” 
   
  “The Bardic Circle has intended to build a 
  theater in Pellak for years, but until recently, the 
  cost was prohibitive.” 
   
  “Last year, a number of local... well, let us call 
  them wealthy philanthropists... pledged the funding 
  needed to commission the construction of this 
  theater. It was believed that it would be a focal 
  point, bringing together the people of Pellak. It 
  would be a great step towards restoring our cultural 
  identity. Culture is one of the first things to suffer 
  during a war, you know...” 
   
  “Anyhow, it was decided that the theater should 
  open with a bang... and that’s when I had it! The 
  greatest idea ever!” He leaps to his feet with an 
  unearthly enthusiasm. “Everyone hears about Evard, 
  and the undead, and all the suffering. But no one 
  hears about the other side, about the men and 
  women that fought for the good of the people, for 
  Bissel!” 
   
  “And so was born my finest work...” He pauses 
  dramatically. “That’s Rhomstaff!” 
   
  “The Board of Directors quickly agreed with my 
  vision. They decided that it would be a perfect 
  opportunity to lift the spirits of our people, by 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 6 
  celebrating 
  our 
  triumphs. 
  I 
  got 
  to 
  work 
  immediately.” 
   
  “Now, we stand on the verge of the greatest 
  theatrical success, ever.” He pauses, and begins to 
  fidget nervously. “Except for a minor problem.” 
   
  “You see, ever since we began working on the 
  production, we’ve had questionable luck. Several 
  mishaps have occurred, and we’ve lost valuable time 
  and money. Our opening has been delayed twice 
  now.” 
   
  “We’re five days from opening. We can’t afford 
  another accident. In fact, any more problems would 
  jeopardize the entire show. We would have to cancel 
  the...” 
   
  He swallows hard, and continues. “We can’t 
  afford any more setbacks. I’d like to hire you to 
  protect my show from further harm.” 
   
  He lowers his voice. “I’d also be interested in 
  having you look into the problems we’ve had. I’m 
  not entirely convinced that they’ve been accidents...” 
   
  Estander can relate the following information, if 
  questioned: 
  • 
  Estander will pay 100 gold coins per PC, upon the 
  successful opening of the play. 
  • 
  The latest two mishaps have not been ‘cleaned up’ 
  yet and are available for the PCs to investigate. 
  • 
  Three days ago, a large scenery panel fell from the 
  backstage rigging, and shattered. A stage hand was 
  struck, and was seriously injured. 
  • 
  Yesterday, a storeroom full of costumes caught fire. 
  Fortunately, many of the costumes usually stored 
  there were absent at the time, and survived. 
  • 
  Earlier mishaps included props being broken or 
  going missing, posts of erroneous schedule changes, 
  and odd changes to script drafts. 
   
  When the PCs are finished talking with Estander, 
  give them Player Handout #1: The Pellak Grand Theater Map, 
  and read the following: 
   
  “Well then, if we are in agreement, I will get you 
  started on your way.” He rifles through a desk 
  drawer for a moment, before pulling out what looks 
  to be design plans for the theater. 
   
  Rising, he walks to the door, and opens it. 
  Standing on the other side is [name of toughest looking 
  PC], or at least someone that looks like him. There is 
  a moment of stunned silence. 
   
  “Oh, um... sorry...” says the person at the door. 
  His image shifts, and soon he appears to be a young 
  Oeridian man. 
   
  Estander shakes his head. “William, will you 
  please show these folks around? They will be 
  helping us get back on track.” 
   
  With that, the playwright returns to his 
  paperwork. 
   
  The PCs have several options at this point. They may 
  investigate the broken scenery panel (Encounter 3) or the 
  remains of the burnt costume storage room (Encounter 
  4) or question members of the cast and crew (Encounter 
  5). 
  All APLs 
  � Estander Thomason: Male human Brd10 (Bluff 
  +19, Diplomacy +8, Perform (act) +13, Sense Motive 
  +15); AL NG. 
  ENCOUNTER 3: A HINT OF 
  TREACHERY 
  This encounter occurs if the PCs decide to investigate the 
  first act of sabotage, a ruined scenery panel. This 
  encounter can occur on any day, but most likely will 
  occur on Day 1. 
   
  This encounter takes place in the scenery storage 
  room, location U on DM Aid – Map #1 – The Pellak Grand 
  Theater. 
   
  William pushes open a pair of wide double 
  doors, and leads you into a dark and dusty room. 
  You stop in your tracks at the scene before you… a 
  portal leads out onto a barren plain, and dark stone 
  mountains rise in the distance. 
   
  A few seconds later, your eyes adjust to the dim 
  light, and you realize that the scene is just an 
  illusion, emanating from a large backdrop. 
   
  William’s voice breaks the silence. “It’s over 
  here. What’s left of it, at least…” Your guide points 
  to the back wall of the room. Another scenery panel, 
  this one vividly depicting a wide battlefield and 
  blood soaked bodies, is leaned against the wall. A 
  large crack runs up the middle, and a large chunk of 
  the lower right corner is broken off entirely. 
   
  William can relate the following information about 
  this mishap, if asked: 
  • 
  This piece of scenery was supposed to be used 
  during the big battle scene. 
  • 
  These scenery panels are moved about and 
  manipulated through the use of ropes and pulleys 
  above the stage. 
  • 
  During a rehearsal three days before the PCs were 
  hired, this panel was being lifted off of the stage, 
  when it fell about fifteen feet. The panel was severely 
  damaged by the fall. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 7 
  • 
  A stage hand was struck a glancing blow by the 
  falling panel, and it broke his arm. He still has not 
  returned to work. 
  • 
  Barton, the Lead Stage Manager, could probably tell 
  them more. He is much more familiar with their 
  intricate workings. 
   
  If the PCs think to move the scenery panel, they can 
  see a pulley attached to one corner, and a similar 
  mounting on the adjacent corner, where another pulley 
  was attached. If an investigating PC makes a successful 
  Disable Device (DC 18) or Knowledge (architecture and 
  engineering) (DC 22) check, he can tell that the pulleys 
  were weakened in such a way that they would break after 
  a bit of heavy use, but would appear to be in fine 
  condition. He can also tell that such weakening could not 
  likely happen accidentally. 
   
  If the PCs decide to track down Barton, he is detailed 
  in Encounter 5. 
   
  Nicholar’s henchman, Adraeson, sabotaged this 
  panel two days before it was used, and the accident 
  occurred. 
  ENCOUNTER 4: BURNING 
  DOWN THE HOUSE 
  This encounter occurs if the PCs decide to investigate the 
  second act of sabotage, the aftermath of a fire in the 
  costume storage room. 
   
  This encounter can occur on any day, but most likely 
  will occur on Day 1. This encounter takes place in the 
  burnt costume storage room, location T on DM Aid – Map 
  #1 – The Pellak Grand Theater. 
   
  “I don’t care what anyone else says, I think it’s a 
  sign of good luck.” William leads you to a hallway 
  full of racks of costumes. 
   
  “Someone told me that the most expensive 
  costumes were stored in that room. A fire breaks 
  out, in there, right? Well, all the expensive costumes 
  are out for cleaning, a day early. What are the odds?” 
   
  William pushes a hallway door open. The door 
  jamb is marked, where it was previously forced 
  open.  “I think it means our bad luck has changed...” 
   
  The room you enter could have once been a 
  storage room, but all that remains are a few metal 
  racks, and soot-stained walls. 
   
  There isn’t anything to find inside the room. 
  Everything that was here, aside from the metal costume 
  racks, was destroyed in the fire. The door is the only way 
  in or out of the room. 
   
  A PC that makes a Search check (DC 15) realizes that 
  there are scorch marks on all of the walls, not just at one 
  point. This indicates that the perpetrator either wished to 
  destroy the entire room, or couldn’t find what he was 
  specifically looking for.  
   
  A PC that takes a close look at the door can make an 
  Open Lock check (DC 10). Success means they can notice 
  a lack of smoke stains in the marks on the door jamb, and 
  can determine that the door was not forced until after the 
  fire broke out – the door was forced open by a 
  guardsman, not by the perpetrator. If the Open Lock 
  check makes DC 20, the PC is also pretty sure the lock 
  was not picked, as doing so would usually leave behind 
  subtle scratch marks on the lock mechanism. 
   
  If PCs attempt to use magical means to locate the 
  key, it is currently in a refuse bin outside the building, 
  where it ended up after Adraeson discarded it. 
   
  William can pass on the following information, if 
  questioned: 
  • 
  This was one of four costume storage rooms in the 
  theater. 
  • 
  William does not know what distinguishes one from 
  another. 
  • 
  The night before the PCs were hired, a janitor found 
  smoke pouring from around the locked door. He ran 
  for a city watchman, but the contents of the room 
  were totally lost before they could do anything. 
  • 
  Gregan, the Wardrobe Manager, could probably tell 
  them more. He is much more familiar with the 
  costume storage rooms and the incident. 
   
  If the PCs decide to track down Gregan, he is 
  detailed in Encounter 5. 
   
  Nicholar borrowed the key to the costume storage 
  room from Gregan, and never returned it. He had his 
  henchman, Adraeson, set fire to the room, not realizing 
  that the costumes he hoped to destroy were elsewhere 
  that night. 
  ENCOUNTER 5: THE 
  UNUSUAL SUSPECTS 
  The PCs may decide to interview key members of the 
  production. This will highlight several of the cast and 
  crew members as suspects.  These encounters can occur 
  on any day of the adventure. 
  GENERAL POPULACE 
   
  The PCs may want to speak with various members of 
  the cast and crew that are not mentioned separately. They 
  may gather bits of the following information by speaking 
  with such an individual.  In the case that they want to do 
  a general Gather Information check, use the listed DCs: 
  • 
  (DC 5) The cast and crew have been hired from all 
  over Bissel, with the majority from the Pellak area. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 8 
  • 
  (DC 10) The musical was supposed to premiere two 
  weeks ago. The delays are causing problems with the 
  staff, many of whom have been away from family 
  and friends since the beginning. 
  • 
  (DC 15) The general cast and crew do not believe 
  that the mishaps are intentional. 
  • 
  (DC 20) Few members of the cast and crew are aware 
  of how many mishaps have occurred. What they do 
  know is only what they’ve heard about through 
  whispered rumors. 
  LEAD STAGE MANAGER - BARTON 
   
  Barton can usually be found bustling around the 
  main stage and backstage areas. He is a large and gruff 
  man, of unobvious decent.  He can provide the following 
  information, if questioned: 
  • 
  Barton believes that the mishaps are a combination 
  of bad luck and crew members not putting enough 
  effort into their work. 
  • 
  During a rehearsal three days before the PCs were 
  hired, a scenery panel was being lifted off of the 
  stage, when it fell about fifteen feet. The panel was 
  severely damaged by the fall. 
  • 
  The damaged scenery panel was supposed to be used 
  during the big battle scene. 
  • 
  A stage hand was struck a glancing blow by the 
  falling panel, and it broke his arm. He still has not 
  returned to work. 
  • 
  Barton used to work in a theater in Nyrond, where 
  he first saw similar illusory scenery panels used. In 
  fact, he’s worked in several theaters, and never seen 
  anywhere else use similar equipment. 
  • 
  The 
  scenery 
  panels 
  are 
  moved 
  about 
  and 
  manipulated through a complex system of ropes and 
  pulleys above the stage. Barton doesn’t think anyone 
  outside of the stage crew could properly operate... or 
  sabotage... the scenery panels. 
  • 
  (After Day 2) The morning of Day 2, an orb from a 
  lighting array came loose and shattered on the stage, 
  below. Crew members that were present saw 
  someone near the array that looked like one of the 
  PCs. 
  • 
  (After Day 2) Barton does not believe that the PCs 
  are responsible for the damaged lighting array, as 
  they would have nothing to gain. 
  • 
  (After Day 2) While crew members worked to clean 
  up the remains of the broken orb, Barton noticed 
  that a second one from the same array was balanced 
  precariously. He was unable to secure it, before it 
  fell, as well. 
  • 
  (After Day 2) After closer examination, Barton is 
  convinced the array support wire was intentionally 
  cut. 
  • 
  (After Day 2) The production has extra lighting orbs, 
  but it will take time to install a replacement... time 
  already budgeted to other work. 
  All APLs 
  � 
  Barton 
  Gardner: 
  Male 
  human 
  Com6 
  (Knowledge (architecture and engineering) +9); AL 
  LN. 
  WARDROBE MANAGER - GREGAN 
  Gregan can usually be found around the main stage and 
  wardrobe storage areas. He is a gnome, and many years of 
  stressful work show on his aged face. Regardless of the 
  topic of discussion, after a few moments he will tend to 
  start talking to himself, mentioning unrelated tasks he 
  needs to get done.  He can provide the following 
  information, if questioned: 
  • 
  Gregan dismisses the idea that the mishaps were 
  intentional. In reality, the only one he remembers is 
  the fire in the costume room, and he’s certain that 
  was just an accident. 
  • 
  The production uses a large number of costume, 
  some with illusory enhancement. For instance, the 
  Margrave’s costume makes the viewer experience a 
  slight feeling of awe respect and reverence when 
  viewed. Evard’s costume summons up feelings of 
  dread. 
  • 
  Many of the extras are supplied with hats of disguise. 
  The prop manager, Jamin, takes care of those. 
  • 
  The morning of Day 1, Estander told Gregan that a 
  fire had broken out in Wardrobe Room 2, and that 
  everything inside had been lost. 
  • 
  The costumes are sorted between the four wardrobe 
  rooms using a system only Gregan knows or 
  understands. (actually, he has long since forgotten 
  his own system, but he has convinced himself 
  otherwise) 
  • 
  Generally, the costumes for the lead roles - the most 
  expensive ones - were kept in Wardrobe Room 2. 
  • 
  Those costumes were supposed to be sent out for 
  cleaning on Day 1. Due to a ‘misunderstanding’, they 
  got sent out a day early. Gregan will not admit that 
  he got confused, and caused this to happen. 
  • 
  In Gregan’s opinion, only someone close to the lead 
  cast members would know where those costumes are 
  kept. However, even the lead actors would only 
  know which room they belong in, not where in the 
  room they are kept. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 9 
  • 
  All of the costumes that were destroyed have already 
  been replaced, but it is still a hurtful financial 
  setback. 
  • 
  If they want the key to the burnt costume room, 
  Gregan pulls out a large ring of keys, and paws 
  through it. After a moment, he frowns, and 
  mentions that it is missing. He doesn’t know whom 
  he might have given it to. 
  All APLs 
  � Gregan Simoin: Male gnome Com3 (Disguise 
  +6); AL LG. 
  PROP MANAGER - JAMIN 
   
