Armory

The treasury, the cloud giant's chambers and kitchen have already been thoroughly trashed and looted, but this last group of freaks guards access to the armory with the collected heirloom weapons of generations of tengu sword brothers (32 masterwork greatswords and a dozen +1 greatswords).

And ...

2 suits of Arboreal Armor!

Arboreal armor appears as plates of bark held together by vines and covered with patches of moss. The armor has an earthy smell, and it is favored by wood elves, who find it especially suited to their naturalistic taste.

Arboreal armor functions as a set of +2 leather armor. Its appearance gives the wearer a +4 bonus on Stealth checks made in forested settings. The armor automatically regenerates damage dealt to it at the rate of 1 hit point per hour. The wearer can cast entangle three times per day, and the armor itself casts goodberry every morning at dawn, growing five berries from its own form.

Faint abjuration; CL 5th; Craft Magic Arms and Armor, entangle, goodberry; Price 16,000 gp; Weight 15 lb.

A pair of journeyman's Quiet Daggers!

Quiet Dagger: Quiet daggers come in three forms: apprentice, journeyman, and master. An apprentice acquires his dagger when he takes his first level in the assassin prestige class. He reaches the rank of journeyman at 5th level and master at 9th.

An apprentice's quiet dagger is a +1 dagger that grants its wielder a +5 competence bonus on Stealth checks when held.

A journeyman's quiet dagger is a +2 dagger that grants it wielder a +5 competence bonus on Stealth checks when held. It also functions as a lesser silent metamagic rod.

A master's quiet dagger is a +3 dagger that grants its wielder a +5 competence bonus on Stealth checks when held, functions as a lesser silent metamagic rod, and grants its wielder SR 14.

Faint or moderate illusion; CL 3rd (apprentice), CL 6th (journeyman), CL 9th (master); Craft Magic Arms and Armor, dispel magic (master dagger only), silence; Price 10,800 gp (apprentice), 25,300 gp (journeyman), 59,300 gp (master); Weight 1 lb.

Older arms and armor from throughout the centuries are also stored here, most have turned to dust but four remain in perfect condition

Breastplate of Righteous Endeavors is a +3 breastplate.

All are marked with a large white hand gripping a surging lightning bolt. Only lawful good characters can use the breastplate's other powers; to all others it functions simply as a +3 breastplate.

For lawful good characters, the armor absorbs the first 10 points of damage per round due to damage from negative energy the wearer would normally take (similar to the resist energy spell). In addition, the wearer can use the armor to cast bless, invisibility to undead, and protection from evil three times per day, and holy smite once per day as a 10th-level caster.

Moderate evocation; CL 10th level; Craft Magic Arms and Armor, bless, holy smite, invisibility to undead, protection from evil, resist elements, creator must be lawful good; Price 61,600 gp; Weight 30 lb.

A pair of Deitus Daggers: Each deitus dagger is a +2 holy dagger that on command can be used to cast righteous might and searing light once each per day. These spells are cast as though by a 10th-level caster.

A deitus dagger can end the control a master vampire has over its spawn and other vampires. When a vampire is struck by a deitus dagger its master vampire must make a DC 15 Will save. Failure indicates that the master vampire has lost control of its slave, which is now free to act as it wills. The master vampire can never regain the control it once had.

Whenever a successful attack against a vampire or vampire spawn made with a deitus dagger comes up as a natural 19 or 20 the vampire or vampire spawn must make a DC 20 Will save or be destroyed.

Strong transmutation; CL 17th; Craft Magic Arms and Armor, holy smite, protection from evil, righteous might, searing light, creator must be good; Price 88,302 gp; Weight 1 lb.

Heart Tracker is a +1 repeating crossbow of speed. Intelligent undead damaged by a bolt fired from the heart tracker must make a DC 15 Will save or be held immobile, as per halt undead. Non-intelligent undead receive no save and are automatically held immobile.

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, halt undead, haste; Price 110,550 gp; Weight 4 lb.

Returning the heirloom weapons to the tengu village results in the appearance of a Greater Tengu who leads the villagers to the ruined city.

and the grateful tengus award each PC an

Acorn of Acuity: These simply carved acorns are powerful tools originally created by druids to help their companions understand the glory of nature. Many travelers find these items indispensable for long journeys in the wild. Rangers tend to favor acorns of acuity, as they enhance their nature-oriented skills.

An acorn of acuity is a fist-sized wooden carving of an acorn made from oak and polished smooth as if from years of use. The first time a character holds an acorn of acuity he feels a sudden rush of consciousness as the item attunes to him.

A character who holds the acorn in one hand gains a +5 competence bonus on all Survival skill checks. The acorn of acuity's owner can also speak with animals, as the spell, once per day.

Faint divination; CL 3rd; Craft Wondrous Item, speak with animals; Price 4,120 gp; Weight —.

and a pair of Boots of the Woodland:

These enchanted calf-high boots are fashioned from soft leather or suede with thick soles made from spongy hide. The boots, which come in all manners of style, only have one distinctive and uniting feature in the form of a rune engraved upon each sole, forming a crude "X."

Boots of the woodland bestow great speed and agility upon their owner while traveling in woodlands. In any forest environment (which includes sparse woods and tree-covered hills or mountains) the wearer of a pair of boots of the woodland is protected as though under the permanent effect of an endure elements spell, adds 10 feet to his base land speed, gains a +4 insight bonus on all Reflex saves, and benefits from a +10 competence bonus on all Stealth checks. Both boots must be worn in a forest environment for 24 hours for their magic to take effect.

Faint abjuration; CL 5th; Craft Wondrous Item, cat's grace, endure elements, expeditious retreat; Price 16,000 gp; Weight 1 lb.

and they only have one Tiger Cloak

Anyone who wears a tiger cloak gains a +4 bonus on Escape Artist checks and a +4 bonus on Fortitude saves made to resist the effects of extremely hot or cold environments. Creatures tracking a character wearing a tiger cloak by scent take a -10 penalty on their Survival checks while tracking him through heavily wooded areas. This effect of the cloak does not inhibit trackers in any non-forested environment.

When someone of good alignment wears the tiger cloak, he can speak with any feline animal as if having cast speak with animals. In addition, once per day the user may influence a feline animal as per the spell charm animal.

Faint transmutation; CL 5th; Craft Wondrous Item, pass without trace, charm animal, speak with animals; Price 19,500; Weight 1 lb.