TEXT: Area Details
  Unless otherwise indicated, the walls and doors of the
  museum have the following statistics:
  Walls: 1 ft. thick; Break DC 35; AC 3; Hardness 8;
  90 hp; Climb DC 20.
  Doors: 2 in. thick; Break DC 25; AC 5; Hardness 5;
  20 hp; Open Lock DC 35.
  Windows: 3 in. thick; Break DC 20*; AC 5;
  Hardness 1; 9 hp; all windows sit nine feet above 
  the ground and are made of a single pane not 
  meant to be opened.
  (*The Break DC reflects that all windows are 
  protected by arcane lock spells.)
  Area 1: The Yard
  The podium base holds a +1 dagger as well as a scroll
  of hold person.
  Area 2: Foyer
  The desk drawer is locked with a good lock (Open
  Lock DC 30).
  Area 3: Main Exhibit
  Hall
  The skylight is locked with a superior lock (Open
  Lock DC 40) and magically warded (see below for
  statistics; even touching the skylight also triggers an
  alarm spell that mentally alerts Vorac's wizard ally
  who then contacts the curator).
  Although some visitors fear fading of the artifacts
  from the sunlight, Vorac winks and assures them that
  each exhibit is magically protected from many natural
  effects (see the New Spell section below). Every
  exhibit in the museum is kept under a glass case
  which is locked onto the display base.
  Locked Glass Exhibit Case: 3 in. thick; Break DC 
  10; AC 5; Hardness 1; 9 hp; Open Lock DC 30.
  Skylight: Power Word Stun Trap CR 8; magic device;
  touch trigger; no reset; spell effect (power word 
  stun, 13th-level wizard), Search DC 32; Disable 
  Device DC 32.
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  Rules Appendix
  This product requires the use of the Dungeons & Dragons, Third Edition Core Books,
  published by Wizards of the Coast Inc. This product utilizes updated material from the v3.5 revision.
  This product requires the use of Domains of Adventure: The Museum of Infamous Heroism.
  
  Area 6: Storage
  Room
  Vorac wards the chest containing his “petty cash”
  every evening with a mental alarm spell. The chest's
  contents are left to the GM's discretion but should be
  anywhere between 7,000 and 14,000 gp in value ((d8
  * 1,000) + 6,000) and include mostly gems of high
  value.
  Treasure Chest: Break DC 23; AC 5; Hardness 5;
  15 hp; Open Lock DC 40.
  Curator Galdor Vorac
  CR 17
  Male human bard 9/Loremaster 8
  NG Medium humanoid
  Init +2; Senses Listen +9, Spot +3
  Languages Celestial, Common, Draconic, Elven,
  Sylvan, Orc
  AC 16, touch 14, flat-footed 13; Dodge
  (+2 Dex, +2 bracers of armor +2, +1 ring of protection
  +1, +1 dodge)
  hp 54 (9d6+8d4+3)
  Fort +7, Ref +10, Will +13
  Spd 30 ft. (6 squares)
  Melee +3 "Akron" +15/+10 (1d6+3/19-20)
  Ranged sling +13/+8 (1d4)
  Base Atk +10; Grp +10
  Special Actions bardic music 9/day (countersong, fas-
  cinate 3 creatures, inspire competence, inspire courage
  +2, inspire greatness, suggestion [DC 17])
  Combat Gear potion of blur, potion of cat's grace, scroll
  of invisibility
  Bard Spells Known (CL 17th; DC 13 + spell level):
  6th (1/day) - find the spell, geas, summon monster VI
  5th (3/day) - greater dispel magic, greater mislead,
  persistent image, song of discord
  4th (3/day) - dominate person, legend lore, locate
  creature, speak with plants
  3rd (5/day) - dispel magic, haste, scrying, summon
  monster III
  2nd (6/day) - cure moderate wounds, detect thoughts,
  hold person, locate object, sound burst
  1st (5/day) - alarm, charm person, comprehend lan-
  guages, identify, obscure object
  0th (4/day) - dancing lights, detect magic, mending,
  open/close, read magic, resistance
  Abilities Str 10, Dex 14, Con 10, Int 16, Wis 12, Cha
  16
  SQ bardic knowledge +14, greater lore, lore +20,
  secret (dodge trick, lore of true stamina, secret health,
  more newfound arcana)
  Feats Alertness, Combat Casting, Dodge,
  Investigator, Negotiator, Skill Focus (Knowledge
  [history]), Weapon Finesse
  Skills Appraise +21, Bluff +7, Concentration +8,
  Decipher Script +21, Diplomacy +15, Gather
  Information +19, Hide +6, Knowledge (arcana) +23,
  Knowledge (history) +26, Knowledge (local) +23,
  Knowledge (religion) +19, Listen +9, Perform (sing)
  +15, Search +5, Sense Motive +8, Spellcraft +15,
  Spot +3, Use Magic Device +9
  Possessions combat gear plus 50 masterwork bullets
  Akron, Seeker of History
  Price (Item Level): 92,310 gp (20th)
  Body Slot: - (held)
  Caster Level: 15th 
  Aura: Moderate; (DC 22) divination
  Activation: - or immediate (command) or standard
  (command)
  Weight: 2 lb.
  Italic description text of what the blade actually looks
  like.
  The seeker of history is a sentient +3 short sword that
  seeks to record important historical events as they are
  occurring.
  Three times per day as a standard action, the
  seeker of history can cast cure moderate wounds and
  zone of truth. At will as an immediate action, the seek-
  er of history can dimension door itself and its wielder to
  a nearby historical event in the making.
  2
  Domains of Adventure: The Museum of Infamous Heroism - Rules Appendix d20 System
  
