TEXT: 1
  RIFINTI CLIFF
  DWELLING
  An Adventure Site Web
  Enhancement for Races of the Wild
  CREDITS
  Design:
  Skip Williams
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Design Manager:
  Christopher Perkins
  Cartography:
  Rob Lazzaretti
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  As noted in Races of the Wild, the Rifinti are fairly typical
  as raptorans go. To uninitiated visitors, however, they
  may seem decidedly odd—sleeping during the day,
  staying up all night, holding endless debates about
  seemingly trivial matters, and disdaining wealth and
  personal ornament. In addition, their communal living
  and working arrangements are practically unknown in
  other cultures. Odder still, the Rifinti seem distrustful
  of strangers, yet unstintingly kind to beings in need.
  Rifinti Cliff Dwelling is an adventure site that can be
  dropped into any area that has a mountain valley, alpine
  lakes, and considerable forest cover. Though the Rifinti
  tend to shun strangers, those who seek out this area can
  find a variety of adventures here. As always, feel free to
  adapt the material presented here as you see fit to make
  it work with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks—the
  Player’s Handbook, the Dungeon Master’s Guide, and the
  Monster Manual—as well as Races of the Wild—to use
  this adventure site. The information presented here
  utilizes the D&D v.3.5 rules. 
  To get started, print out the adventure site, including
  the map. Read through the material at least once to
  familiarize yourself with the situation, site, and major
  NPCs (particularly their motivations). You must decide
  what kind of action takes place—whether the PCs
  simply stumble upon the site or have a reason to visit.
  Monster and NPC statistics are provided with each
  encounter area in abbreviated form or, where appropri-
  ate, references to entries in the Monster Manual or Races
  of the Wild are given.
  BACKGROUND
  The Rifinti have used this particular cliff dwelling for
  many years, and they are constantly maintaining and
  improving it. The flock varies in size from year to year,
  but so far, it has never been too large for this home.
  The flock has recently taken in a wounded elf named
  Hannilac, who fell to an ambush while tracking some
  strangers through the wilderness. The Rifinti have
  established to their satisfaction that Hannilac presents
  no threat to them, but the flock leaders are concerned
  about the possibility that the attack on him portends
  trouble in the nearby elf village, and possibly even for
  the flock.
  
  2
  THE CLIFF
  The Rifinti dwelling lies on the face of a 300-foot-high
  cliff that looks out over a snug valley. At the foot of the
  cliff is a deep lake nestled in the foothills of the shelter-
  ing mountains. Vast mountain lakes provide additional
  water, and the nearby alpine forests offer good hunting.
  Farther on, the rolling plains of the lowlands spread out
  in fertile grandeur.
  The nearest settlement of any kind is Kalandri’s
  Crossing, a small elf town with fewer than 1,000 resi-
  dents. It lies across the lake, about 12 miles away as the
  eagle flies. In addition, a tribe of nomadic human
  barbarians sometimes hunts in the foothills where the
  mountains meet the plains. 
  Rifinti hunters and traders have sporadic contact
  with both the town and the nomads, but the raptorans
  maintain no official ties with either group. To the elves,
  the Rifinti are quaint, distant cousins who live in splen-
  did isolation, sheltered from the woes of the broader
  world. To the humans, the Rifinti are near-legendary
  creatures that occasionally sail down from their moun-
  tain heights to converse with a lucky few who know
  their ways. In fact, contact between the raptorans and
  the nomads is so infrequent that the human adept or
  hunter who meets a Rifinti in his youth might not see
  another until he is in his dotage.
  FEATURES
  The Rifinti dwelling occupies the entire south face of
  the cliff. The Rifinti use the areas above and below the
  cliff for stargazing, debates, crafting, weapon practice,
  and other community events. A bit farther to the east,
  the Rifinti make charcoal in the forest.
  The main portion of the dwelling, which includes
  living space as well as areas used for meetings, worship
  and work in inclement weather, is shown on the map
  on page 89 in Races of the Wild. The map has also been
  reproduced here for convenience.
  The main dwelling, a two-story structure set into a
  natural hollow in the stone, is located 170 feet above the
  lakeshore. The ancestors of the present-day Rifinti built
  it generations ago with the help of many stone shape and
  wall of stone spells. Because of the artistry used in its
  construction, the whole structure blends seamlessly
  into the cliff’s natural stone.
  Unless otherwise stated in the text for a specific area,
  the dwelling’s major features are as follows.
  Walls
  The dwelling’s exterior walls are made of natural 
  stone. Their eroded surfaces appear to offer plenty of 
  hand- and footholds for climbers, but the rock is so
  badly weathered that it tends to crumble at the slightest
  touch, making climbing a difficult and perilous
  prospect. The statistics below represent the wall
  sections near the dwelling’s doors and windows.
  s Cliff Face: 5 ft. thick; hardness 8; hp 450; Break 
  DC 43; Climb DC 25.
  The interior walls are also made of stone, but they’re
  polished to the smoothness of silk.
  s Interior Walls: 5 ft. thick; hardness 8; hp 450;
  Break DC 43; Climb DC 30.
  Ceilings
  The ceilings in the Rifinti cliff dwelling are arched in
  passages and domed in chambers. Each dome or arch is
  at least 20 feet high in the center and 10 feet high where
  it meets the walls. The lofty ceilings are designed to
  make the Rifinti comfortable by providing plenty of
  open space overhead.
  Floors
  The floors on both levels are made of smooth stone.
  Most are bare, but a few have loose coverings of furs,
  reeds, or other materials, as noted in the individual
  room descriptions.
  Doorways
  As with most raptoran structures, the doorways in the
  cliff dwelling are about 8 feet high and have a “T” shape
  that easily accommodates raptoran wings. A typical
  raptoran doorway has a lower, vertical portion about 5
  feet wide and an upper, horizontal portion about 3 feet
  tall and 8 feet wide. An external doorway is also
  equipped with a narrow ledge about 2 feet deep to facil-
  itate landings and takeoffs when the residents fly in and
  out. A typical entrance is shown on the map.
  Doors
  The dwelling has no actual doors—just a few leather
  curtains hung up to keep out drafts. In addition, the
  Rifinti have constructed a few sturdy, wooden parti-
  tions that they can use to block the exterior openings
  during emergencies. Cut to fit the T-shaped doorways,
  these 250-pound barriers are secured by driving
  wooden wedges into grooves cut into the doorway.
  Propping up a partition in a doorway and wedging it
  into place requires a full-round action.
  s Strong Wooden Partitions: 2 in. thick; hard-
  ness 5; hp 20; Break DC 25.
  Windows
  The dwelling’s windows are simple slits cut into the
  cliff wall to admit light. Each measures about 1 foot
  
  3
  wide, 6 feet high, and 5 feet deep and is fitted with
  translucent glass panes that the Rifinti make them-
  selves. The glass is none too smooth or clear, but it does
  the job. The windows can be removed to let in fresh air
  or replaced with strong shutters that are just as sturdy as
  the partitions used to block the doorways.
  s Glass Window Panes: 2 in. thick; hardness 1;
  hp 4; Break DC 9.