  Jamin can usually be found around the main stage 
  and backstage areas, working on the vast assortment of 
  props used for the production. She is a tall human 
  woman, with distinctive Suloise features.  She can 
  provide the following information, if questioned: 
  • 
  Jamin is a member of both the Bardic Circle and the 
  Guild of the Arcane Path. When the chance arose to 
  use all of her skills together, she jumped at it. 
  • 
  Jamin believes that inter-department rivalry is 
  responsible for the mishaps. If everyone would just 
  try to get along, she says, things would work just 
  fine. If asked to give examples of this rivalry, she will 
  admit that she can’t think of any examples, but she is 
  ‘sure that it exists’. 
  • 
  The production of ‘That’s Rhomstaff!’ is making use 
  of many magical devices and gadgets, something not 
  all that common in the theatrical world. When the 
  production is complete, these items will belong to 
  the theater, and will be used for future shows. 
  • 
  Many of the extras are supplied with hats of disguise. 
  This allows them to portray roles such as Evard’s 
  undead as convincingly as possible, and to switch 
  costumes very quickly. 
  • 
  The theater owns a single ring of invisibility. The 
  intention is that it would allow a crew member to 
  move about the stage, undetected by the audience, 
  even during a scene. However, due to the extreme 
  cost of such an item, it never leaves her sight. 
  • 
  A few of the scenes in the musical are enhanced, 
  through the use of wands of various illusion spells. 
  • 
  Jamin keeps a very tight leash on the magical 
  equipment. However, she noticed one of the hats of 
  disguise has gone missing. She has not yet told 
  Estander, as she fears his reaction. 
  • 
  Almost all of the scenes feature wooden backdrops, 
  enchanted with permanent illusion spells. Barton, 
  the lead stage manager, would know more about 
  them. 
  • 
  The most expensive prop is a giant construct, 
  representing Kanner the Tall, a hero of Bissel.  
  • 
  (After Day 3) Jamin understands that the rogue 
  construct had to be disabled. She does not blame the 
  PCs for doing it. 
  • 
  (After Day 3) Repairs to the construct will be costly, 
  both in time, and materials. 
  • 
  (After Day 3) The crew member that was operating 
  the Kanner construct was in plain view moments 
  before he was disabled and robbed of the control 
  goggles and gloves. The crew member only 
  remembers being struck from behind. 
  All APLs 
  � Jamin Witthew: Female human Brd4 (Appraise 
  +6, Knowledge (architecture and engineering) +7); 
  AL NG. 
  LEAD ACTOR - NICHOLAR 
   
  Nicholar can usually be found around the main stage 
  and his dressing room. He is a tall human man, with 
  slight Oeridian features. When he speaks, there is a 
  condescending edge to his tone. He will grudgingly 
  speak with PCs, if they emphasize the importance of 
  their investigation. 
   
  Keep in mind that he is shielded from many 
  divination spells (via a recently consumed potion of 
  nondetection at APLs 2 and 4 and via a ring of mind shielding 
  at APL 6 and above), and as a seasoned actor, also has a 
  very good Bluff check. 
   
  He can provide the following information, if 
  questioned: 
  • 
  Nicholar has worked in dozens of productions, all 
  over the Flanaess. He is natively from the Free City 
  of Greyhawk. 
  • 
  Nicholar was hired early on in the production to 
  play Evard. Estander saw him in another villain role, 
  and recruited him on the spot. 
  • 
  Nicholar has played villains before, but Bissel 
  villains are different than anything he’s portrayed. 
  • 
  Like any professional actor, he spent time 
  researching the role. 
  • 
  Nicholar firmly believes that the mishaps that have 
  plagued the production are deliberate acts of 
  sabotage, even if no one else will believe it. 
  • 
  Estander may be less than committed to the success 
  of the production. His salary was factored into the 
  initial budget, so he has nothing to lose if the 
  musical fails. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 10 
  • 
  The nobles backing the production have something 
  to gain if the production fails. If that happens, they 
  can say that the mishaps are evidence that Evard’s 
  influence has spread beyond the battlefield. 
  • 
  Rival nobles also have something to gain. If the 
  production fails, it will make the backers look bad in 
  the eyes of the people. 
   
  In any situation, Nicholar will use his skills as an 
  actor to appear unimportant with regards to the plot. 
  APL 2 
  � Nicholar: Male human Sor4; hp 15; see Appendix 
  One.  
  APL 4 
  � Nicholar: Male human Sor6; hp 23; see Appendix 
  One.  
  APL 6 
  � Nicholar: Male human Sor8; hp 30; see Appendix 
  One.  
  APL 8 
  � Nicholar: Male human Sor10; hp 38; see Appendix 
  One.  
  APL 10 
  � Nicholar: Male human Sor12; hp 45; see Appendix 
  One.  
  APL 12 
  � Nicholar: Male human Sor14; hp 53; see Appendix 
  One.  
  ENCOUNTER 6: NO NEWS IS 
  GOOD NEWS 
  This encounter occurs at the beginning of Day 2, 
  wherever the PCs happen to be when the cast and crew 
  begin arriving. 
   
  Crew members have just begun arriving this 
  morning, when a troll runs up to you, with an 
  uncharacteristic enthusiasm in its step. “Hey there! 
  Estander said I can lead you around again, if you 
  want. Sure beats practicing lines...” 
   
  “Oh, before I forget... boss wanted me to give 
  this to you...” William produces a sealed note from 
  his pocket, and offers it to you. 
   
  Give the PCs Player Handout #2 – The Note from 
  Estander. This message informs them of two new 
  incidents that were discovered this morning: a broken 
  lighting array and a tainted air vent. 
   
  The PCs have several options at this point. They may 
  investigate the broken lighting array (Encounter 7) or the 
  tainted air vent (Encounter 8). If they have not yet done 
  so, they may also visit the broken scenery panel 
  (Encounter 3) or the remains of the burnt costume 
  storage room (Encounter 4) or question members of the 
  cast and crew (Encounter 5). 
  ENCOUNTER 7: A LITTLE 
  LIGHT HUMOR 
  This encounter occurs if the PCs decide to investigate the 
  third act of sabotage, a broken lighting array. This 
  encounter can occur on any day after the first night, but 
  most likely will occur on Day 2.  This encounter takes 
  place on the main stage, location D on DM Aid – Map #1 – 
  The Pellak Grand Theater. 
   
  The stage is bustling with activity. William 
  walks over to a beefy half-orc, and tugs on his sleeve. 
  “Gort, what’s going on?” 
   
  “The stage broked. Need new stage, me think. 
  Dunno whut happen.” He points to the crowd on the 
  stage, which appears to be working diligently to 
  clean something up. 
   
  If the PCs approach the group on the stage, continue 
  with the following: 
   
  The stage hands are clearing away large glass 
  shards. It seems that some large breakable object 
  shattered here. Each of the pieces has a noticeable 
  blue glow. 
   
  Allow any PC that has investigated the stage a Spot 
  check (DC 20). If they succeed, read them the following: 
   
  You notice a pair of men up in the catwalks, 
  high above the stage. They are laden with tools, and 
  are working on an odd device that hangs from the 
  beams above: a string of large glass orbs, connected 
  via metal beams. 
   
  Whether they notice, or not, continue on: 
   
  Suddenly, there is a shout from above. A split-
  second later, a large glass sphere shatters against the 
  stage. It erupts in a violent flash of light. 
   
  PCs that spotted the crew working overhead are 
  allowed a saving throw (Reflex, DC 10 + APL). PCs that 
  fail the saving throw, or did not notice the crew, are 
  dazzled, as per the spell flare for 2d10 minutes. Don’t 
  reveal this duration - let affected PCs worry that the 
  damage might be permanent. 
   
  Continue on with the following, after the accident: 
   
  A large man scrambles down the ladder at the 
  edge of the stage. “Hells alive! Is everyone alright? I 
  told him it was gonna fall...” 
   
  A young Baklunish man shouts a curse at the 
  Stage Manager. “What are you trying to do to me, 
  Barton? My eyes...” 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 11 
   
  “Hey, don’t use that tone with me! I’m not the 
  one that messed around with the lights.” 
   
  A few moments of chaos ensue, as the crowd 
  looks for someone to blame. Barton moves through 
  the people, looking for injuries. It seems he is more 
  concerned with everyone’s well being, than finding 
  a scapegoat. 
   
  Suddenly, one of the gathered crewmen points 
  at [random PC]. “Hey, that’s the one we saw cutting 
  the line!” Several of the other crew members nod, 
  and begin to move in your direction. 
   
  The man that appeared is Barton, the Lead Stage 
  Manager. He can provide valuable information about this 
  mishap, but he is currently preoccupied by the crowd. 
   
  Several crew members spotted Adraeson, just after 
  he had sabotaged the lighting. However, he was using a 
  stolen hat of disguise to look like the accused PC. 
  The PCs will need to provide an alibi for the accused, as 
  well as some sort of explanation for what the crew saw. 
  (For instance, someone could have been disguised like 
  the accused PC). The PC talking to the crowd may make a 
  Bluff, Diplomacy or Intimidate check (DC 18). A 
  successful result will make them less hostile, and a 
  second success will convince them to disperse. 
   
  If a PC attempts to tend to the wounded, award a +2 
  circumstance bonus to any Diplomacy check made after 
  that point, even by a different PC. The tending PC may 
  make a Heal check (DC 15). Success reveals that no one 
  suffered more than a few minor cuts and bruises, and the 
  blindness will not be permanent. 
   
  If the crowd is not dealt with in three minutes, a 
  minor brawl will break out. PCs can quell the fight 
  through many means – non-lethal attacks, grappling, and 
  sleep spells are just a few possibilities. If PCs attack for 
  normal damage, the city watch will happily toss them 
  into prison, removing them from the adventure. 
  All APLs 
  � Crew Member: Com1 (Sense Motive +4). 
   
  After the crowd is dealt with, Barton will happily 
  speak with the PCs. His list of helpful information is 
  detailed in Encounter 5. 
   
  A PC can easily climb up the ladder to the catwalks 
  above, but hanging on to the ladder and manipulating the 
  broken lighting array requires a Balance check (DC 15) or 
  a Climb check (DC 22). Failure by more than five means 
  the PC falls fifty feet to the stage floor below, taking 5d6 
  points of damage. 
   
  Success reveals that even the slightest touch will 
  cause the array to swing around quite a bit. Following up 
  with a Search check (DC 12) will allow the PC to find a 
  restraint line that was sawed through by some sort of 
  bladed object. A successful Disable Device (DC 18) or 
  Knowledge (architecture and engineering) check (DC 
  20) will confirm that a restraint was severed so that 
  normal operation of the lights would likely cause one to 
  break lose and fall. 
   
  If a PC makes a Spot check while up on the ladder 
  (DC 18), he notices the glimmer of steel from the 
  otherwise empty orchestra pit, just in front of the stage, 
  almost directly below the sabotaged array. Further 
  investigation produces a small serrated dagger, very 
  likely the one that was used to cut the restraint line. This 
  dagger is small, too small to be held comfortably by a 
  medium size character. This suggests that the saboteur 
  was smaller than the average human. 
   
  Nicholar’s henchman, Adraeson, climbed the stage 
  ladder, and cut the restraint line this morning. He 
  accidentally dropped the dagger, and was trying to locate 
  it, when he was spotted. Fortunately, he was using a 
  stolen hat of disguise at the time. 
  ENCOUNTER 8: SILENT BUT 
  DEADLY 
  This encounter occurs if the PCs decide to investigate the 
  fourth act of sabotage, a tainted air vent. This encounter 
  can occur on any day after the first night, but most likely 
  will occur on Day 2.  This encounter takes place in the air 
  vent, location Y on DM Aid – Map #1 – The Pellak Grand 
  Theater. 
   
  William leads you to the rear of the main 
  theater seating. A large set of curtains cleverly hide a 
  large air vent. As you approach, you notice two very 
  distinct things: the horrible stench of rotting flesh, 
  and the loud cursing of someone within the vent. 
   
  Any PC that approaches within 10' of the vent must 
  make a Fortitude save (DC 15) or become sickened by the 
  stench, suffering a -2 penalty to all skill checks for the 
  duration of the encounter. 
   
  A successful Knowledge [religion] check (DC 15) 
  will allow a PC to immediately recognize the stench... it 
  smells exactly like the foul odor that accompanies ghouls. 
   