  The elves of the Rendath Forest were like any other
  of their kind-carefree, nature-venerating, magic-
  loving folk. But when their forest became the subject
  of a demonic invasion some five centuries ago, the
  elves were forced to retreat from their ancestral home.
  When the fiendish was seen as unavoidable,
  Rendath's eldest wizard-sage fashioned Akron to
  record the history that his people would miss after
  they fled the region. The intelligent short sword was
  given to a trusted human colleague before the
  Rendath elves fled their forest. None are sure why
  the demons wanted the area but the forest is still rife
  with abyssal taint. However, Akron's creator also
  crafted a special stone in which the knowledge the
  sword gained could be deposited and magically sent
  to the elves' new home (reportedly a remote, wild sec-
  tion of forest bordering the glacial north). That stone
  still sits within Rendath Forest and Vorac abides by
  the sword's wish to deposit its acquired knowledge
  once a year. Few folks are privy to the fact that this is
  why the curator closes the museum for a month in
  the winter. Akron possesses a dry wit (although it
  only speaks to the curator in private or around trusted
  allies) and fierce devotion to its wielder so long as
  that wielder actively pursues knowledge.
  Akron, Seeker of History: AL NG; Int 16, Wis 16,
  Cha 19; speech, darkvision 60 ft, hearing; Ego 16,
  Knowledge (history) 10 ranks (+13)
  Prerequisites: Craft Magical Arms and Armor; leg-
  end lore.
  Cost to Create: 26,155 gp, 3680 XP, 93 days
  Adventure Ideas:
  There is also the possibility that one artifact is some-
  how connected to another, a connection Vorac tasks a
  group to uncover. When a trio of evil tieflings comes
  to pay homage to the Hound of Li'Xin, they are over-
  heard mentioned the Rendath Forest. Could the
  demonic cult commanded by Li'Xin have been con-
  nected to the invaders who ousted the elves from that
  ancient forest?  Might the trio be able to shed light
  on such a connection?  Even if Vorac does not think
  to pursue the matter, Akron surely does. And it is
  getting close to the period when the short sword
  desires a return to that stand of corrupted woods to
  report its historical compilation of the previous year.
  If the demonic presence can somehow be eliminated
  from the forest, perhaps the elves can return at last
  from their icy exile. It falls to the PCs to shake the
  first bits of information loose from the visiting
  tieflings.
  New Spell:
  As mentioned above, all artifacts in the Museum of
  Infamous Heroism are protected by a permanent
  abjuration, presented here for your use.
  Betray the Years
  Abjuration
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Target: One nonmagical object of no more than 10
  lbs./level
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You make one object immune to the effects of time.
  Wood doesn't rot, paper doesn't yellow, water doesn't
  evaporate, and so on. This spell does not protect
  against forces other than time. So, for example, a
  rock can still be worn down by the erosion of running
  water.
  Material Component: A tiny hourglass-shaped piece
  of blue quartz, worth 10 gp.
  3
  Domains of Adventure: The Museum of Infamous Heroism - Rules Appendix d20 System
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
  Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on orig-
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  Inc.
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  Espionage 
  Handbook 
  Copyright 
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  Material by Spike Y Jones
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  Games
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  right reserved.
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  2002-3 Monte J. Cook.  All right reserved.
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  Reference Document, found on the legal page of www.necro-
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  Wolf Publishing, Inc.
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  Domains of Adventure: The Museum of Infamous Heroism
  Copyright 2007, Bret L. Boyd; published by  Highmoon Media
  Productions, www.highmoonmedia.com.
  Domains of Adventure: The Museum of Infamous Heroism - Rules
  Appendix d20 Copyright 2007, Bret L. Boyd; published by
  Highmoon Media Productions, www.highmoonmedia.com.
  Domains of Adventure: The Museum of Infamous Heroism - Rules Appendix d20 System
  
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