  Light
  Any room with a window or doorway leading
  outside has at least shadowy illumination (see page
  165 in the Player’s Handbook) during daylight hours.
  Some areas have artificial light sources that provide
  additional illumination, as noted in the individual
  area descriptions.
  RAISING THE ALARM
  Though not particularly warlike, the Rifinti have
  designed a well-organized defense for their dwelling.
  Any indoor disturbance eventually brings most of the
  adult members of the flock to the scene of the action.
  Unless a particular area description indicates a quicker
  response, Rifinti inside the dwelling typically take 1–2
  rounds to fetch their gear before traveling to the scene by
  the shortest route. Rifinti outside the dwelling usually
  need at least 1 minute to reach it in an emergency.
  If an alarm indicates that intruders are already inside
  the dwelling, the gliders (see area 7 and Races of the Wild,
  page 88) are in charge of gathering the flock’s eggs and
  young and getting them to the safety of the forest. They
  usually need at least 3 rounds to get everyone out and
  on their way.
  LOWER FLOOR
  The lower floor of the cliff dwelling is used primarily
  for communal activities. The following sections
  include short descriptions of the major areas on the
  lower level of the dwelling, which are numbered for
  easy reference.
  1. Entrances
  From each of these locations, the Rifinti can unroll a
  rope ladder that extends 170 feet to the lakeshore
  below. The ladders are generally unrolled at dusk and
  taken up again at dawn. Although it’s not apparent on
  the map, a narrow trail runs along the lakeshore at the
  base of the cliff, giving easy access to the bases of the
  ladders.
  s Rope Ladder: 1 in. thick; hardness 0; hp 2;
  Break DC 23; Climb DC 0.
  2. Landing Hall (EL 3 or 5)
  By general agreement, adult Rifinti enter the dwelling
  here when they’re flying or gliding. The short corridor
  leading to the south has the same “T” shape as a raptoran
  doorway (see the Features section), so that a flying
  Rifinti can keep his wings extended and glide right into
  the hall. 
  The floor in this area is recessed about 6 inches, and
  the Rifinti have filled this space with loose sand taken
  from the lakeshore to assure soft landings for fliers.
  Next to each pillar stands a wooden rake, which is used
  to smooth the sand in the corridor. Thanks to this thick
  covering of sand, a +5 circumstance bonus applies to all
  Move Silently checks made while traversing the floor.
  By the same token, however, a +5 circumstance bonus
  applies to any Spot checks made to locate invisible crea-
  tures moving or standing on the floor. 
  The Rifinti have strung perches about 10 feet above
  the floor of this chamber to aid in defense. The perches
  run both north to south and east to west.
  Creatures: One or two gliders are always on watch
  here to guard against unauthorized visitors.
  D Gliders (1–2): hp 20 and/or 31; see area 7 for
  statistics.
  Tactics: Though still unsure of themselves, the
  gliders are eager to prove their mettle. They sit on the
  perches and keep a sharp lookout for intruders.
  If they notice strangers roaming about unescorted,
  they immediately demand that the newcomers lay
  down their weapons and spell pouches. Strangers who
  comply are escorted out of the dwelling and down to
  the lakeshore, where they’re told to await the
  sunspeaker (Elissto Nisian; see area 20).
  Should the gliders believe strangers to be hostile
  (quite likely during the spring, or when the sentries at
  area 12 have given the alarm, or when the strangers
  don’t immediately disarm), the gliders attack to the best
  of their ability. Usually, they begin by launching
  ranged attacks or spells from their perches, jumping
  from perch to perch as needed to maneuver. If melee
  attacks seem in order, the guards try to glide past the
  foe’s front line and engage the rear ranks. No matter
  what tactics they employ, the gliders shout for help as
  soon and as often as they can.
  Any disturbance in this chamber brings the raptoran
  in charge of the workshops (area 3) running. Likewise,
  the guards here notice any disturbances in that area.
  3. Workshops (EL 8 or 5)
  These three chambers are furnished with sturdy
  wooden benches, firepits, and racks of tools and
  
  4
  
  5
  supplies for craftwork. Lamps fueled with oil that the
  Rifinti have rendered from animal fat provide illumina-
  tion around the clock.
  The Rifinti prefer to work out-of-doors when they
  can, but since doing so is not always possible or practi-
  cal, the flock’s crafters use these chambers as needed. At
  any given time, the benches in these rooms may hold a
  variety of unfinished items, including clothing, baskets,
  and pots. The Rifinti sometimes use these rooms for
  making bows and arrow shafts as well, but they make
  their metal weaponry in area 14.
  Creatures: Delembril Vintagil, the Rifinti supply
  chief, often drops by the workshops to check on any
  work in progress. In addition, Inkili, the oldest member
  of the flock, spends at least 18 hours a day here blowing
  glass or just puttering around. The elderly glassblower
  sleeps poorly because of his aches and pains, so he
  arrives well before sunset and usually doesn’t leave
  until after dawn.
  D Delembril Vintagil: hp 42, see Races of the
  Wild, page 85–86.
  D Inkili: Male raptoran warrior 2/expert 4; CR 5;
  Medium humanoid; HD 2d8+2 plus 4d6+4; hp 33; Init
  +2; Spd 30 ft., fly 40 ft. (average); AC 16, touch 13, flat-
  footed 14; Base Atk +5; Grp +5; Atk or Full Atk +6 melee
  (1d4/19–20, masterwork dagger) or +9 ranged
  (1d8/�3, masterwork composite longbow); SQ low-
  light vision, raptoran traits; AL NG; SV Fort +5, Ref +3,
  Will +5; Str 10, Dex 14, Con 12, Int 16, Wis 13, Cha 9.  
  Skills and Feats: Appraise +5 (+7 when appraising
  glass, leather, or metal items), Climb +6, Craft (glass-
  blowing) +12, Craft (leatherworking) +9, Craft (metal-
  working) +9, Handle Animal +3, Jump +14, Knowledge
  (local) +6, Listen +6, Search +6, Spot +10, Survival +3;
  Alertness, Blind-Fight, Weapon Focus (composite
  longbow).
  Languages: Common, Elven, Sylvan, Tuilvilanuue.
  Raptoran Traits: Inkili takes only 1d6 points of
  damage from a fall of any height. He has an unerring
  sense of direction and always knows which way is
  north. Inkili can use his wings to glide, negating any
  damage from a fall of any height and allowing 20 feet of
  horizontal travel for every 5 feet of descent. Even if his
  maneuverability improves, he can’t hover while glid-
  ing, and he can’t glide while carrying a medium or
  heavy load. Inkili can fly for 1 round at no penalty, or
  for 2 rounds at the cost of becoming fatigued. While
  flying, he can make a dive attack (as a charge, but must
  fly at least 30 feet, descend at least 10 feet, and use a
  piercing weapon to deal double damage on a hit).