  If the PCs investigate further, read the following: 
   
  Investigating further, you find that the grate 
  from the front of the air vent has been detached, and 
  someone is inside. A rather unhappy-looking 
  gnome, armed with various cleaning supplies, 
  appears to be the source of the cursing heard before. 
  At his feet is a large puddle of an inky black fluid. 
   
  He notices you for the first time, and looks in 
  your direction. He does not look pleased. “What do 
  you want? This had better be good...” 
   
  This 
  is 
  Furvor 
  Brundlebagger, 
  one 
  of 
  the 
  maintenance staff. He can provide the following 
  information, if questioned: 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 12 
  • 
  He showed up a few minutes late for work today, 
  and was punished with the task of cleaning up this 
  mess. 
  • 
  He has no idea what the goo in the vent is, but it is 
  making him sick. It is also proving very difficult to 
  clean up. 
  • 
  He doesn’t know who found the goo in the vent. 
  Considering the stench, he doesn’t think it would be 
  hard to find. 
  • 
  After this, he will probably quit his job. A little 
  tardiness is not worth this harsh a punishment. 
  • 
  The theater is lucky. If this mess had not been 
  discovered, and the ventilation system was turned 
  on for opening night, the stench would have filled 
  the entire building. 
   
  The vent area is a 5' cube, large enough for smaller 
  PCs to enter without hindrance, and taller PCs if they 
  duck. At the back of this space is a smaller duct, about 3' 
  tall, which leads into the rest of the ventilation system. 
   
  A successful Craft (alchemy) check (DC 15) will 
  allow a PC to identify the goo as a substance extracted 
  from an intact ghoul. 
   
  A successful Search check (DC 18) will find 
  footprints in the goo that do not match Furvor’s boots. If 
  a PC has the Track feat, a successful Survival check (DC 
  25) will allow him to sort out the sets of footprints. This 
  new set appears to originate within the puddle (there are 
  no such footprints leading into it), and head deeper into 
  the ventilation system. The trail becomes fainter, and 
  finally disappears 20' into the vent passageways. The 
  footprints are small, probably from a halfling or gnome. 
  William can confirm that these ducts lead throughout 
  the entire theater, and so the perpetrator could have gone 
  anywhere. 
   
  This is an important clue, as it tells PCs that the 
  person they are looking for is a member of the smaller 
  humanoid races. 
   
  Nicholar provided his henchman, Adraeson, with 
  some ghoul essence, and instructed him to taint the 
  ventilation ducts. Nicholar did not think the odorous 
  substance would be detected until the vents were 
  activated for opening night. 
   
  Adraeson made two mistakes. First, he placed the 
  liquid too close to a well-trafficked area. Second, he 
  stepped in the puddle, before heading back into the air 
  shafts to escape. 
  All APLs 
  � Furvor Brundlebagger: Male gnome Com1; AL 
  CG. 
  ENCOUNTER 9: LARGE AND 
  IN CHARGE 
  This encounter occurs on Day 3, and is a major turning 
  point in the plot.  It takes place at the stage, location D on 
  DM Aid – Map #1 – The Pellak Grand Theater. The PCs start 
  wherever they are currently exploring, and are drawn to 
  the encounter location. 
   
  The bustle of activity around the theater has 
  increased dramatically today. With just two short 
  days before the opening of the new Pellak Grand 
  Theater, everyone is scrambling to get last minute 
  work done. 
   
  You are making your way through the theater, 
  when a sudden cacophony tears through the air, the 
  sound of metal and stone being shattered. A deep 
  roar follows soon after. It sounded like something is 
  going on near the stage. 
   
  If the PCs investigate, continue with the following: 
   
  The horrible noises continue as you make your 
  way to the stage. A small crowd has gathered, all 
  watching a giant creature lumber about. Standing 
  about twenty feet tall, it looks like a bald human, 
  with radiant skin and giant golden wings. Its eyes 
  glow with tiny jets of flame, and it carries a giant 
  wooden staff, adorned with a multitude of runes. 
   
  A tall Suloise woman nearby notices your 
  interest in the creature, and nods proudly. 
   
  “Impressive, isn’t he? Most expensive prop in 
  the show... we weren’t even sure we could have him 
  done in time.” 
   
  She turns back towards the construct. Shaking 
  her head disapprovingly, she barks instructions at a 
  man standing just offstage. 
   
  “No, no... He’s still leaning to the right. Phin, 
  back it up, and let’s try again. Come on, people... we 
  don’t want to be here all night!” 
   
  The giant steps backwards, and stands straight. 
  A number of stage hands hurry over to the still form, 
  and start adjusting various parts of the beast. 
  This is Jamin, the Prop Manager. She will be happy to 
  chat about the construct, while she waits for her 
  adjustments to be made. She can impart the following 
  information: 
  • 
  The construct is the likeness of Kanner the Tall, a 
  famous hero of Bissel during the Small War. He was 
  a herald of Heironeous, the child of an archangel and 
  a fire elemental lord. (He was much different than 
  that, but Jamin doesn’t know it). 
  • 
  Brave adventurers met with Kanner, who gave up his 
  legendary staff to help the March overcome the 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 13 
  Necromancer. (Jamin doesn’t know this for certain, 
  but is fairly convinced of it.) 
  • 
  If a PC actually possesses Kanner’s Oakstaff (from 
  BIS3-03 Oakstaff) and show it to Jamin, she will look 
  it over inquisitively, and then tell the PCs that she is 
  sure the ‘real’ staff didn’t look nearly that mundane.  
  • 
   This construct is a feat of magic and machinery. It is 
  controlled by a set of gloves and a pair of goggles. 
  (He gestures past the beast, offstage, where the PCs 
  can see a man wearing these items). 
  • 
  Whatever the wearer of the gloves does, the 
  construct mimics. 
  • 
  The goggles allow the controller to see through the 
  construct’s eyes. 
  After the PCs have had a few moments, to ask questions, 
  continue reading this: 
   
  Jamin claps her hands sharply and the stage 
  hands give her their undivided attention. 
   
  “Alright, let’s try this again, from the top...” 
   
  The stage workers scramble out of the way. 
  Moments later, the beast animates once more. You 
  don’t really see any difference in its movement, but 
  Jamin is visibly pleased. 
   
  “Outstanding! Phin, I think you’ve got it! That 
  certainly looks more ominous!” 
   
  The beast turns sharply, and lumbers directly 
  towards you and the Prop Manager. 
   
  “Perfect! I love it! Alright, let’s shut him down. 
  We’ve got more work to do.” 
   
  The creature continues towards you. 
   
  “Uhh, Phin... that’s enough. Thank you...” 
   
  The giant Kanner raises his staff to strike, flame 
  jetting from his eyes. 
   
  Jamin and the other staff members will quickly get 
  out of the way, leaving the PCs to deal with the giant 
  prop. They need to disable it, or else it will damage them 
  and the theater. Refer to DM Aid – Map #3 – Encounter 9 
  Combat. 
   
  If PCs think to look for the controller of the beast, 
  they will find Phineas unconscious, behind a pile of 
  boxes offstage. The gloves and goggles are missing. 
   
  Nicholar’s henchman, Adraeson, subdued Phineas, 
  and stole the controls for the prop. He is now in one of 
  the offstage storage areas, and will use the prop to attack 
  the PCs, stage crew, and anything related to the 
  production that looks valuable. 
  APL 2 (EL 5) 
  � Kanner Prop: Huge construct; hp 90; see 
  Appendix One.  
  APL 4 (EL 7) 
  � Kanner Prop: Huge construct; hp 150; see 
  Appendix One.  
  APL 6 (EL 9) 
  � Kanner Prop: Huge construct; hp 210; see 
  Appendix One.  
  APL 8 (EL 11) 
  � Kanner Prop: Huge construct; hp 270; see 
  Appendix One.  
  APL 10 (EL 13) 
  � Kanner Prop: Huge construct; hp 330; see 
  Appendix One.  
  APL 12 (EL 15) 
  � Kanner Prop: Huge construct; hp 390; see 
  Appendix One.  
   
  Once the PCs disable the construct, read the 
  following: 
   
  With a final shudder, the giant beast screeches 
  to a halt. Cries and shouts rise from the stage hands 
  – some of joy and gratitude, others of panic. 
   
  Jamin look devastated over the loss of her prop. 
  “What...? How could this happen? What are we going 
  to do, now?” 
   
  A few stage hands call out to her. “We found 
  Phineas, ma’am. He was unconscious. And these...” 
  One of them holds up the gloves and goggles used to 
  control the giant machine. “We found these in one 
  of the store rooms.” 
   
  Jamin looks about ready to cry. “Who... would do 
  such a thing? We’re finished! How can we possibly 
  fix this in two days?” 
   
  If the PCs take a close look at the goggles, allow 
  them a Search check (DC 20). A successful result means 
  they find a few strands of brown hair on the goggles, 
  which do not match Phineas’ hair. It is a fair (and correct) 
  assumption that the hair belongs to the perpetrator. 
   
  Continue on to Encounter 10. 
  ENCOUNTER 10: DOWNS AND 
  UPS 
  This encounter takes place in the Producer’s office, 
  location L on DM Aid – Map #1 – The Pellak Grand Theater. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 14 
   
  The atmosphere in Estander’s office is subdued. 
  The producer has called for a meeting of all major 
  cast and crew, and the news is not likely to be 
  pleasant. 
   
  Estander stands solemnly, and looks around at 
  the assembly. “I... I don’t know what to say.” He 
  laughs nervously. “I wish I could just pick up a 
  script, and read my lines to you... not sure I like the 
  ending of this one...” 
   
  He pauses, and takes a deep breath before 
  continuing. 
   
  “We’re being cancelled...” 
   
  Cries of protest and panic go up from the room. 
   
  “I know, I know... it’s not what I want, either... 
  but our sponsors are tired of the delays... and scared 
  off by the... problems... we’ve lost our funding.” He 
  looks directly at you. “We did what we could...” 
   
  A dozen voices erupt at once. Estander fights to 
  keep control. 
   
  “I know you’ve got children to feed, Jam... No, I 
  don’t know what will happen to the Grand... No, I 
  just don’t know...” 
   
  The sound of someone loudly clearing his 
  throat causes the panic to die down, as everyone 
  turns to look for the source. William stands in the 
  open doorway. Behind him stands a page, dressed in 
  a fine silk tabard. 
   
  PCs that succeed at a Knowledge (local – Sheldomar 
  Valley Metaregion) or Knowledge (nobility) check (DC 
  15) recognize the page by his tabard as belonging to 
  Viscountess Saralind Markavan, the Regent of the March 
  of Bissel. 
   
  “Uh, ex... excuse me, sir,” William stutters. “This 
  fellow says he has a message for you?” 
   
  The page walks into the office, nose slightly 
  upturned. He presents Estander with a sealed note, 
  pivots on his heels, and quickly departs. The 
  producer breaks the seal, and quickly looks over the 
  message. His face displays confusion, then shock 
  and amazement. 
   
  “How is this possible...?” 
   
  “What is it, Estander?” someone interjects. The 
  rest of the room waits on the edge of their seats. 
   
  “We’re... she’s... see for yourself...” He passes the 
  note around the room. 
   
  Give the PCs Player Handout #3 - The Note from Lady 
  Saralind, and continue: 
   
  “Her Noble Ladyship... is going to back our 
  production. And she’s coming to the premiere...” 
   
  Jamin, the Prop Manager, looks up from the 
  note, stunned. “We can afford to fix our broken 
  props...” 
   
  Barton, the Lead Stage Manager, shakes his 
  head. “In two days? You really think we could get 
  this all back together in two days?” 
   
  Nicholar, the lead actor, stands, and turns to the 
  group. “Do you know what this means? Once word 
  gets out that the Regent is coming, every noble in 
  Pellak will just HAVE to attend. They’ll bring their 
  entourages, and families, and.... well, we’ll be an 
  instant success!” 
   
  An air of excitement begins to fill the room. 
   
  Estander nods. “It won’t be easy... everyone, we 
  must make this work. Double your efforts... 
  whatever it takes to get the job done, do it. Barton, 
  hire more hands if you need to.” 
   
  The pleased chatter settles down, and there is a 
  moment of silence. 
   
  “Well, don’t just sit there... let’s get to it... the 
  show must go on!” 
   
  The cast and crew will quickly leave, to resume 
  preparations for opening night. They are justified in their 
  excitement - a successful opening night in front of the 
  Regent would make the production a success. 
   
  Nicholar, however, now has a new goal – the 
  assassination of Lady Saralind. He will no longer seek to 
  sabotage the production, and will instead do what he can 
  to help it reach opening night. 
   
  The PCs now have two days to continue their 
  investigations as they see fit. They may investigate the 
  mishaps (Encounters 3, 4, 7, and 8) or question the cast 
  and crew (Encounter 5). In the latter case, emphasize 
  how little time the staff has to speak with the PCs. 
   
  If the adventure is doing well on time, continue on 
  to Encounter 11 (which is optional). Otherwise, once the 
  PCs have completed all of their investigations, continue 
  on to Encounter 12. 
  ENCOUNTER 11: I SPY, WITH 
  MY LITTLE EYE 
  This encounter occurs in the afternoon of Day 4. This 
  encounter begins in the common seats, location F on DM 
  Aid – Map #1 – The Pellak Grand Theater. 
   
  The premiere of ‘That’s Rhomstaff!’ is now a 
  mere 24 hours away, and the furious work of the cast 
  and crew has settled down considerably; there is 
  still much to do, but it is starting to look possible to 
  complete on time. 
   