  Possessions: Masterwork studded leather armor, ring of
  protection +1, masterwork dagger, masterwork composite
  longbow with 20 arrows, universal solvent, potion of bear’s
  endurance, 2 potions of cure light wounds, 2 tanglefoot bags.
  Tactics: Both Delembril and Inkili react to
  strangers in much the same way as the guards in area 2
  do, though they’re much calmer about the prospect of
  repelling intruders. Both fight from aloft as much as
  they can and loudly shout for help. Delembril uses hold
  person on a fighter-type, followed by silence against a
  spellcaster or a melee attack against a likely target.
  Inkili lobs a tanglefoot bag at the closest foe, then
  shoots arrow at whichever foe appears most dangerous.
  Development: Anyone in this chamber notices
  disturbances in area 2 right away, and vice versa.
  4. Kitchen (EL 0–8)
  Food of some sort is always cooking in this chamber,
  filling the room with delicious smells. A pair of ovens
  and a stone hearth, all wood-fired, provide plenty of
  space for frying, broiling, and simmering food. In addi-
  tion, the Rifinti often fill the three pits in the floor with
  embers from their fires, then bury clay pots of food in
  them to cook slowly.
  Creatures: All the Rifinti except unfledged
  infants use the kitchen from time to time. During the
  night, at least one member of the flock is usually here
  cooking for his extended family at any given time, and
  the chef moves in and out during the day, tending
  whatever dishes she has in progress. At mealtimes, six
  or seven cooks may be working in here at once.
  Raptorans (0–7): See Races of the Wild, page 68
  (racial traits), page 88 (other flock members), and
  160–162 (raptoran NPCs) for statistics.
  5. Pantries
  These two rooms are storage areas for foodstuffs and
  herbs. Baskets and clay jars are stacked on the floors and
  crammed into niches in the walls, and bunches of dried
  fruits and mesh bags stuffed with dried or smoked
  meats hang from the ceilings.
  The Rifinti have caches of food (usually buried in
  stone-lined pits) all over the countryside around the
  cliff dwelling, but they also keep a few supplies near the
  kitchen for convenience. In an emergency, the Rifinti
  can survive on the food stored in these pantries (and in
  area 18) for several weeks.
  6. Aviary (EL 5 or 6)
  The Rifinti use this chamber to house some of their avian
  allies. The air smells slightly musty, thanks to the birds’
  feathers and the moldering scraps from their past meals.
  
  6
  In the northern portion of the chamber stand six
  pedestals, each about 5 feet high and topped with a plat-
  form about 3 feet square. Poles about 6 feet high rise
  from the southeast and northwest corners of each plat-
  form, ending in sturdy perches.
  The chamber’s south section is open, and a vertical
  shaft leads upward 15 feet from its ceiling to area 20. A
  wickerwork liner inside the shaft facilitates climbing
  (Climb DC 15). Any creature with clawed appendages
  (including a raptoran) gains a +10 circumstance bonus
  on Climb checks inside the shaft.
  The floor is covered with a mixture of twigs, pine
  needles, herbs, and moss that absorbs the birds’ drop-
  pings and food scraps. The Rifinti sweep up the whole
  mess several times a week and dump it in the forest. A
  patch of edible mushrooms grows on the dumpsite, and
  the Rifinti particularly relish these.
  Creatures: Two mated pairs of giant owls and
  two dire hawks call this chamber home, and
  Lightning (Jenlisa Iltinger’s dire hawk animal
  companion) is sometimes here as well. During the
  day, Lightning is in area 8a with his master, but at
  night he’s here about 50% of the time and with
  Jenlisa the rest of the time.
  D Giant Owls (4): hp 26 each; see Monster Manual,
  page 205.
  D Dire Hawks (2): hp 32 each; see Races of the
  Wild, page 189.
  D Lightning: hp 71; see Races of the Wild, page 83.
  Tactics: The birds in this chamber don’t care for
  visitors, and they won’t tolerate intrusions by non-
  raptorans unless Jenlisa, Henesku, Chanil, or Miithi
  accompanies them.
  In a fight, the two dire hawks fly at the closest foe,
  clawing and biting. They are perfectly willing to fight to
  the death to defend their roosting place. 
  The giant owls are cagey enough to pick out
  dangerous foes, such as spellcasters, and attack them
  first. The aviary is a little cramped for combat on the
  wing, but the owls can maneuver by hopping
  between the perches and platforms. If reduced to 10
  or fewer hit points, they withdraw, exiting via the
  doorways to the east or west, or through the shaft
  leading to area 20—whichever route proves faster
  and safer.
  If Lightning is present, he joins the owls in attacking
  spellcasters or other potent foes. He fights until the
  owls flee or until any bird is killed, then withdraws to
  find Jenlisa.
  Development: In a fight, the birds in this chamber
  screech so loudly that every other creature in the
  dwelling can hear them. The noise brings the guards from
  area 2, plus any Rifinti in area 7, in 2 rounds. Rifinti
  anywhere else in the dwelling take 3 to 4 rounds to arrive.
  7. Great Hall (EL 6)
  Most of the Rifinti prefer the great hall to any other
  room in the whole dwelling. Benches line the walls
  here, and perches run between the pillars both north
  and south. When the chamber is in use, oil lamps simi-
  lar to the one in area 3 are mounted in sconces on each
  of the chamber’s twelve pillars. During cold weather,
  the Rifinti bring in massive clay urns filled with glow-
  ing charcoal to provide heat.
  The Rifinti gather here to pursue their favorite
  pastimes: storytelling and debate. They hold a commu-
  nal debate whenever any kind of issue—be it important
  or trivial—faces the community. They also meet here to
  tell stories once in awhile for variety. During any
  communal gathering, junior Rifinti (flock members
  who have not yet completed the Walk of the Four
  Winds) sit on the benches, and the senior members
  occupy the perches.
  Creatures: Most hours of the day, the hall stands
  empty, except perhaps for three or four gliders (young-
  sters who are approaching adulthood but have not yet
  gone on the Walk of the Four Winds). They have a little
  time on their hands because they’ve mastered most of
  their lessons, but they don’t yet have adult responsibili-
  ties. So they gather here to share their apprehensions
  about their coming ordeals. Statistics for a few typical
  gliders are given below.
  D Claneari: Female raptoran druid 3; CR 3;
  Medium humanoid; HD 3d8+3; hp 20; Init +2; Spd 20 ft.,
  glide 40 ft. (average); AC 17, touch 12, flat-footed 15;
  Base Atk +2; Grp +2; Atk or Full Atk +3 melee
  (1d6/18–20, masterwork scimitar) or +5 ranged (1d6,
  masterwork sling); SQ animal companion (Nae’fidrim;
  link, share spells), low-light vision, nature sense,
  raptoran traits, trackless step, wild empathy +2 (–2 magi-
  cal beasts), woodland stride; AL NG; SV Fort +4, Ref +3,
  Will +5; Str 10, Dex 14, Con 13, Int 12, Wis 15, Cha 8.  
  Skills and Feats: Climb +1, Concentration +7, Handle
  Animal +5, Heal +8, Jump –3, Knowledge (nature) +9,
  Ride +4, Spot +4, Survival +8; Dodge, Scribe Scroll.
  Languages: Common, Sylvan, Tuilvilanuue.
  Animal Companion (Ex): Claneari has an owl
  named Nae’fidrim as an animal companion.
  Nae’fidrim’s abilities and characteristics are summa-
  rized below. 
  
  7
  Nae’fidrim: Female owl companion; CR —;
  Tiny animal; HD 3d8; hp 13; Init +4; Spd 10 ft., fly
  40 ft. (average); AC 20, touch 16, flat-footed 16;
  Base Atk +2; Grp –9; Atk or Full Atk +8 melee
  (1d4–3, talons); Space/Reach 2-1/2 ft./0 ft.; SQ
  evasion, low-light vision, tricks (attack, come,
  down, fetch, guard, heel, mark†, stay); AL N; 
  SV Fort +3, Ref +7, Will +3; Str 5, Dex 18, Con 10,
  Int 2, Wis 14, Cha 4.
  †New trick described on page xx of Races of the Wild.
  Skills and Feats: Hide +12, Jump –9, Listen +15,
  Move Silently +18, Spot +7; Alertness, Weapon
  Finesse.
  Evasion (Ex): If Nae’fidrim is exposed to
  any effect that normally allows her to attempt a
  Reflex saving throw for half damage, she takes no
  damage with a successful saving throw.
  Animal Companion Benefits (Ex): Claneari
  and Nae’fidrim enjoy the link and share spells special
  qualities.
  Link (Ex): Claneari can handle Nae’fidrim as a free
  action. She also gains a +4 circumstance bonus on all
  wild empathy checks and Handle Animal checks made
  regarding her owl. 
  Share Spells (Ex): Claneari may have any spell she
  casts on herself also affect her animal companion if the
  latter is within 5 feet at the time. She may also cast a
  spell with a target of “You” on her animal companion.
  Raptoran Traits: Claneari takes only 1d6 points
  of damage from a fall of any height. She has an unerring
  sense of direction and always knows which way is
  north. Claneari can use her wings to glide, negating any
  damage from a fall of any height and allowing 20 feet of
  horizontal travel for every 5 feet of descent. Even if her
  maneuverability improves, she can’t hover while glid-
  ing, and she can’t glide while carrying a medium or
  heavy load.
  Trackless Step (Ex): Claneari leaves no trail in
  natural surroundings and cannot be tracked.
  Woodland Stride (Ex): Claneari may move
  through natural thorns, briars, overgrown areas, and
  similar terrain at her normal speed and without damage
  or other impairment. However, thorns, briars, and over-
  grown areas that are magically manipulated to impede
  motion still affect her.
  Druid Spells Prepared (caster level 3rd): 0—cure
  minor wounds, guidance, mending, resistance; 1st—calm
  animals (DC 13), faerie fire, produce flame (+2 melee
  touch or +4 ranged touch); 2nd—barkskin, flame blade
  (+2 melee touch).
  Possessions: Leather armor, +1 heavy wooden shield,
  masterwork scimitar, masterwork sling with 10 bullets,
  scroll of chill metal, 2 scrolls of cure light wounds, scroll of
  entangle, scroll of magic stone, scroll of speak with animals,
  scroll of tree shape, spell component pouch.
  D Ya’elidarik: Male raptoran fighter 3; CR 3;
  Medium humanoid; HD 3d10+6; hp 27; Init +1; Spd 20
  ft., glide 40 ft.; AC 18, touch 11, flat-footed 17; Base Atk
  +3; Grp +5; Atk or Full Atk +6 melee (1d10+2/19–20,
  masterwork bastard sword) or +5 ranged (1d8/�3,
  masterwork composite longbow [+2 Str bonus]); SQ
  raptoran traits; AL CG; SV Fort +5, Ref +4, Will +2; 
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.  
  Skills and Feats: Climb +3, Jump –1, Spot +3, Survival
  +3; Exotic Weapon Proficiency (bastard sword)B,
  Lightning Reflexes, Plunging Shot†, Point Blank ShotB.
  †New feat described on page 152 in Races of the Wild.
  Languages: Common, Tuilvilanuue.
  Raptoran Traits: Ya’elidarik takes only 1d6
  points of damage from a fall of any height. He has an
  unerring sense of direction and always knows which
  way is north. Ya’elidarik can use his wings to glide,
  negating any damage from a fall of any height and
  allowing 20 feet of horizontal travel for every 5 feet of
  descent. Even if his maneuverability improves, he can’t
  hover while gliding, and he can’t glide while carrying a
  medium or heavy load.
  Possessions: Wildwood banded mail, masterwork
  heavy wooden shield, masterwork bastard sword,
  masterwork composite longbow (+2 Str bonus) with 20
  arrows, potion of barkskin, 2 potions of cure light wounds,
  potion of shield of faith (+2).
  D Lyalilas: Male raptoran barbarian 3; CR 3;
  Medium humanoid; HD 3d12+6; hp 31; Init +2; Spd 40
  ft., glide 40 ft.; AC 17, touch 12, flat-footed 17; Base Atk
  +3; Grp +5; Atk or Full Atk +6 melee (1d8+2/�3,
  masterwork battleaxe) or +6 ranged (1d8/�3, master-
  work composite longbow); SQ fast movement, illiter-
  acy, rage 1/day, raptoran traits, uncanny dodge; AL CG;
  SV Fort +4, Ref +3, Will +2; Str 15, Dex 14, Con 13, 
  Int 10, Wis 12, Cha 8.  
  Skills and Feats: Climb +7, Handle Animal +3,
  Intimidate +3, Jump +19, Listen +5, Spot +3, Survival +5;
  Dodge, Toughness.
  Languages: Common, Tuilvilanuue.
  Rage (Ex): Once per day, Lyalilas can enter a state
  of fierce rage that lasts for 6 rounds. The following
  changes are in effect as long as he rages: hp 31; AC 15,
  touch 10, flat-footed 15; Grp +7; Atk +8 melee
  (1d8+4/�3, masterwork battleaxe) or +6 ranged
  (1d8/�3, masterwork composite longbow); SV Fort +6,
  
  8
  Will +4; Str 19, Con 17; Climb +9, Jump +21. At the end
  of his rage, Lyalilas is fatigued for the duration of the
  encounter.