  As you make your rounds through the theater, 
  various crew members nod to you respectfully. For 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 15 
  the first time in a week, a full day has passed 
  without something going wrong. Rumor has it that 
  your presence is responsible. 
   
  You are making your way through the main 
  seating area of the theater, when [Random PC] sees 
  movement out of his peripheral vision. Something 
  is snooping around one of the balconies closest the 
  stage. If you’re not mistaken, that is the balcony 
  reserved for the Regent. 
   
  If the PCs make any offensive moves, the figure 
  notices, and steps into the shadows, hiding and going 
  invisible, removing himself from their view. If they head 
  for the balcony to investigate, proceed with this text: 
   
  Heading to the balcony, you find… nothing. 
  Whoever was here just moments before has 
  apparently vanished into thin air. 
   
  “Do you always go jauntin’ about like that?” A 
  voice comes from the empty air beside you. 
  Moments later, that space is filled with a lithe man, 
  features hidden beneath a concealing cloak. 
   
  “Seriously… never mind my noticing you. I’d 
  bet old Evard heard you up in Thornward from here. 
  Sneaking up on someone usually involves some 
  degree of subtlety, ye ken?” 
   
  Noticing your reactions, the man cracks a slight 
  smile. “No reason to worry about me. Padamiir 
  Smithsman, at your service.” He extends a hand in 
  greeting. 
  “I’m 
  one 
  of 
  the 
  Lady’s 
  personal 
  bodyguards. Just makin’ sure everything is alright 
  for her appearance, tomorrow night.” 
   
  This man is not Padamiir Smithsman, nor is he a 
  personal bodyguard. This man is an agent of the Mist 
  Chameleons, the (in)famous spy network loyal to Bissel 
  and her rulers. If a PC wishes to make a Sense Motive 
  check against him, allow it. However, keep in mind that 
  the only thing he is lying about is his identity, and he is a 
  very good liar. 
   
  If a PC is a member of the Mist Chameleons, have 
  the agent make a Bluff check (DC 15). Success means the 
  PC recognizes key phrases or gestures that are used by 
  Mist Chameleon agents to identify each other. A 
  nonmember may attempt a Sense Motive check against 
  the Bluff result to attempt to intercept the message, but 
  with a -20 penalty to account for insider information and 
  frequently changed code words. 
   
  The PCs will likely not trust this man, or at least will 
  probably think something amiss about him. Under no 
  circumstances will he admit who he is, or whom he 
  works for. He is shielded by a mind blank spell. If pressed, 
  he will produce a writ from Regent Saralind, permitting 
  him free access to all of Bissel. This is pretty much a 
  blank check, allowing him to do anything he feels 
  necessary to ensure national security. 
   
  If PCs demand he speak with Estander, the two of 
  them will disappear into the Producer’s office for a few 
  minutes. Then Estander will emerge, pale-faced, and 
  insist that the PCs do not obstruct the agent. 
   
  If the PCs attack the agent, he will likely win 
  initiative, cast a quickened nonlethal substituted ray of 
  frost (1d3 + 5d6 sneak attack), and then dimension door 
  away before anyone can do anything. PCs will definitely 
  not get the Commendation of the Mist Chameleons reward 
  nor will they be able to use the Mist Chameleon half of 
  the Personal Favor of the Regent reward. 
   
  He can provide the following information, if 
  questioned peacefully: 
  • 
  He has worked for Regent Saralind since she was 
  elected to the position. He served Margraves 
  Larrangin and Walgar before that. 
  • 
  If a snide remark (or even a questionable comment) 
  is made about Saralind, he snaps “She’s good enough 
  for US to invest our loyalty in. Why isn’t she good 
  enough for you? Or aren’t you for the good of 
  Bissel..?” He will not say who ‘us’ refers to. 
  • 
  Tomorrow night, he and another bodyguard will be 
  here in the balcony with Saralind and her guests. 
  • 
  Saralind’s guests are the baroness of Misty Hills, and 
  the high priest of Heironeous. A Sense Motive check 
  (DC 20) notices that he mentions the first name with 
  some reverence. 
  • 
  He is currently looking around for any security 
  concerns. He is pleased to say he has found nothing 
  amiss. 
   
  When the PCs stop bothering him, the agent will 
  return to his inspection of the balcony. 
  All APLs 
  � 
  Mist 
  Chameleon 
  Agent: 
  Male 
  human 
  Rog3/Sor6/Arcane Trickster7 (+10 Init modifier, 
  Bluff +18, Hide +34, Sense Motive +21); AL NG. 
  ENCOUNTER 12: LIVE, FROM 
  PELLAK, IT’S OPENING NIGHT 
  This encounter occurs in the evening of Day 5. This 
  encounter begins at the stage, location D on DM Aid – 
  Map #1 – The Pellak Grand Theater.  This encounter and the 
  next are complicated and the PCs actions can make them 
  even more so; be prepared to adapt the text as needed to 
  move the action forward along the path defined below. 
   
  The tension in the air is thick, as Estander 
  shouts out his warning. “Five minutes to curtain!” 
   
  Looking out from the side of the stage, you can 
  see that the newly opened theater is packed. Every 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 16 
  private balcony is full, and everyone who is anyone 
  is here. 
   
  The balcony just to the left of the stage is 
  currently occupied by Lord Mayor Jacen Aldenvor 
  and several local dignitaries. Sir Jerius Greenblade, 
  the Chief of Staff of the Knights of the Watch in 
  Bissel, is seated in the next section, along with a 
  number of knights. Two balconies are filled with 
  priests of Zilchus - not surprising, as high priestess 
  Jorollane is one of the major backers of the 
  production. Several more balconies are occupied by 
  the lords of nearby baronies, and their entourages - 
  Lord Marcomir of Davoniya, Lord Sollus of 
  Paercium, and Lord Ceanatis of Kynneret. 
   
  Most notably, the balcony just to the right of the 
  stage is occupied by Her Noble Ladyship, Lady 
  Saralind, Regent of the March. On her right is Lady 
  Imycina Trefeloess, baroness of the Misty Hills. On 
  her left, Malto Adeur, high priest of Heironeous. 
  The three seem to be caught up in some rather 
  pleasant conversation. 
   
  PCs with true seeing or detect invisible can see that 
  there are two invisible figures standing in the shadows 
  behind the Regent and her guests. One of them is the 
  agent from encounter 11. 
   
  If a PC wishes to attempt to read Saralind’s lips, he 
  can make a Spot check (DC 15). If he succeeds, he can tell 
  they are exchanging jokes, and otherwise behaving like 
  old friends. If the check fails by five or more, give them 
  the cryptic phrase “I look inside myself, and see my heart 
  is black. Be ready, for the attack comes after I dance.” 
  All APLs 
  � Lady Saralind Markavan: Female human 
  Wiz18; AL LG. 
   
  Once PCs are finished with any attempts to 
  eavesdrop on the Regent, continue: 
   
  Below, the common seats are mobbed by many 
  excited citizens of Pellak. Once word got out about 
  the play, it quickly became the focus of all local 
  gossip. Hundreds of people have turned out to hear 
  stories of their favorite heroes, and their valiant 
  struggles against the forces of evil. 
   
  The lights are suddenly dimmed, and a hush 
  falls over the crowd. Softly, the orchestra begins to 
  play a gentle, comforting melody. A pool of light 
  appears in the center of the stage, and slowly 
  broadens to show rolling hills and fields. A chorus 
  of voices emanates from the stage. 
  “Tell a tale of fair Rypthorn... 
  Tradition long and grand... 
  And the man that ruled her... 
  Lord Evard Markavan... 
  Baron Evard, wizard strong... 
  Walgar’s loyal man... 
  Hid from all, his dark deceit... 
  And shaped his conquest plan...” 
   
  The scene changes, now showing a brightly lit 
  hall. Three men step to center stage, dressed in the 
  trappings of the Margrave Walgar and the Knights 
  of the Watch. A dozen other men, in noble finery, 
  enter and join them. 
  “Assuring smile and gracious gaze... 
  Carefully hid the worst... 
  For ‘mid the Barons Council... 
  Blood would quench his thirst...” 
  One of the nobles, playing Lord Evard, raises his 
  arms. Black arcane fire lances forth. Before it can 
  strike Margrave Walgar, the two Knights of the 
  Watch leap forth and sacrifice themselves to save 
  him. 
  “Treachery foul, the plot revealed... 
  In the eleventh hour... 
  Foul allies came, from dark of shadow... 
  To show Lord Evard’s power...” 
   
  The Margrave and the other Barons flee from 
  the stage, leaving Evard alone. From every corner of 
  the stage, other figures emerge – dark-robed 
  wizards, humanoids, and foul undead. 
   
  Estander stands near you, watching his creation 
  come to life. He silently mouths every word spoken, 
  and looks very pleased at how things are 
  progressing. 
   
  Continue reading this text, but substitute where 
  indicated the line the PCs came up with in Encounter 1.  
  If they did not come up with anything (or it wasn’t 
  appropriate), use the line “To rid this evil from the 
  land...” 
   
  The scene changes again to show a rocky valley. 
  At the end of the valley sits an impregnable fortress. 
  A legion of soldiers marches onto the stage from 
  each side. 
  “But strong of heart did rally on... 
  To stand against Lord Evard’s hand... 
  To darkest Rypthorn marched... 
  [Insert PC line] 
  Calignosis! Calignosis! 
  Evard’s hidden fortress keep... 
  Our soldiers left for death’s front door... 
  Their widows were left to weep....” 
   
  Suddenly, a look of slight confusion crosses 
  Estander’s face. “What is he doing?” he whispers 
  under his breath. 
   
  You look across the stage, searching for the 
  source of his dismay. A stage hand stands in the 
  opposite wing, a halfling with brown hair. It appears 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 17 
  he is cutting one of the ropes that secure the scenery 
  hanging from the catwalks above the stage. 
   
  “Quick!” Estander hisses. “Stop him before he 
  ruins everything!” 
   
  It is very important that the PCs are not able to 
  capture Adraeson until he reaches Nicholar’s dressing 
  room. If they employ magic that would ensnare him, he 
  will automatically make any saving throws to shrug it off. 
  If they choose alternate tactics to try and chase him 
  down, feel free to take poetic liberties to make it exciting, 
  yet fruitless. 
   
  If the PCs move closer to investigate, continue 
  reading: 
   
  You hurry behind the stage, anxious to reach the 
  other side and the villain you’ve been pursuing. As 
  you round the corner, the stage hand notices you. 
  He turns, and scowls. 
   
  Suddenly, the stage lighting goes dark. 
  “As Evard stood before defeat... 
  Darkness struck the valley blind... 
  Calignosis faded from the world... 
  The dark lord left the March behind...” 
   
  If the PCs have darkvision, they see Adraeson grab 
  one nearby rope and cut another. He is launched into the 
  air, up to the catwalks. Continue reading this text: 
   
  The stage lights back up, now showing a barren, 
  lifeless landscape of ash where Evard’s fortress once 
  stood. You also find empty space where your quarry 
  stood, just moments ago. 
   
  If the PCs did not see Adraeson flee to the catwalks, 
  let them puzzle it out for a moment. If they specifically 
  look up, or succeed on a Spot check (DC 15), continue 
  reading: 
   
  Looking up into the catwalks above the stage, 
  you see the halfling crouched on a catwalk section, 
  peering back down at you. 
   
  The PCs can easily climb the ladders up to the 
  catwalks, or find a different way up, if they prefer. Once 
  they do, continue reading: 
   
  You quickly work your way up to the catwalks. It 
  appears 
  that 
  your 
  quarry 
  has 
  once 
  again 
  disappeared. 
   
  The scene below shifts. Once more, it shows the 
  same rolling hills and fields of the Barony of 
  Rypthorn. This time, however, the land is scarred 
  from the great battle against Evard. 
  “Lord Evard gone, the darkness purged... 
  Rypthorn was beset by peace... 
  The people started to rebuild... 
  And in their lives they gained new lease...” 
   
  The scarred landscape fades, and is replaced by 
  the same land today. Fields are green, and homes are 
  rebuilt. However, the damage done by the 
  Necromancer is still evident. Somewhere in the 
  distance, a storm approaches. There is a flash of 
  lightning, and the deep rumble of thunder. 
  “A decade passed, the March moved on... 
  Deeper worries upon our brow... 
  Rypthorn - now a forgotten name... 
  Rhomstaff, as we call it now ... 
  The call went out, an army marched... 
  Wicked upon Arvinshire... 
  Lord Evard stood upon the field... 
  Bathed in cloak of unholy fire...” 
   
  Suddenly, one of the lightning blasts erupts 
  near the rear of the stage. For a brief moment, you 
  see the shadow of a stage hand projected clearly 
  against the back wall, as he runs towards the far end 
  of the catwalks. 
   
  Wait for players to indicate that they are continuing 
  the chase. Then choose one or more PCs at random (see 
  below). 
   
  You head after the saboteur, but the advantage 
  appears to be his. He moves nimbly across the 
  catwalks, completely comfortable with the terrain, 
  even in this less than perfect light. 
   
  Suddenly, he turns and slices through a nearby 
  rope with his dagger. Sandbags above swing wildly 
  in your direction. 
   