  Raptoran Traits: Lyalilas takes only 1d6 points
  of damage from a fall of any height. He has an unerring
  sense of direction and always knows which way is
  north. Lyalilas can use his wings to glide, negating any
  damage from a fall of any height and allowing 20 feet of
  horizontal travel for every 5 feet of descent. Even if his
  maneuverability improves, he can’t hover while glid-
  ing, and he can’t glide while carrying a medium or
  heavy load.
  Uncanny Dodge (Ex): Lyalilas retains his
  Dexterity bonus to Armor Class even when flat-footed
  or targeted by an unseen foe (he still loses his Dexterity
  bonus if paralyzed or otherwise immobile).
  Possessions: Wildwood chain shirt, masterwork heavy
  wooden shield, masterwork battleaxe, masterwork
  composite longbow (+2 Str bonus) with 20 arrows,
  potion of bear’s endurance, potion of cat’s grace, 2 potions of
  cure light wounds.
  Tactics: The gliders in here use the tactics
  described in area 2 to fight any intruders.
  Development: Anyone in the Great Hall reacts
  instantly to disturbances in areas 8 or 10, and vice versa.
  8. Nests (EL Varies)
  These small chambers serve as living quarters for the
  Rifinti. Each room is home to a family, which consists
  of either a mating pair or a group of age-mates who have
  chosen to bunk together for a season, plus fledglings
  and gliders currently under the adults’ supervision.
  Each nest chamber contains a low table, several
  baskets for storing belongings, and a few chairs and
  stools. To the left and right of each entrance are twelve
  bunks, arranged in two double banks stacked three
  high. Each bunk consists of a wooden frame with hide
  stretched loosely over it to form a sort of hammock. The
  Rifinti tend to sleep in the upper bunks and use the
  lower ones for perching or extra storage.
  A few of these nests (8c–8f) include vertical shafts
  just like the one in the aviary (area 6). The shafts lead up
  to the nurseries (area 17) on the upper floor. Chambers
  with shafts are occupied exclusively by mated couples.
  Creatures: All forty-one adult Rifinti sleep in
  these chambers, along with a varying number of chil-
  dren and fledglings. Exactly who sleeps where varies
  with the season and the current mood of the flock. 
  During the day, almost the whole flock is here sleep-
  ing except for the sentries in areas 2, 10, 12, and 20.
  Inkili, however, tends to work nearly around the clock
  in area 3. Elissto Nisian, the sunspeaker, stays on duty
  in area 20 during daylight, along with a few gliders who
  are too restless to sleep.
  At night, one or two Rifinti chiefs may be here
  enjoying a quiet moment. At any given time, a restless
  glider or two might be found here as well (see area 7 for
  statistics).
  Rifinti (41): See Races of the Wild, pages 82–90 for
  the Rifinti’s statistics.
  9. Ramps
  Each of these corridors slopes up 35 feet to the upper
  floor. The pitch is very steep, requiring a DC 5 Climb
  check to ascend.
  10. Watchpost (EL 3 or 5)
  Flanking the exits of this round chamber are perches
  similar to the ones in area 2. A shaft just like the one in
  area 6 leads up to area 22.
  Creatures: One or two gliders are posted here to
  keep an eye on the entrances nearby.
  D Gliders (1–2): hp 20 and/or 31; see area 7 for
  statistics.
  Tactics:The guards here use the tactics noted in area 2.
  11. Chapel (EL 4 or 8)
  This chamber serves as the chapel for the Rifinti. Read
  or paraphrase the following when the PCs enter.
  The winged female in the south alcove is Tuilviel
  Glithien, and the raptorans depicted in the other
  images are also raptoran deities (see Races of the Wild,
  pages 76–80). The windows in the alcove provide light
  during the day, and two everburning torches illuminate
  the chapel at night. The Rifinti do not clutter their
  chapel with furniture or even perches because they
  favor simple worship and feel that a pleasant atmos-
  phere is the only necessary element. 
  The vaulted ceiling of the main chamber has been
  painted to resemble a glorious sunset, with vari-
  colored clouds and a purple sun sinking in the
  west. But although the walls are fantastically deco-
  rated, the room is completely devoid of furnish-
  ings. The alcove to the south is decorated with
  frescoes showing a winged humanoid female with
  clawed feet chasing a great boar and other scenes
  depicting similar beings.
  
  9
  Creatures: A cleric is always on duty here. The star
  chief (Jantril Sestriin) rotates 8-hour shifts with two
  glider clerics. The attendant can help fellow Rifinti with
  their devotions but is primarily here to keep an eye on
  the west entrance, just in case someone tries to sneak in.
  D Jantril Sestriin: hp 54, see Races of the Wild,
  pages 87 and 126.
  D Thodreire or Solhareth: Female raptoran
  cleric 4; CR 4; Medium humanoid; HD 4d8+8; hp 30;
  Init –1; Spd 20 ft., glide 40 ft.; AC 15, touch 9, flat-footed
  15; Base Atk +3; Grp +4; Atk or Full Atk +5 melee (1d8+1,
  masterwork heavy mace) or +3 ranged (1d8/19–20,
  masterwork light crossbow); SA turn undead 4/day (+1,
  2d6+5, 4th); SQ raptoran traits; AL CG; SV Fort +6, Ref
  +0, Will +7; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12.  
  Skills and Feats: Climb –2, Concentration +9, Heal
  +12, Jump –6, Listen +5, Spot +7, Survival +5; Alertness,
  Self-Sufficient.
  †New spell described in Chapter 7 in Races of the Wild.
  Languages: Common, Tuilvilanuue.
  Raptoran Traits: Either cleric takes only 1d6
  points of damage from a fall of any height. She has an
  unerring sense of direction and always knows which
  way is north. She can use her wings to glide, negating
  any damage from a fall of any height and allowing 20
  feet of horizontal travel for every 5 feet of descent. Even
  if her maneuverability improves, she can’t hover while
  gliding, and she can’t glide while carrying a medium or
  heavy load. Thodreire or Solhareth can fly for 1 round
  at no penalty, or for 2 rounds at the cost of becoming
  fatigued.
  Cleric Spells Prepared (caster level 4th): 0—cure minor
  wounds, detect magic, light, mending, virtue; 1st—bless, cause
  fear (DC 14), command (DC 14), raptor’s sight*†, shield of
  faith; 2nd—aid, augury, spiritual weapon (+6 melee),
  summon dire hawk*†.
  *Domain spell. Deity: Tuilviel Glithien. Domains:
  Sky (fly speed or glide speed improves by +5 feet),
  Protection (protective ward 1/day).
  Possessions: Wildwood banded mail, light wooden
  shield, masterwork heavy mace, masterwork light
  crossbow with 20 bolts, 2 scrolls of cure light wounds,
  scroll of invisibility purge, wand of sound burst (8 charges).
  Tactics: The attendant in this chamber uses much
  the same tactics as the guards in area 2 do, except that
  an effort is made to draw intruders toward area 10 (and
  away from the corridor leading to the nests). Thodreire
  or Solhareth uses sound burst or spiritual weapon, then
  summons a dire hawk. Jantril casts ice storm, then uses
  her footbow. She may also try to lure foes outside so
  that she can use call lightning.
  UPPER FLOOR 
  The chambers on this floor are generally reserved for
  storage or private pursuits.
  12. Sentry Posts (EL 8)
  The perches set into this portion of the cliff face offer
  an excellent view of the cliff and the lakeshore below.
  The Rifinti love to sit up here and enjoy the breeze.
  Between each pair of perches is a slit with a shallow
  alcove behind it. These alcoves, which are not shown on
  the map, offer the sentries posted here some protection
  from the elements as well as a degree of cover.
  Creatures: Each sentry post is manned around the
  clock by a Rifinti ranger and a Rifinti rogue, both of
  whom hunker down in the alcoves. Each sentry stands
  a 12-hour shift, but the ranger and the rogue stagger
  their watches so that only one of them is going off duty
  at a time.
  D El’taliamel and Baellasrah: Male raptoran
  ranger 6; CR 6; Medium humanoid; HD 6d8+6; hp 37;
  Init +3; Spd 30 ft., fly 40 ft.; AC 19, touch 13, flat-footed
  16; Base Atk +6; Grp +8; Atk +11 melee (1d6+2/18–20,
  masterwork rapier) or +11 ranged (1d6+4/�3, master-
  work footbow [+2 Str bonus] with +2 arrows); Full Atk
  +11/+6 melee (1d6+2/18–20, masterwork rapier) or
  +11/+6 ranged (1d6+4/�3, masterwork footbow [+2 Str
  bonus] with +2 arrows); SQ animal companion (owl; link,
  share spells), favored enemy giants +4, favored enemy
  monstrous humanoids +2, raptoran traits, wild empathy
  +5 (+1 magical beasts); AL CG; SV Fort +6, Ref +8, Will
  +3; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8.  
  Skills and Feats: Climb +9, Handle Animal +5, Heal
  +7, Hide +8, Jump +12, Knowledge (nature) +7, Listen
  +9, Move Silently +8, Ride +5, Spot +11, Survival +7;
  Blind-Fight, EnduranceB, ManyshotB, Rapid ShotB,
  TrackB, Weapon Finesse, Weapon Focus (rapier).
  Languages: Common, Tuilvilanuue.
  Animal Companion (Ex): Each ranger has an
  owl as an animal companion. The companion’s abilities
  and characteristics are summarized below.
  Female Owl Companions (2): CR —; Tiny
  animal; HD 3d8; hp 13; Init +4; Spd 10 ft., fly 40
  ft. (average); AC 20, touch 16, flat-footed 16; Base
  Atk +2; Grp –9; Atk or Full Atk +8 melee (1d4–3,
  talons); Space/Reach 2-1/2 ft./0 ft.; SQ evasion,
  low-light vision, tricks (attack, come, down,
  fetch, guard, heel, mark†, stay); AL N; SV Fort +3,
  Ref +7, Will +3; Str 5, Dex 18, Con 10, Int 2, 
  Wis 14, Cha 4.
  †New trick described on page 147 of Races of the Wild.
  
  10
  Skills and Feats: Hide +12, Jump –9, Listen +15,
  Move Silently +18, Spot +7; Alertness, Weapon
  Finesse.
  Evasion (Ex): If the owl companion is
  exposed to any effect that normally allows it to
  attempt a Reflex saving throw for half damage, it
  takes no damage with a successful saving throw.
  Animal Companion Benefits (Ex): The
  ranger and his owl enjoy the link and share spells
  special qualities.
  Link (Ex): Each ranger can handle his owl as a free
  action. He also gains a +4 circumstance bonus on all
  wild empathy checks and Handle Animal checks made
  regarding his wolf.
  Share Spells (Ex): The ranger may have any spell he
  casts on himself also affect his animal companion if the
  latter is within 5 feet at the time. The ranger may also cast
  a spell with a target of “You” on his animal companion.
  Favored Enemy (Ex): Each ranger gains a +4
  bonus on his Bluff, Listen, Sense Motive, Spot, and
  Survival checks when using these skills against giants.
  He gains the same bonus on weapon damage.
  Against monstrous humanoids, he gains a +2 bonus
  on these skill checks and on weapon damage rolls.
  Raptoran Traits: Each ranger takes only 1d6
  points of damage from a fall of any height. He has an
  unerring sense of direction and always knows which
  way is north. He can use his wings to glide, negating
  any damage from a fall of any height and allowing 20
  feet of horizontal travel for every 5 feet of descent. Even
  if his maneuverability improves, he can’t hover while
  gliding, and he can’t glide while carrying a medium or
  heavy load. Each ranger can fly for 1 round at no
  penalty, or for 2 rounds at the cost of becoming
  fatigued. While flying, he can make a dive attack (as a
  charge, but must fly at least 30 feet, descend at least 10
  feet, and use a piercing weapon to deal double damage
  on a hit).
  Ranger Spells Prepared (caster level 3rd): 1st—resist
  energy (2). 
  Possessions: Mithral chain shirt, +1 buckler, master-
  work rapier, masterwork raptoran footbow (+2 Str
  bonus) with 16 arrows, 4 +2 arrows, potion of cure light
  wounds, potion of cat’s grace.
  D Eiraliam or Cyirevia: Male raptoran rogue 6;
  CR 6; Medium humanoid; HD 6d6+6; hp 30; Init +7;
  Spd 30 ft., fly 40 ft.; AC 16, touch 13, flat-footed 16; Base
  Atk +4; Grp +5; Atk or Full Atk +8 melee (1d6+1/19–20,
  masterwork short sword) or +8 ranged (1d6+1/�3, +1
  shortbow); SA sneak attack +3d6; SQ evasion, raptoran
  traits, trap sense +2, trapfinding, uncanny dodge; AL
  CG; SV Fort +3, Ref +8, Will +2; Str 12, Dex 16, Con 13,
  Int 14, Wis 10, Cha 8.  
  Skills and Feats: Balance +5, Bluff +8, Climb +12,
  Diplomacy +3, Escape Artist +12, Hide +17, Intimidate
  +1, Jump +13, Listen +9, Move Silently +12, Search +11,
  Sense Motive +9, Spot +11, Tumble +12; Dodge,
  Improved Initiative, Weapon Finesse.
  Languages: Common, Elven, Sylvan, Tuilvilanuue.
  Sneak Attack (Ex): Each rogue deals 3d6 extra
  points of damage on any successful attack against flat-
  footed or flanked targets, or against a target that has
  been denied its Dexterity bonus for any reason. This
  damage also applies to ranged attacks against targets up
  to 30 feet away. Creatures with concealment, creatures
  without discernible anatomies, and creatures immune
  to extra damage from critical hits are all immune to
  sneak attacks. The rogue may choose to deliver
  nonlethal damage with his sneak attacks, but only
  when using a weapon designed for that purpose, such
  as a sap (blackjack).