  Point at the random PCs you selected above. 
  APL 2 (EL 1) 
  � Swinging Sandbag: CR 1; mechanical; manual 
  trigger; manual reset; Atk +12 ranged (1d8 nonlethal, 
  sandbag); Search NA; Disable Device NA. 
  APL 4 (EL 3) 
  � Swinging Sandbags (2): CR 1; mechanical; 
  manual trigger; manual reset; Atk +14 ranged (1d8 
  nonlethal, sandbag); Search NA; Disable Device NA. 
  APL 6 (EL 5) 
  � Swinging Sandbags (3): CR 2; mechanical; 
  manual trigger; manual reset; Atk +16 ranged (2d8 
  nonlethal, sandbag); Search NA; Disable Device NA. 
  APL 8 (EL 7) 
  � Swinging Sandbags (4): CR 3; mechanical; 
  manual trigger; manual reset; Atk +18 ranged (3d8 
  nonlethal, sandbag); Search NA; Disable Device NA. 
  APL 10 (EL 9) 
  � Swinging Sandbags (4): CR 5; mechanical; 
  manual trigger; manual reset; Atk +20 ranged (4d8 
  nonlethal, sandbag); Search NA; Disable Device NA. 
  
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  APL 12 (EL 11) 
  � Swinging Sandbags (5): CR 6; mechanical; 
  manual trigger; manual reset; Atk +22 ranged (6d8 
  nonlethal, sandbag); Search NA; Disable Device NA. 
  Any PC who takes more nonlethal damage then they 
  have hit points is knocked unconscious and falls down 
  upon the catwalk (narrowly averting a fall to the ground 
  below).  Have all of the conscious PCs make Balance 
  checks (DC 10). 
  For those who fail the check: 
   
  You lose your footing. You fall from the 
  catwalks, but manage to get a handhold and save 
  yourself from certain death. 
  For those who succeed at the check: 
   
  You manage to avoid a deadly fall from the 
  catwalks, but you are distracted from your target by 
  your efforts to avoid a fall. 
  Read to all: 
   
  The stage hand glares in your direction, before 
  leaping from the far end of the catwalks. He grabs a 
  support line, and slides down to the backstage floor 
  below, narrowly missing a few of Evard’s undead 
  minions, en route to terrorize the March. He hits 
  the floor, and runs off towards the western hallways. 
   
  Once the PCs climb down and follow Adraeson, 
  continue reading this text: 
   
  Following the western hallway, you come to the 
  dressing rooms. One door stands ajar – the one 
  belonging to Nicholar, the lead actor. 
   
  Just inside, you can see the halfling you’ve been 
  chasing. He is holding his head in his hands, and 
  looks very confused. 
   
  “What... what am I doing here? I just had the 
  most horrible dream...” 
   
  This is Adraeson, the stage hand that is behind the 
  mishaps plaguing ‘That’s Rhomstaff!’. Nicholar has been 
  dominating him since the production began, and using 
  him to cause all the disturbances. 
  Adraeson is stunned by what has gone on, but he will 
  provide the following information if questioned: 
  • 
  He was hired as a stage hand, during the first week 
  of the production. 
  • 
  Nicholar, the lead actor, called him into this dressing 
  room about five minutes ago. (By Adraeson’s 
  reckoning. This was actually months ago.) 
  • 
  Upon entering the dressing room, he felt a bit dizzy. 
  He started daydreaming. 
  • 
  In his daydreams, he remembers sabotaging the play. 
  He can describe the five mishaps in vivid detail. 
  • 
  He remembers Nicholar repeatedly telling him to 
  return here if anything went wrong. 
   
  Nicholar’s desk is covered in script pages. A PC that 
  makes a successful Search check (DC 10) will find 
  Nicholar’s journal. Give the finder Player Handout #4 - 
  Excerpts from Nicholar’s Journal. It details Nicholar’s 
  corruption and plot against the Regent.  A PC that makes 
  a successful Search check (DC 20) finds a secret drawer 
  that not even Nicholar is aware of; it contains a number 
  of items of value that belonged to the desks previous 
  owner: 
  APL 
  2 
  Quaal’s feather token (anchor) 
  Quaal’s feather token (fan) 
  APL 
  4 
  elixir of vision 
  silversheen 
  APL 
  6 
  Quaal’s feather token (tree) 
  Quaal’s feather token (bird) 
  APL 
  8 
  Quaal’s feather token (whip) 
  Quaal’s feather token (swan boat) 
  APL 
  10 
  Heward’s handy haversack 
  brooch of shielding 
  APL 
  12 
  chime of opening 
  golembane scarab 
   
   
  When the PCs decide to head back to the stage, 
  continue on to Encounter 13. 
  ENCOUNTER 13: READY FOR 
  MY CLOSE UP 
  This encounter occurs at the common seating and stage 
  areas, locations D and F on DM Aid – Map #1 – The Pellak 
  Grand Theater. 
   
  The doors to the main room swing open, just in 
  time for a huge wave of water to wash over you. The 
  audience gasps. 
   
  The destruction of Clunther complete, the 
  illusion of Lake Hasra fades away. It is replaced by a 
  single pool of light on the stage. Nicholar, 
  portraying Evard the Necromancer, steps into the 
  light. Behind him in the darkness, you can just 
  make out several prominent Bissel landmarks, all 
  shrouded in shadow. He raises his arms towards the 
  balconies, and his voice fills the air. 
  “Too long has Bissel run astray … 
  Fires of weakness too long been fanned … 
  My strength will heal the March’s sins … 
  The time for change is now at hand …” 
   
  As he finishes, Nicholar turns to face Lady 
  Saralind’s balcony. He slowly advances, intoning the 
  
  BIS5-01 That’s Rhomstaff! 
   
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  words of a spell. It is then that you notice the dark 
  shapes in the shadow around him, waiting to defend 
  their master. 
   
  Please refer to DM Aid – Map #1 – Encounter 13 
  Combat. The PCs may immediately make a Spellcraft 
  check (DC 10) to notice that he is really casting a spell. 
   
  If the PCs immediately decide to intervene, they will 
  get a surprise round. Different things will happen, during 
  the first combat round, depending on the actions of the 
  PCs. 
  PCS HARM NICHOLAR DURING THE SURPRISE 
  ROUND OR READY TO STOP HIS SPELLCASTING: 
   
  Nicholar will break off his assault on the Regent and 
  will attack the PCs instead. He will save his phantasmal 
  killer spell for his original target. His undead servants will 
  move to intercept the PCs. 
  PCS STAND IDLE, DO NOT REACH NICHOLAR IN 
  TIME, OR ATTACK HIS SERVANTS INSTEAD: 
   
  During the first combat round, Nicholar will cast 
  phantasmal killer from a scroll at Lady Saralind. The 
  Regent will succeed on the saving throw but is still very 
  badly injured. Several Mist Chameleon bodyguards will 
  leap from the shadows and pull the wounded lady away 
  to safety. 
   
  If Nicholar is allowed to harm the Regent, the PCs 
  will not receive the Personal Favor of the Regent or 
  Commendation of the Mist Chameleon rewards. 
   
  More is at stake during this combat than just the 
  Regent’s life. ‘That’s Rhomstaff!’ needs to have a 
  successful opening night, and the closing number could 
  make or break the entire show. 
   
  As the combat begins, start a counter at zero. For 
  every combat round that passes, increment the counter. 
  Every time the PCs do something flashy or dramatic, 
  describe the reaction of the audience, and increment the 
  counter as below: 
  1 point 
  Each round of combat. 
  1 point 
  Each critical hit by a PC. 
  1 point 
  Each battle cry by a PC. 
  1 point 
  Each time a PC tumbles. 
  2 points 
  Each time a PC wields a flashy 
  weapon (once per weapon only). 
  2 points 
  Each PC bard who sings to 
  enhance his comrades in battle. 
  3 points 
  Each time PC speaks lines of 
  poetry that could be part of play. 
  3 points 
  For each time a PC casts a spell 
  with a flashy visual component. 
   
   
  At the end of combat, if the counter totals less than 
  13 + the APL, continue to Ending A in the Conclusion.  
  Otherwise, the counter has reached the required score 
  for Ending B in the Conclusion.  If the PCs obtain the 
  required score, they receive the Favor of Estander the 
  Playwright and On Tour! rewards. 
  APL 2 (EL 6) 
  � Nicholar: Male human Sor4; hp 15; see Appendix 
  One.  
  � Troglodyte Zombies (3): hp 29 each; see Monster 
  Manual page 265. 
  APL 4 (EL 8) 
  � Nicholar: Male human Sor6; hp 23; see Appendix 
  One.  
  � Shadows (3): hp 19 each; see Monster Manual 
  page 221. 
  APL 6 (EL 10) 
  � Nicholar: Male human Sor8; hp 30; see Appendix 
  One.  
  � Wraiths (3): hp 32 each; see Monster Manual page 
  257. 
  APL 8 (EL 12) 
  � Nicholar: Male human Sor10; hp 38; see Appendix 
  One.  
  � Spectres (3): hp 45 each; see Monster Manual page 
  232. 
  
  BIS5-01 That’s Rhomstaff! 
   
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  APL 10 (EL 14) 
  � Nicholar: Male human Sor12; hp 45; see Appendix 
  One.  
  � Greater Shadows (3): hp 58 each; see Monster 
  Manual page 221. 
  APL 12 (EL 16) 
  � Nicholar: Male human Sor14; hp 53; see Appendix 
  One.  
  � Dread Wraiths (3): hp 104 each; see Monster 
  Manual page 257. 
  CONCLUSION 
  ENDING A 
   
  Use this ending if the counter (in Encounter 13) 
  totaled less than 13 + the APL. 
   
  With a final blow, Nicholar drops to his knees, 
  one arm outstretched, as if clinging to the air above 
  him. The orchestra pit is silent, and the audience 
  watches on breathlessly. The actor takes one last 
  look at you, and whispers a single word: 
  “Upstaged...” He collapses, never to move again. 
   
  There is a flurry of movement from the off-stage 
  wings, and a group of actors rush out onto the stage 
  around you. They begin to sing, as if this was all just 
  part of the play: 
  “Tell a tale of Bissel strength... 
  Against great odds, we stand as one... 
  We take a lashing at the dawn... 
  And win the fight as day is done... 
  Though Evard’s evil is so strong... 
  Never forget the other half... 
  Valiant heroes gave their lives... 
  And thaaaat’s Rhommmmstaff!” 
   
  There is a long moment of silence. There are a 
  few confused murmurs from the audience, followed 
  by applause. The entire cast comes to the stage for 
  their curtain call, and they insist that you stay for 
  this moment of triumph, as well. There is a sense of 
  relief from all those assembled. 
   
  A few minutes later, you depart the stage, and 
  are met by Estander. 
   
  “My friends!” he exclaims. “You’ve done it! 
  You’ve broken our streak of bad luck. I knew you 
  would, right from the moment I met you.” 
   
  One of the cast speaks up. “Your play is a hit, 
  Estander.” 
   
  “So it would seem...” he shrugs. “It didn’t get the 
  reception I had hoped. It needs more flash and flare. 
  Maybe I should take it back to the drawing board.” 
  Estander flashes a grin. “Perhaps I’ll leave out the 
  dastardly plot, this time.” 
   
  “I can’t think of how...” Estander trails off, 
  looking at something behind you. 
   
  If the PCs saved the Regent from harm, read this 
  text: 
   
  You turn, and standing before you is Her Noble 
  Ladyship, Lady Saralind, and her retinue of guards. 
   
  “I understand that you’ve done a great service to 
  the March, today... and as well, a great service to me.” 
   
  She looks your group over with careful eyes. “I 
  still do not yet understand fully what has taken 
  place. But, rest assured, I always repay my debts.” 
  With that, the Regent and her guards turn, and 
  depart. 
   
  Estander looks at you with a grin. “What do you 
  know? Not just heroes of the production, but heroes 
  of Bissel...” He chuckles slightly, as a crew member 
  passes him a wine glass. “Well then, my heroes, 
  tonight we drink to honor our success. And we owe 
  that success to you.” 
   
  With that, cast members uncork bottles of wine, 
  and the celebration begins. 
   
  If the PCs did not save the Regent from harm, read 
  this text: 
   
  You turn, and standing before you is a page, 
  dressed in the colors of the Barony of the Misty 
  Hills. 
   
  “Her Prominence, Lady Imycina, wishes me to 
  inform you that Her Noble Ladyship was seriously 
  injured in the attack this evening, but that she will 
  recover. Of course, there will need to be a full 
  investigation... She will be in contact, very soon.” 
  With that, the page turns and departs. 
   
  Estander looks at you with a pensive gaze. 
  “Regrettable, that we could not do anything else to 
  prevent this.” He shakes his head in dismay. “Well, 
  no sense in dwelling on something we cannot 
  change.” A crew member passes him a wine glass. 
  “Well then, my heroes, tonight we drink to honor 
  our success. And we owe that success to you.” 
   
  With that, cast members uncork bottles of wine, 
  and the celebration begins. 
  ENDING B 
   
  Use this ending if the counter (in Encounter 13) 
  totaled 13 + the APL or more. 
   
  With a final blow, Nicholar drops to his knees, 
  one arm outstretched, as if clinging to the air above 
  him. The orchestra pit is silent, and the audience 
  watches on breathlessly. The actor takes one last 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 21 
  look at you, and whispers a single word: 
  “Upstaged...” He collapses, never to move again. 
   
  Instantly, great cheers go up from the audience. 
  There is a flurry of movement from the off-stage 
  wings, and a group of actors rush out onto the stage 
  around you. They begin to sing, as if this was all just 
  part of the play: 
  “Tell a tale of Bissel strength... 
  Against great odds, we stand as one... 
  We take a lashing at the dawn... 
  And win the fight as day is done... 
  Though Evard’s evil is so strong... 
  Never forget the other half... 
  Valiant heroes gave their lives... 
  And thaaaat’s Rhommmmstaff!” 
   