  Evasion (Ex): If Eiraliam or Cyirevia is exposed to
  any effect that normally allows him to attempt a Reflex
  saving throw for half damage, he takes no damage with
  a successful saving throw.
  Raptoran Traits: Each rogue takes only 1d6
  points of damage from a fall of any height. He has an
  unerring sense of direction and always knows which
  way is north. He can use his wings to glide, negating
  any damage from a fall of any height and allowing 20
  feet of horizontal travel for every 5 feet of descent. Even
  if his maneuverability improves, he can’t hover while
  gliding, and he can’t glide while carrying a medium or
  heavy load. Each rogue can fly for 1 round at no penalty,
  or for 2 rounds at the cost of becoming fatigued. While
  flying, he can make a dive attack (as a charge, but must
  fly at least 30 feet, descend at least 10 feet, and use a
  piercing weapon to deal double damage on a hit).
  Trapfinding (Ex): Each rogue can find, disarm,
  or bypass traps with a DC of 20 or higher. He can use
  the Search skill to find, and the Disable Device skill to
  disarm, magic traps (DC 25 + the level of the spell used
  to create it). If his Disable Device result exceeds the
  trap’s DC by 10 or more, he discovers how to bypass the
  trap without triggering or disarming it.
  Uncanny Dodge (Ex): Each rogue retains his
  Dexterity bonus to Armor Class even when flat-footed
  or targeted by an unseen foe (he still loses his Dexterity
  bonuses if paralyzed or otherwise immobile).
  Possessions: Masterwork studded leather armor,
  masterwork short sword, +1 shortbow with 20 arrows,
  
  11
  cloak of elvenkind, oil of magic weapon, 2 potions of cure light
  wounds, potion of shield of faith (+2).
  Tactics: The sentries have cover in their niches,
  and they try to stay hidden because they believe that
  unnoticed guards are more effective that obvious
  ones. All the sentries take 10 on their Hide checks,
  and each gets a +2 bonus for the time and effort spent
  in concealment.
  All the sentries are contraries—raptorans trained to
  say the opposite of what they mean. If they note
  strangers approaching, the ranger speaks up: “Welcome
  travelers! What brings you to visit the Rifinti?” This
  greeting means that the visitors aren’t welcome at all. If
  they seem willing to talk, however, the ranger whistles
  for Elissto Nisian, the sunspeaker. He arrives from area
  20 in 2 rounds and takes over the negotiations.
  If strangers attack or try to enter the cliff dwelling
  without Elissto’s invitation, the sentries attack. The
  ranger leaps off the cliff and fires his footbow until he
  runs out of +2 arrows. Then he dives to the attack, using
  his rapier, and sends his owl to harass enemy spellcast-
  ers while he fights. The rogue stays hidden for as long
  as is practical. He tries to begin with a sneak attack if
  possible—most likely with a bow. Thereafter, he keeps
  firing until the ranger engages in melee, then joins in
  the melee attack, trying to work his way into position
  for more sneak attacks.
  13. Armory
  Chanil Akiilin, the Rifinti war chief, has laid in a big
  supply of armor and weapons in this chamber. Long
  racks hold swords, bows, foot spikes, bucklers, shields,
  and several kinds of armor.
  Treasure: Among the arms collected here are 3
  pairs of masterwork raptoran foot spikes, 5 suits of
  masterwork studded leather, 5 suits of wildwood
  banded mail, 3 wildwood chain shirts, a suit of wild-
  wood half-plate, and a mithral chain shirt.
  14. Smithy
  This chamber resembles the workshops at area 3, except
  that it contains a furnace equipped with two massive
  bellows, two anvils, and three troughs full of oily water.
  A collection of hammers, punches, files, and other
  metalworking tools rounds out the equipment here.
  Currently, the smithy is empty and quiet. The
  Rifinti metalsmiths have been working hard, but
  they’ve run out of charcoal. Chanil Akiilin is pressing
  for more fuel to keep up weapon production, but
  Delembril Vintagil, the supply chief, has put her foot
  down (see Races of the Wild, pages 85 [Chanil] and 85–86
  [Delembril]).
  15. Playroom
  This room looks like a smaller version of the great hall
  (area 7). The Rifinti children gather and play here on a
  regular basis. The chamber also doubles as a classroom.
  16. Guest Room (EL 2)
  The guest room was just another nest until recently,
  and it still has a nest’s furnishings (see area 8). Not long
  ago, however, Rifinti scouts discovered a wounded elf
  in the forest near the cliff dwelling. He had been badly
  mauled, and his life was literally hanging by a thread. 
  The Rifinti have made their guest comfortable in
  this room and bidden him stay until he’s strong enough
  to leave. Henesku Finlist, the medicine chief, has been
  tending his wounds, and Jenlisa Iltinger, the flock
  chief, has been gently questioning him about his ordeal.
  Otherwise, the Rifinti have left him alone.
  Creatures: Hannilac Leafwalker, the wounded elf,
  lies here convalescing. He is still very weak.
  D Hannilac Leafwalker: Male elf ranger 3; CR
  3; Medium humanoid; HD 3d8; hp 17 (currently 6); Init
  +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk
  +3; Grp +5; Atk or Full Atk +6 melee (1d8+2/19–20,
  masterwork longsword) or +5 melee (or 1d4+2/19–20,
  dagger) or +7 ranged (1d8+2/�3, masterwork compos-
  ite longbow [+2 Str bonus]); SQ elf traits, favored
  enemy humanoids (goblinoids) +2, wild empathy +4 (+0
  magical beasts); AL CG; SV Fort +3, Ref +6, Will +2 (+4
  against enchantments); Str 14, Dex 17, Con 11, Int 13,
  Wis 12, Cha 12.
  Skills and Feats: Hide +8, Knowledge (nature) +9,
  Listen +9, Move Silently +8, Ride +9, Search +3, Spot
  +14, Survival +10; EnduranceB, Point Blank Shot, Skill
  Focus (Survival), TrackB.
  Languages: Common, Elven, Sylvan.
  Elf Traits: Hannilac has immunity to magic sleep
  effects. If he merely passes within 5 feet of a secret or
  concealed door, he is entitled to a Search check to
  notice it as if he where actively looking for it.
  Favored Enemy (Ex): Hannilac gains a +2 bonus
  on his Bluff, Listen, Sense Motive, Spot, and Survival
  checks when using these skills against goblinoids. He
  gains the same bonus on weapon damage.
  Possessions: Masterwork studded leather, buckler,
  masterwork longsword, dagger, masterwork composite
  longbow (+2 Str bonus) with 20 arrows, potion of cure
  moderate wounds, eyes of the eagle.
  Tactics: Hannilac is in no shape for a fight. If the
  PCs interrogate him, he can relate the following infor-
  mation in response to appropriate questions.