  A mere moment later, the theater erupts with 
  activity. Every man, woman, and child in the 
  audience is on their feet, applauding with all their 
  might. The entire cast comes to the stage for their 
  curtain call, but afterwards even they are cheering to 
  you, as the true stars of this show. 
   
  A few minutes later, you depart the stage, and 
  are met by Estander. 
   
  “Outstanding!” he exclaims. “You’ve done it! Not 
  only did you uncover the dastardly plot, but you 
  were brilliant on stage!” 
   
  One of the cast speaks up. “Your play is a hit, 
  Estander.” 
   
  “No, no way...” he retorts. “That wasn’t my play, 
  out there. I mean, it may have been born as my play, 
  but these paragons of theater gave it life!” He 
  gestures towards you. The rest of the cast nods in 
  agreement. 
   
  “I can’t think of how...” Estander trails off, 
  looking at something behind you. 
   
  If the PCs saved the Regent from harm, read this 
  text: 
   
  You turn, and standing before you is Her Noble 
  Ladyship, the Regent Saralind, and her retinue of 
  guards. 
   
  “I understand that you’ve done a great service to 
  the March, today... and as well, a great service to me.” 
  She looks your group over with careful eyes. “I still 
  do not yet understand fully what has taken place. 
  But, rest assured, I always repay my debts.” With 
  that, the Regent and her guards turn, and depart. 
   
  Estander looks at you with a grin. “What do you 
  know? Not just heroes of the production, but heroes 
  of Bissel...” He chuckles slightly. “Well then, my 
  heroes, I have a question to ask you. After seeing you 
  on that stage, tonight, I realize that my vision for 
  ‘That’s Rhomstaff!’ was lacking something. The 
  adventure, the struggle, the excitement... I only 
  write about them, while you’ve been there, actually 
  experienced them. I want you... nay, need you, in our 
  production. What do you say?” 
   
  As Estander waits for your reply, cast members 
  uncork bottles of wine, and the celebration begins. 
   
  If the PCs did not save the Regent from harm, read 
  this text: 
   
  You turn, and standing before you is a page, 
  dressed in the colors of the Barony of the Misty 
  Hills. 
   
  “Her Prominence, Lady Imycina, wishes me to 
  inform you that Her Noble Ladyship was seriously 
  injured in the attack this evening, but that she will 
  recover. Of course, there will need to be a full 
  investigation... She will be in contact, very soon.” 
  With that, the page turns and departs. 
   
  Estander looks at you with a pensive gaze. 
  “Regrettable, that we could not do anything else to 
  prevent this.” He shakes his head in dismay. “Well, 
  no sense in dwelling on something we cannot 
  change. I have a question to ask you. After seeing 
  you on that stage, tonight, I realize that my vision 
  for ‘That’s Rhomstaff!’ was lacking something. The 
  adventure, the struggle, the excitement... I only 
  write about them, while you’ve been there, actually 
  experienced them. I want you... nay, need you, in our 
  production. What do you say?” 
   
  As Estander waits for your reply, cast members 
  uncork bottles of wine, and the celebration begins. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 9 
  Defeat the Kanner Construct 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 22 
  Encounter 12 
  Survive the sandbag trap 
   
  APL 2: 30 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 150 xp. 
   
  APL 8: 210 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 330 xp. 
  Encounter 13 
  Defeat Nicholar and his minions 
   
  APL 2: 180 xp. 
   
  APL 4: 240 xp. 
   
  APL 6: 300 xp. 
   
  APL 8: 360 xp. 
   
  APL 10: 420 xp. 
   
  APL 12: 480 xp. 
  Story Award 
  Settling the disgruntled crew members in Encounter 7 
   
  All APLs: 20 xp. 
  Prevent Nicholar from harming the Regent in Encounter 
  13 
   
  APL 2: 30 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 150 xp. 
   
  APL 12: 180 xp. 
  Discretionary roleplaying award 
   
  APL 2: 40 xp. 
   
  APL 4: 55 xp. 
   
  APL 6: 70 xp. 
   
  APL 8: 85 xp. 
   
  APL 10: 100 xp. 
   
  APL 12: 115 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 12:   
  APL 2: L: 0 gp, C: 0 gp, M: Quaal’s feather token 
  (anchor) (4 gp), Quaal’s feather token (fan) (17 gp). 
  APL 4: L: 0 gp, C: 0 gp, M: Quaal’s feather token 
  (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir 
  of vision (21 gp), silversheen (21 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: Quaal’s feather token 
  (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir 
  of vision (21 gp), silversheen (21 gp), Quaal’s feather 
  token (tree) (33 gp), Quaal’s feather token (bird) (25 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: Quaal’s feather token 
  (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir 
  of vision (21 gp), silversheen (21 gp), Quaal’s feather 
  token (tree) (33 gp), Quaal’s feather token (bird) (25 gp), 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 23 
  Quaal’s feather token (swan boat) (38 gp), Quaal’s feather 
  token (whip) (42 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: Quaal’s feather token 
  (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir 
  of vision (21 gp), silversheen (21 gp), Quaal’s feather 
  token (tree) (33 gp), Quaal’s feather token (bird) (25 gp), 
  Quaal’s feather token (swan boat) (38 gp), Quaal’s feather 
  token (whip) (42 gp), Heward’s handy haversack (167 
  gp), brooch of shielding (125 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: Quaal’s feather token 
  (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir 
  of vision (21 gp), silversheen (21 gp), Quaal’s feather 
  token (tree) (33 gp), Quaal’s feather token (bird) (25 gp), 
  Quaal’s feather token (swan boat) (38 gp), Quaal’s feather 
  token (whip) (42 gp), Heward’s handy haversack (167 
  gp), brooch of shielding (125 gp), chime of opening (250 
  gp), golembane scarab (208 gp). 
  Encounter 13:   
  APL 2: L: 25 gp, C: 0 gp, M: bracers of armor +1 (83 gp), 
  potion of cure moderate wounds (25 gp), ring of protection 
  +1 (167 gp), arcane scroll of phantasmal killer (7th level 
  caster) (58 gp). 
  APL 4: L: 25 gp, C: 0 gp, M: bracers of armor +1 (83 gp), 
  potion of cure moderate wounds (25 gp), ring of protection 
  +1 (167 gp), arcane scroll of phantasmal killer (7th level 
  caster) (58 gp), amulet of natural armor +1 (167 gp), 
  potion of barkskin +2 (25 gp). 
  APL 6: L: 25 gp, C: 0 gp, M: bracers of armor +2 (333 
  gp), potion of cure moderate wounds (25 gp), ring of 
  protection +1 (167 gp), arcane scroll of phantasmal killer 
  (7th level caster) (58 gp), amulet of natural armor +1 (167 
  gp), potion of barkskin +2 (25 gp), ring of mind shielding 
  (667 gp). 
  APL 8: L: 25 gp, C: 0 gp, M: bracers of armor +2 (333 
  gp), potion of cure moderate wounds (25 gp), ring of 
  protection +1 (167 gp), arcane scroll of phantasmal killer 
  (7th level caster) (58 gp), amulet of natural armor +1 (167 
  gp), potion of barkskin +2 (25 gp), ring of mind shielding 
  (667 gp), cloak of charisma +2 (333 gp), ring of 
  sustenance (208 gp). 
  APL 10: L: 25 gp, C: 0 gp, M: bracers of armor +3 (750 
  gp), potion of cure moderate wounds (25 gp), ring of 
  protection +2 (667 gp), arcane scroll of phantasmal killer 
  (7th level caster) (58 gp), amulet of natural armor +1 (167 
  gp), potion of barkskin +2 (25 gp), ring of mind shielding 
  (667 gp), cloak of charisma +2 (333 gp), ring of 
  sustenance (208 gp). 
  APL 12: L: 25 gp, C: 0 gp, M: bracers of armor +3 (750 
  gp), potion of cure moderate wounds (25 gp), ring of 
  protection +2 (667 gp), arcane scroll of phantasmal killer 
  (7th level caster) (58 gp), amulet of natural armor +1 (167 
  gp), potion of barkskin +2 (25 gp), ring of mind shielding 
  (667 gp), cloak of charisma +4 (1,333 gp), ring of 
  sustenance (208 gp). 
  Conclusion:   
  All APLs: L: 0 gp, C: 100 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 25 gp, C: 100 gp, M: 354 gp – Total: 479 gp 
  (450 gp). 
  APL 4: L: 25 gp, C: 100 gp, M: 588 gp – Total: 713 gp 
  (650 gp). 
  APL 6: L: 25 gp, C: 100 gp, M: 1,563 gp – Total: 1,688 
  gp (900 gp). 
  APL 8: L: 25 gp, C: 100 gp, M: 2,184 gp – Total: 2,309 
  gp (1,300 gp). 
  APL 10: L: 25 gp, C: 100 gp, M: 3,393 gp – Total: 3,518 
  gp (2,300 gp). 
  APL 12: L: 25 gp, C: 100 gp, M: 4,851 gp – Total: 4,976 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Favor of Estander the Playwright:  This PC has 
  earned the favor of Estander, the author and producer of 
  ‘That’s Rhomstaff!’.  Estander has agreed to sell some of 
  the theater’s excess magical gear.  You may spend this 
  favor during a Bissel Regional or Sheldomar Valley 
  Metaregional adventure to gain access (Frequency: 
  Adventure) to purchase one, and only one, of the 
  following items (circle the one selected): hand of the mage, 
  hat of disguise, lyre of building, Nolzur’s marvelous pigments, 
  ring of invisibility, ring of telekinesis.  Mark this favor as 
  USED when spent. 
  � On Tour!:  This PC has helped ‘That’s Rhomstaff!’ 
  become a success and has agreed to tour as part of the 
  production cast.  You must immediately spend 6 
  additional TUs or cross off this reward and lose its 
  benefits.  If you do spend time touring, you earn an 
  additional 100 gp (above and beyond the gp cap for your 
  APL) in salary.  You also gain a +2 circumstance bonus to 
  all Bluff, Diplomacy, Gather Information, and Perform 
  checks made during any adventure set within Bissel due 
  to your fame as a star on the stage. 
  � Personal Favor of the Regent:  You have saved the 
  life of Her Noble Ladyship, the Regent Saralind, and she 
  always repays her debts in full.  You may retain this favor 
  for some future use or spend it (marking it as USED) 
  during any Bissel Regional or Sheldomar Valley 
  Metaregional adventure to gain one, and only one, of the 
  following benefits (circle the one chosen): 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 24 
  • 
  You may have one raise dead spell cast on your behalf 
  at the Temple of Heironeous in Pellak at a cost of 
  4,000 gp and 2 TUs. 
  • 
  You may request the assistance of the Mist 
  Chameleons, the spy network loyal to the rulers of 
  Bissel.  You may inquire about one subject of 
  interest.  Information about this subject is discretely 
  delivered to you 12 hours later.  In all other regards, 
  this is similar to the use of a legend lore spell.  Results 
  are at the discretion of the DM. 
  � Commendation from the Mist Chameleons:  This 
  PC, a member of the Mist Chameleons metaorganization, 
  has done an exemplary job of protection the Regent from 
  harm.   This PC’s superiors have noticed.  This adventure 
  may be counted as one TU towards the yearly TU cost for 
  the Mist Chameleons metaorganization. 
  Item Access 
  APL 2: 
  • 
  Arcane Scroll of Phantasmal Killer (7th level caster; 
  Adventure; DMG) 
  • 
  Quaal’s Feather Token - Anchor (Adventure; DMG) 
  • 
  Quaal’s Feather Token - Fan (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Elixir of Vision (Adventure; DMG) 
  • 
  Silversheen (Adventure; DMG) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Bracers of Armor +2 (Adventure; DMG) 
  • 
  Quaal’s Feather Token - Bird (Adventure; DMG) 
  • 
  Quaal’s Feather Token - Tree (Adventure; DMG) 
  • 
  Ring of Mind Shielding (Adventure; DMG) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Quaal’s Feather Token – Swan Boat (Adventure; DMG) 
  • 
  Quaal’s Feather Token - Whip (Adventure; DMG) 
  • 
  Ring of Sustenance (Adventure; DMG) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Bracers of Armor +3 (Adventure; DMG) 
  • 
  Brooch of Shielding (Adventure; DMG) 
  • 
  Heward’s Handy Haversack (Adventure; DMG) 
  • 
  Ring of Protection +2 (Adventure; DMG) 
   
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  Chime of Opening (Adventure; DMG) 
  • 
  Cloak of Charisma +4 (Adventure; DMG) 
  • 
  Golembane Scarab (Adventure; DMG) 
   
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 25 
  APPENDIX 1 – MONSTER AND NPC STATISTICS
  APL 2 
  ENCOUNTER 9 
   
   
   
   
  Kanner Prop: CR 5; Huge Construct; HD 8d10+40; hp 
  90; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, touch 7, 
  flat-footed 13; Base Atk +6; Grp +18; Atk +8 melee 
  (1d8+6, slam); Full Atk +8 melee (1d8+6, slam); 
  Space/Reach 15 ft./10 ft.; SA Eye fire; SQ Construct 
  traits, hardness 5; AL N; SV Fort +2, Ref +1, Will -3; Str 
  18, Dex 8, Con -, Int -, Wis 1, Cha 1. 
   
  Eye Fire (Ex): The Kanner Prop can project a 10-
  foot cone of fire from its eyes once every 2d4 rounds. 
  Damage 1d6 fire, Reflex DC 14 half. The save DC is 
  Con-based. 
  ENCOUNTER 13 
   
   
   
   
  Nicholar: Male human Sor4; CR 4; Medium 
  humanoid (human); HD 4d4+4; hp 15; Init +1; Spd 30 
  ft; AC 13, touch 12, flat-footed 12; Base Atk +2; Grp +3; 
  Atk +4 melee (1d4+1/19-20, dagger); Full Atk +4 melee 
  (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +2, 
  Ref +2, Will +4; Str 12, Dex 12, Con 12, Int 14, Wis 10, 
  Cha 17. 
   
  Skills and Feats: Bluff +10, Concentration +8, 
  Knowledge (arcana) +6, Perform (act) +6, Perform 
  (dance) +6, Spellcraft +7; Combat Casting, Point Blank 
  Shot, Precise Shot. 
   
  Sorcerer Spells Known (6/7/4; save DC 13 + spell 
  level): 0 – detect magic, light, mage hand, message, read 
  magic, touch of fatigue; 1st – cause fear, mage armor, magic 
  missile; 2nd – scorching ray. 
   
  Possessions: masterwork dagger, bracers of armor +1, 
  potion of cure moderate wounds, potion of nondetection, ring 
  of protection +1, arcane scroll of phantasmal killer (7th level 
  caster), arcane scroll of dominate person (9th level caster). 
  APL 4 
  ENCOUNTER 9 
   
   
   
   
  Kanner Prop: CR 7; Huge Construct; HD 16d10+40; 
  hp 150; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, 
  touch 7, flat-footed 13; Base Atk +12; Grp +26; Atk +16 
  melee (2d6+9, slam); Full Atk +16 melee (2d6+9, slam); 
  Space/Reach 15 ft./15 ft.; SA Trample, eye fire; SQ 
  Construct traits, hardness 5; AL N; SV Fort +5, Ref +4, 
  Will +0; Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1. 
   
  Eye Fire (Ex): The Kanner Prop can project a 10- 
  foot cone of fire from its eyes once every 2d4 rounds. 
  Damage 2d6 fire, Reflex DC 18 half. The save DC is 
  Con-based. 
  ENCOUNTER 13 
   
   
   
   
  Nicholar: Male human Sor6; CR 6; Medium 
  humanoid (human); HD 6d4+6; hp 23; Init +1; Spd 30 
  ft; AC 14, touch 12, flat-footed 13; Base Atk +3; Grp +4; 
  Atk +5 melee (1d4+1/19-20, dagger); Full Atk +5 melee 
  (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +3, 
  Ref +3, Will +5; Str 12, Dex 12, Con 12, Int 14, Wis 10, 
  Cha 17. 
   
  Skills and Feats: Bluff +12, Concentration +10, 
  Knowledge (arcana) +8, Perform (act) +7, Perform 
  (dance) +6, Spellcraft +9; Combat Casting, Point Blank 
  Shot, Precise Shot, Spell Focus (necromancy). 
   
  Sorcerer Spells Known (6/7/6/4; save DC 13 + spell 
  level, 14 + spell level for necromancy spells): 0 – detect 
  magic, ghost sound, light, mage hand, message, read magic, 
  touch of fatigue; 1st – cause fear, disguise self, mage armor, 
  magic missile; 2nd – invisibility, scorching ray; 3rd - lightning 
  bolt. 
   
  Possessions: masterwork dagger, amulet of natural 
  armor +1, bracers of armor +1, potion of barkskin +2, potion 
  of cure moderate wounds, potion of nondetection, ring of 
  protection +1, arcane scroll of phantasmal killer (7th level 
  caster), arcane scroll of dominate person (9th level caster). 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 26 
  APL 6 
  ENCOUNTER 9 
   
   
   
   
  Kanner Prop: CR 9; Huge Construct; HD 24d10+40; 
  hp 210; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, 
  touch 7, flat-footed 13; Base Atk +18; Grp +32; Atk +24 
  melee (2d6+12, slam); Full Atk +24 melee (2d6+12, 
  slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; 
  SQ Construct traits, hardness 10; AL N; SV Fort +8, Ref 
  +7, Will +3; Str 26, Dex 8, Con -, Int -, Wis 1, Cha 1. 
   
  Trample (Ex): The Kanner Prop can trample 
  creatures of Medium size or smaller, dealing damage 
  equal to it's slam damage +1-1/2 times its Strength 
  bonus. Opponents who do not make attacks of 
  opportunity against the Kanner Construct can attempt 
  Reflex saves (DC 10 + 1/2 creature's HD + creature's Str 
  modifier) to halve the damage. Damage for this attack 
  is 2d6+12, and the save DC is 30. 
   
  Eye Fire (Ex): The Kanner Prop can project a 10- 
  foot cone of fire from its eyes once every 2d4 rounds. 
  Damage 3d6 fire, Reflex DC 22 half. The save DC is 
  Con-based. 
  ENCOUNTER 13 
   
   
   
   
  Nicholar: Male human Sor8; CR 8; Medium 
  humanoid (human); HD 8d4+8; hp 30; Init +1; Spd 30 
  ft; AC 15, touch 12, flat-footed 14; Base Atk +4; Grp +5; 
  Atk +6 melee (1d4+1/19-20, dagger); Full Atk +6 melee 
  (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +3, 
  Ref +3, Will +6; Str 12, Dex 12, Con 12, Int 14, Wis 10, 
  Cha 18. 
   
  Skills and Feats: Bluff +15, Concentration +12, 
  Knowledge (arcana) +10, Perform (act) +9, Perform 
  (dance) +7, Spellcraft +11; Combat Casting, Point Blank 
  Shot, Precise Shot, Spell Focus (necromancy). 
   
  Sorcerer Spells Known (6/7/7/6/4; save DC 14 + spell 
  level, 15 + spell level for necromancy spells): 0 – acid 
  splash, detect magic, ghost sound, light, mage hand, message, 
  read magic, touch of fatigue; 1st – cause fear, color spray, 
  disguise self, mage armor, magic missile; 2nd – ghoul touch, 
  invisibility, scorching ray; 3rd - lightning bolt, ray of 
  exhaustion; 4th - phantasmal killer. 
   
  Possessions: masterwork dagger, amulet of natural 
  armor +1, bracers of armor +2, potion of barkskin +2, potion 
  of cure moderate wounds, ring of mind shielding, ring of 
  protection +1, arcane scroll of phantasmal killer (7th level 
  caster), arcane scroll of dominate person (9th level caster). 
  APL 8 
  ENCOUNTER 9 
   
   
   
   
  Kanner Prop: CR 11; Huge Construct; HD 32d10+40; 
  hp 270; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, 
  touch 7, flat-footed 13; Base Atk +24; Grp +42; Atk +32 
  melee (2d6+15, slam); Full Atk +32 melee (2d6+15, 
  slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; 
  SQ Construct traits, hardness 10; AL N; SV Fort +10, 
  Ref +9, Will +4; Str 30, Dex 8, Con -, Int -, Wis 1, Cha 1. 
   
  Trample (Ex): The Kanner Prop can trample 
  creatures of Medium size or smaller, dealing damage 
  equal to it's slam damage +1-1/2 times its Strength 
  bonus. Opponents who do not make attacks of 
  opportunity against the Kanner Construct can attempt 
  Reflex saves (DC 10 + 1/2 creature's HD + creature's Str 
  modifier) to halve the damage. Damage for this attack 
  is 2d6+15, and the save DC is 36. 
   
  Eye Fire (Ex): The Kanner Prop can project a 10- 
  foot cone of fire from its eyes once every 2d4 rounds. 
  Damage 4d6 fire, Reflex DC 26 half. The save DC is 
  Con-based. 
  ENCOUNTER 13 
   
   
   
   
  Nicholar: Male human Sor10; CR 10; Medium 
  humanoid (human); HD 10d4+10; hp 38; Init +1; Spd 
  30 ft; AC 15, touch 12, flat-footed 14; Base Atk +5; Grp 
  +6; Atk +7 melee (1d4+1/19-20, dagger); Full Atk +7 
  melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort 
  +4, Ref +4, Will +7; Str 12, Dex 12, Con 12, Int 14, Wis 
  10, Cha 20. 
   
  Skills and Feats: Bluff +18, Concentration +14, 
  Knowledge (arcana) +12, Perform (act) +11, Perform 
  (dance) +8, Spellcraft +13; Combat Casting, Greater 
  Spell Focus (necromancy), Point Blank Shot, Precise 
  Shot, Spell Focus (necromancy). 
   
  Sorcerer Spells Known (6/8/7/7/6/4; save DC 15 + 
  spell level, 17 + spell level for necromancy spells): 0 – 
  acid splash, detect magic, flare, ghost sound, light, mage hand, 
  message, read magic, touch of fatigue; 1st – cause fear, color 
  spray, disguise self, mage armor, magic missile; 2nd – false life, 
  ghoul touch, invisibility, scorching ray; 3rd - dispel magic, 
  lightning bolt, ray of exhaustion; 4th - Evard's black tentacles, 
  phantasmal killer; 5th - hold monster. 
   
  Possessions: masterwork dagger, amulet of natural 
  armor +1, bracers of armor +2, cloak of charisma +2, potion of 
  barkskin +2, potion of cure moderate wounds, ring of mind 
  shielding, ring of protection +1, ring of sustenance, arcane 
  scroll of phantasmal killer (7th level caster), arcane scroll of 
  dominate person (9th level caster). 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 27 
  APL 10 
  ENCOUNTER 9 
   
   
   
   
  Kanner Prop: CR 13; Huge Construct; HD 40d10+40; 
  hp 330; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, 
  touch 7, flat-footed 13; Base Atk +30; Grp +50; Atk +40 
  melee (2d6+18, slam); Full Atk +40 melee (2d6+18, 
  slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; 
  SQ Construct traits, hardness 10; AL N; SV Fort +14, 
  Ref +13, Will +9; Str 34, Dex 8, Con -, Int -, Wis 1, Cha 
  1. 
   
  Trample (Ex): The Kanner Prop can trample 
  creatures of Medium size or smaller, dealing damage 
  equal to it's slam damage +1-1/2 times its Strength 
  bonus. Opponents who do not make attacks of 
  opportunity against the Kanner Construct can attempt 
  Reflex saves (DC 10 + 1/2 creature's HD + creature's Str 
  modifier) to halve the damage. Damage for this attack 
  is 2d6+18, and the save DC is 42. 
   
  Eye Fire (Ex): The Kanner Prop can project a 10- 
  foot cone of fire from its eyes once every 2d4 rounds. 
  Damage 5d6 fire, Reflex DC 30 half. The save DC is 
  Con-based. 
  ENCOUNTER 13 
   
   
   
   
  Nicholar: Male human Sor12; CR 12; Medium 
  humanoid (human); HD 12d4+12; hp 45; Init +1; Spd 
  30 ft; AC 17, touch 13, flat-footed 16; Base Atk +6/+1; 
  Grp +7; Atk +8 melee (1d4+1/19-20, dagger); Full Atk 
  +8/+3 melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; 
  SV Fort +5, Ref +5, Will +8; Str 12, Dex 12, Con 12, Int 
  14, Wis 10, Cha 21. 
   
  Skills and Feats: Bluff +20, Concentration +16, 
  Knowledge (arcana) +14, Perform (act) +12, Perform 
  (dance) +8, Spellcraft +15; Combat Casting, Greater 
  Spell Focus (necromancy), Point Blank Shot, Precise 
  Shot, Spell Focus (necromancy), Spell Penetration. 
   
  Sorcerer Spells Known (6/8/7/7/7/6/3; save DC 15 + 
  spell level, 17 + spell level for necromancy spells): 0 – 
  acid splash, detect magic, flare, ghost sound, light, mage hand, 
  message, read magic, touch of fatigue; 1st –  cause fear, color 
  spray, disguise self, mage armor, magic missile; 2nd – false life, 
  ghoul touch, invisibility, mirror image, scorching ray; 3rd - 
  blink, dispel magic, lightning bolt, ray of exhaustion; 4th - 
  dimension door, Evard's black tentacles, phantasmal killer; 
  5th - hold monster, telekinesis; 6th - disintegrate. 
   
  Possessions: masterwork dagger, amulet of natural 
  armor +1, bracers of armor +3, cloak of charisma +2, potion of 
  barkskin +2, potion of cure moderate wounds, ring of mind 
  shielding, ring of protection +2, ring of sustenance, arcane 
  scroll of phantasmal killer (7th level caster), arcane scroll of 
  dominate person (9th level caster). 
  APL 12 
  ENCOUNTER 9 
   
   
   
   
  Kanner Prop: CR 15; Huge Construct; HD 48d10+40; 
  hp 390; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, 
  touch 7, flat-footed 13; Base Atk +36; Grp +58; Atk +48 
  melee (2d6+21, slam); Full Atk +48 melee (2d6+21, 
  slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; 
  SQ Construct traits, hardness 15; AL N; SV Fort +16, 
  Ref +15, Will +11; Str 38, Dex 8, Con -, Int -, Wis 1, Cha 
  1. 
   
  Trample (Ex): The Kanner Prop can trample 
  creatures of Medium size or smaller, dealing damage 
  equal to it's slam damage +1-1/2 times its Strength 
  bonus. Opponents who do not make attacks of 
  opportunity against the Kanner Construct can attempt 
  Reflex saves (DC 10 + 1/2 creature's HD + creature's Str 
  modifier) to halve the damage. Damage for this attack 
  is 2d6+21, and the save DC is 48. 
   