  
  12
  • Hannilac lives in Kalandri’s Crossing. 
  • Several days ago, he and several friends were return-
  ing from a hunt when they spotted several figures
  slipping furtively out of town.
  • Hannilac and his friends abandoned their game and
  tried to shadow the strangers. The group led them
  right into Rifinti territory. 
  • Shortly thereafter, the strangers suddenly turned and
  attacked Hannilac and his friends, and something
  else hit them from behind. 
  • Hannilac went down under a hail of arrows and dragged
  himself into the brush. He blacked out after that.
  The Rifinti can’t add much to his story. Their scouts
  found numerous arrows of elven make on the scene.
  Because of the sheer number of footprints, their
  rangers couldn’t get a clear picture of what had
  happened to Hannilac, other than the fact that he had
  been expertly ambushed. 
  Should the PCs wish to pursue this plotline, it’s up to
  you as DM to decide what was really going on. Perhaps
  the strangers were infiltrators (drow or other evil
  humanoids) reconnoitering the town, or perhaps an
  agent of evil is at work in Kalandri’s Crossing. Jantril
  Sestriin already half-suspects that the latter possibility
  is true (see Races of the Wild, page 87 and 126).
  17. Nurseries
  These chambers serve as incubators for the Rifinti’s
  eggs and snug homes for the fledglings. The walls are
  lined with perches about waist high to an adult
  raptoran. Below the perches are narrow shelves piled
  with downy moss, dry grass, and bits of fur.
  18. Granary
  The Rifinti keep baskets full of seeds and nuts piled in
  this chamber, along with a flat stone for grinding meal
  and flour. A few pounds of finished flour are stored in
  bags hanging from the ceiling.
  19. Gallery
  A hidden shaft in the ceiling of this chamber admits
  moonlight for a liessit display (see page 71 in Races of
  the Wild). At night, the room is alive with cool
  colors that shift ever so subtly while the moon
  crosses the sky.
  During the day, the Rifinti keep the shaft closed, so
  the chamber stays fairly dark. A few shelves and niches
  here and there hold small sculptures finished with
  phosphorescent paint (which provide some light), plus
  an assortment of artistically made glassware.
  Treasure: The liessit display is a true work of art,
  but it can’t be removed from the chamber without
  destroying it. However, the glassware and sculptures
  are of some value. The collection includes three stat-
  uettes worth 25 gp each and seven pieces of glassware
  worth 50 gp each.
  20. Sunspeaker’s Chamber (EL 8)
  This chamber is similar to the aviary (area 6), except
  that it has only one perch, and the shaft in the north
  end leads down to area 6.
  Creatures: Elissto Nisian, the sunspeaker, is here
  during daylight hours. He is always ready to speak for
  the Rifinti should any diurnal visitors arrive.
  D Elissto Nisian: hp 22, see Races of the Wild,
  page 87–88.
  Tactics: Elissto would rather talk than fight, but he
  puts the flock’s safety over all other concerns. He’s a
  skilled negotiator, but he’s also a contrary. Like the
  raptorans in area 3, Elissto demands immediate surren-
  der from any unescorted strangers he encounters inside
  the cliff dwelling. If the PCs approach the dwelling
  openly, however, they probably won’t encounter Elissto
  until the sentries at area 12 call for him.
  In any case, Elissto plays the contrary when he
  greets strangers outside the dwelling. Read or para-
  phrase the following in such cases.
  This speech means that he’s not terribly pleased to see
  the strangers, but if they wish to stay, they must
  descend to the lakeshore, away from the dwelling. 
  After giving this greeting, Elissto glides downward.
  If the visitors don’t follow him, Elissto reverses direc-
  tion and addresses them as follows.
  In this case, Elissto means that the guards will shoot if
  the visitors linger. In fact, the Sunspeaker will be happy
  if visitors move away from the dwelling, either up or
  down the cliff.
  Development: A DC 10 Sense Motive check
  reveals the true gist of Elissto’s speech, and a DC 15
  Knowledge (local) or Knowledge (geography) reminds
  a character of the existence and general nature of
  “Go! Your welcome becomes new. Ascend now!
  The guards will not shoot if you don’t stay here!” 
  “Hail travelers, I am most pleased to see you; to
  leave, you must ascend with me.”
  
  13
  raptoran contraries. If visitors can establish communi-
  cations and obey the true meaning of his instructions,
  Elissto proves charming and helpful. He can extend the
  PCs permission to visit Rifinti territory and answer
  questions abut the lay of the land. In the summer, fall,
  or winter, he might even invite polite visitors inside,
  though he flatly refuses to admit anyone in the spring.
  If violence erupts, Elissto tries to fascinate the most
  dangerous-looking or troublesome character, then
  makes a suggestion designed to render that opponent less
  dangerous, such as “Throw all your weapons in the
  lake.” (Elissto knows better than to use contrary speech
  when making a magical suggestion). Thereafter, he casts
  haste on himself and his allies, then uses inspire courage
  and joins the fray himself—probably by attacking with
  his footbow.
  21. Upper Aviary
  Read or paraphrase the following when the PCs enter.
  The Rifinti keep birds of all kinds in this room, and the
  air is thick with loose feathers. To keep the place clean,
  the Rifinti keep the floor covered with litter similar to
  that in area 6.
  Creatures: In this chamber, the Rifinti keep
  chickens and ducks for meat and eggs, pigeons for long-
  distance communications, and a pair of chordevocs that
  Elissto obtained from a band of halflings.
  D Chordevocs (2): hp 5 each; see Races of the Wild,
  page 188.
  Tactics: The chordevocs aren’t exactly tame, but
  they’ve learned to tolerate the Rifinti. They attack
  anyone or anything else that enters, including
  raptorans from other flocks.
  22. Upper Landing Stage (EL 5)
  This area is similar to area 2, but much smaller. The
  shaft in the floor leads to area 10.
  Creatures: One or two gliders are always on watch
  here.
  D Gliders (1–2): hp 16 and/or 27; see area 7 for
  statistics.
  Tactics: The gliders try to remain out of sight in
  the two alcoves. If combat ensues, they use the tactics
  described in area 2.
  ABOUT THE AUTHOR
  Skip Williams keeps busy with freelance projects for
  several different game companies, and he served as the
  sage of Dragon Magazine for eighteen years. Skip is a
  codesigner of the D&D 3rd edition game and the chief
  architect of the Monster Manual. When not devising
  swift and cruel deaths for player characters, Skip
  putters in his kitchen or garden (rabbits and deer are
  not his friends) or works on repairing and improving
  the century-old farmhouse that he shares with his wife,
  Penny, and a growing menagerie of pets.
  Continuous rows of perches and nesting boxes in
  various sizes line the walls from floor to ceiling. In
  the domed portion of the ceiling, perches criss-
  cross the open space. The chamber echoes with
  avian cries.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Rifinti Cliff Dwelling.pdf