  Eye Fire (Ex): The Kanner Prop can project a 10- 
  foot cone of fire from its eyes once every 2d4 rounds. 
  Damage 6d6 fire, Reflex DC 34 half. The save DC is 
  Con-based. 
  ENCOUNTER 13 
   
   
   
   
  Nicholar: Male human Sor14; CR 14; Medium 
  humanoid (human); HD 14d4+14; hp 53; Init +1; Spd 
  30 ft; AC 17, touch 13, flat-footed 16; Base Atk +7/+2; 
  Grp +8; Atk +9 melee (1d4+1/19-20, dagger); Full Atk 
  +9/+4 melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; 
  SV Fort +5, Ref +5, Will +9; Str 12, Dex 12, Con 12, Int 
  14, Wis 10, Cha 23. 
   
  Skills and Feats: Bluff +23, Concentration +18, 
  Knowledge (arcana) +16, Perform (act) +14, Perform 
  (dance) +9, Spellcraft +17; Combat Casting, Greater 
  Spell Focus (necromancy), Point Blank Shot, Precise 
  Shot, Spell Focus (necromancy), Spell Penetration. 
   
  Sorcerer Spells Known (6/8/8/7/7/7/6/3; save DC 16 
  + spell level, 18 + spell level for necromancy spells): 0 – 
  acid splash, detect magic, flare, ghost sound, light, mage hand, 
  message, read magic, touch of fatigue; 1st – cause fear, color 
  spray, disguise self, mage armor, magic missile; 2nd – false life, 
  ghoul touch, invisibility, mirror image, scorching ray; 3rd - 
  blink, dispel magic, lightning bolt, ray of exhaustion; 4th - 
  dimension door, enervation, Evard's black tentacles, 
  phantasmal killer; 5th - dominate person, hold monster, 
  telekinesis; 6th - disintegrate, globe of invulnerability; 7th - 
  finger of death. 
   
  Possessions: masterwork dagger, amulet of natural 
  armor +1, bracers of armor +3, cloak of charisma +4, potion of 
  barkskin +2, potion of cure moderate wounds, ring of mind 
  shielding, ring of protection +2, ring of sustenance, arcane 
  scroll of phantasmal killer (7th level caster), arcane scroll of 
  dominate person (9th level caster). 
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 28 
  DM AID – THE PELLAK GRAND THEATER 
   
  The Pellak Grand Theater, when completed, will be the 
  finest theater in the March of Bissel. 
  Please refer to DM Aid – Map #1 – Map of the Pellak 
  Grand Theater. 
  A) North Facade 
  This side of the building is nondescript, looking like any 
  one of the nearby warehouses. This side does not bare any 
  markings or signs to indicate the buildings purpose. 
  B) Backstage Foyer 
  This entrance bustles with activity. Cast and crew 
  members enter and leave the building here, and 
  deliveries are often received here during the day. 
  C) Backstage 
  This large chamber is constantly full will cast and crew 
  coming and going. The floor and walls are noticeably 
  plain and unadorned. 
  D) Stage 
  This is where the musical is intended to be performed. A 
  huge red velvet curtain spans the south end of this room, 
  separating the stage from the audience. Bolted to the 
  adjacent walls are tall ladders that go up to a maze of 
  catwalks, fifty feet above the stage floor. 
  During performances, a heavy black curtain (indicated on 
  the map by a dotted line) is lowered from above, 
  separating the stage area into two distinct sections. The 
  section containing the doors to backstage is often 
  referred to as the “wings”, and it provides a buffer 
  between the stage and the noise of backstage. 
  E) Orchestra Pit 
  This shallow pit is where the orchestra is located, during 
  a performance. 
  F) Common Seats 
  These rows of seats make up the majority of the audience. 
  Priced for the average citizen, they cost a silver piece per 
  ticket. 
  G) Balconies 
  These private balconies are reserved for the wealthy and 
  prestigious members of the audience. The balconies 
  farthest from the stage cost ten gold pieces to reserve, 
  while the closest ones cost ten times that amount. 
  H) Main Entry 
  Here is where patrons enter the theater. The marble floor 
  is inlaid with a mosaic of the March of Bissel crest. 
  Tapestries depict various scenes of the muses dancing 
  and playing. Small booths by the door sell tickets for the 
  common seats. 
  I) South Facade 
  This side of the building is lavish, built from fine white 
  marble, accented with dark grey granite. 
  During performances, the area before the front of the 
  building is lit by ornamental continual flame torches 
  with deep red flames. An observant patron might notice 
  that the color scheme of the theater facade and torches is 
  the same as the colors in the March of Bissel crest. This 
  was intended by its designers. 
  J) Balcony Hallways 
  These passages lead from the main entry to the balconies. 
  They are decorated similarly to the main entry. Tapestries 
  hang from the outside walls. 
  If the tapestries are lifted, one can find locked service 
  doors that lead to Area K. 
  K) Concealed Doors 
  These passageways lead to the various offices and 
  dressing rooms of the theater. 
  One wall of each passageway contains three service doors 
  that lead to Area J. From this side, these doors are plainly 
  visible, and do not require a key to open. 
  L) Producer’s Office 
  A sign on this office indicates that it is currently 
  occupied by Estander, the writer and producer of the 
  musical. It contains a desk, several chairs, and a small 
  folding cot (Estander sometimes stays here after long 
  nights). Script drafts and theater diagrams can be found 
  in piles on the desk and floor. 
  M) Lead Stage Manager’s Office 
  A sign on this office indicates that it is currently 
  occupied by Barton, the Lead Stage Manager. However, 
  the room is essentially empty (except for dust). Barton 
  spends all of his work time around the stage and 
  backstage areas, and never uses the office he was 
  provided. 
  N) Prop Manager’s Office 
  A sign on this office indicates that it is currently 
  occupied by Jamin, the Prop Manager. It contains a desk 
  and chairs, and several crates full of design specifications 
  and schematics. The desk is covered in correspondence 
  between Jamin and her prop manufacturers. 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 29 
  O) Wardrobe Manager’s Office 
  A sign on this office indicates that it is currently 
  occupied by Gregan, the Lead Stage Manager. Unlike the 
  other offices, it is well decorated. A throw rug adorns the 
  floor, there are several paintings on the wall, and each 
  corner sports a potted plant. 
  P) Dressing Rooms 
  Sign on each of the doors to these rooms indicate that 
  they are dressing rooms belonging to some significant 
  actor within the production. Each contains an armoire, a 
  small desk and mirror, and a comfortable chair. 
  Q) Lead Actor’s Dressing Room 
  This does not appear any different that the other dressing 
  rooms, other than being slightly larger. There is nothing 
  of interest here until Encounter 13. 
  R) Lavatories 
  These lavatories serve the needs of both cast and crew. 
  S) Wardrobe Storage 
  These storage rooms house the thousands of costumes 
  (and replacements) needed for the musical. 
  T) Burnt Wardrobe Storage 
  This room contained costumes, until it was struck by a 
  fire. It is detailed in Encounter 4. 
  U) Scenery Storage 
  This large storage room contains the dozens of large 
  illusory scenery panels used in the musical. It is detailed 
  in Encounter 3. 
  V) Prop Storage 
  These storage rooms contain all of the miscellaneous 
  props needed for the musical. They are meticulously 
  sorted and arranged. 
  W) Makeup Rooms 
  These rooms contain rows of makeup tables and mirrors, 
  but otherwise, little of interest. Cast members come here 
  to have their makeup applied before and during a show. 
  X) Miscellaneous Storage 
  These storage rooms have not been assigned a purpose 
  for this production. However, at any given point one can 
  find a number of crates and pallets here, awaiting more 
  permanent storage elsewhere. 
  Y) Tainted Air Vent 
  This wall contains on of the many large ventilation ducts 
  that provides the audience with fresh air. This one is the 
  subject of Encounter 8. 
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 30 
  DM AID – MAP #1 – THE PELLAK GRAND THEATER 
   
   
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 31 
  DM AID – MAP #2 – THEATER SIDE VIEW 
   
   
   
   
   
   
   
  DM AID – MAP #3 – ENCOUNTER 9 COMBAT 
   
   
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 32 
  DM AID – MAP #4 – ENCOUNTER 13 COMBAT 
   
   
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 33 
  PLAYER HANDOUT #1 –THE PELLAK GRAND THEATER MAP 
   
   
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 34 
  PLAYER HANDOUT #2 – THE NOTE FROM ESTANDER 
   
  My most esteemed colleagues: 
   
  It has come to my attention that, during the night, two more 
  incidents have been discovered. Understand that I hold you at 
  no fault − I could not expect you to jump right in to the 
  situation, and immediately solve all of our problems. 
   
  I ask that you please include these two locations in your 
  investigations. 
   
  First, something has occurred with part of the lighting system. 
  I’ve been told that one of its parts fell to the stage below, and 
  was destroyed. 
   
  Second, several crew members have reported a foul odor near 
  the rear of the common seating. I’ve dispatched someone from 
  the maintenance crew to take a look, but I’d feel much 
  better if you did, as well. 
   
  Please let me know if you learn anything of substance. 
   
  Regards, 
  Estander 
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 35 
  PLAYER HANDOUT #3 – THE NOTE FROM LADY SARALIND 
   
  Dear Estander: 
   
  Word has gotten to me of the patriotic work you have been doing, in the guise of 
  theater. As well, I have heard of the troubles you have faced. 
   
  Current events have certainly cast a depressing spell over the minds of our 
  people. However, the worse it has gotten, the brighter by contrast have shined 
  our heroes. I am of the mind that our people would be better spending their 
  energies focusing on the valiant deeds of these beacons, rather than the 
  darkness around them. Your work is a laudable step in that direction. 
   
  I understand that the families that had initially promised funding have reneged 
  on the arrangement. I have made plans with high priestess Jorollane, of the 
  church of Zilchus. Between our personal pecuniary assets, you will have 
  everything you need to finish your work. 
   
  In return, I ask but a single request. I wish to attend the opening night 
  performance, to see the fruits of your labors. I would appreciate it greatly if a 
  balcony were reserved for my use. 
   
  May the Archpaladin bless and strengthen your endeavors. 
  Viscountess Saralind Markavan 
  Regent of the March of Bissel 
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 36 
  PLAYER HANDOUT #4 – EXCERPTS FROM NICHOLAR’S 
  JOURNAL 
   
  An entry, dated about fifteen weeks ago: 
  Ahh, a wonderful day ! Today I was formally offered the role of lead actor in 
  that new play in Pellak . Not that I doubted for a moment that I would receive 
  it. 
   
  An entry, dated about fourteen weeks ago: 
  Having looked over the entire script, I must say I am surprised . I’ve played 
  villains before ... masterfully . But this Evard is a different sort . Like any 
  professional, I will research the role before attempting to take it on . Tomorrow 
  I leave for Rhomstaff, once the barony controlled by the man I shall portray. 
   
  An entry, dated about twelve weeks ago: 
  Yes, I will obey. I must obey. I never realized how wrong I...  Yes, I will obey. I can 
  feel them in my mind. They are teaching me to be powerful. His minions are 
  making me stronger. But they are watching me. Commanding me . Cause chaos 
  in the March of Bissel? How do I do that? I must think on this... 
   
  An entry, dated about nine weeks ago: 
  I have it! And just in time, for it appears my education is complete. What is 
  more important to the people of Bissel than their theater? It is so obvious! I shall 
  return to Pellak and the production, and I shall make the people suffer by 
  keeping them from ever seeing the musical reach the stage. My masters will be 
  pleased, I just know it! 
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 37 
  An entry, dated five days ago: 
  It seems my mischief has finally struck a chord. I have heard that Estander 
  has hired outsiders to investigate our ‘bad luck’. I wonder what triggered this 
  response. Surely not the fire? Potentially damaging, yes, but how was I supposed 
  to know the blasted costumes would be missing? It must have been the scenery. 
  Yes, that must have been expensive. 
   
  An entry, dated three days ago: 
  These newcomers may as yet pose a problem. I think my biggest handicap, 
  however, is the bumbling idiot I chose to enslave. First, he pours the unguent I 
  gave him too close to the vent mouth, so it is obvious. Then, he knocks one of the 
  stage lights lose while rigging it. Good help is so hard to find. 
  No matter. I have something a bit bigger in mind, for today. 
   
  An entry, dated two days ago. The handwriting is noticeably shaky, as if the writer was excited: 
  A new opportunity has presented itself. Through it, I can better fulfill my 
  mission. As well, pursuing it means that I will no longer seek to harm the 
  production. All the better for my interests. 
   
  The most recent entry, dated today: 
  The time has finally arrived. Tonight, my genius will be recognized twice. I 
  will command the stage, and prove myself to be the strongest actor to ever 
  seize the spotlight. And I will fulfill the mission I have been questing after for 
  nearly two months. I will slay the Regent of Bissel. 
   
  
  BIS5-01 That’s Rhomstaff! 
   
  Page 38 
  CRITICAL EVENT SUMMARY – BIS5-01 THAT’S RHOMSTAFF! 
   
  1) Did the PCs defeat Nicholar? 
   
   
   
  2) Was the Regent injured in the final combat? 
   
   
   
   
  3) Did the cast get a standing ovation on opening night? 
   
   
   
   
  4) If so, did any of the PCs accept the invitation to tour with 
  the production? How many accepted? 
   
   
   
   
   
   
   
  If you run this adventure in February or March 2005, please e-mail the results from this critical event summary to a 
  member of the Bissel Triad by April 1, 2005, or have your Senior Gamemaster do so.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS5-01 That's Rhomstaff! (3E).pdf