supplies for craftwork. Lamps fueled with oil that theRifinti have rendered from animal fat provide illuminationaround the clock.The Rifinti prefer to work out-<strong>of</strong>-doors when theycan, but since doing so is not always possible or practical,the flock’s crafters use these chambers as needed. Atany given time, the benches in these rooms may hold avariety <strong>of</strong> unfinished items, including clothing, baskets,and pots. The Rifinti sometimes use these rooms formaking bows and arrow shafts as well, but they maketheir metal weaponry in area 14.Creatures: Delembril Vintagil, the Rifinti supplychief, <strong>of</strong>ten drops by the workshops to check on anywork in progress. In addition, Inkili, the oldest member<strong>of</strong> the flock, spends at least 18 hours a day here blowingglass or just puttering around. The elderly glassblowersleeps poorly because <strong>of</strong> his aches and pains, so hearrives well before sunset and usually doesn’t leaveuntil after dawn.D Delembril Vintagil: hp 42, see <strong>Races</strong> <strong>of</strong> the<strong>Wild</strong>, 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, flatfooted14; 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 lowlightvision, 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 appraisingglass, leather, or metal items), Climb +6, Craft (glassblowing)+12, Craft (leatherworking) +9, Craft (metalworking)+9, Handle Animal +3, Jump +14, Knowledge(local) +6, Listen +6, Search +6, Spot +10, Survival +3;Alertness, Blind-Fight, Weapon Focus (compositelongbow).Languages: Common, Elven, Sylvan, Tuilvilanuue.Raptoran Traits: Inkili takes only 1d6 points <strong>of</strong>damage from a fall <strong>of</strong> any height. He has an unerringsense <strong>of</strong> direction and always knows which way isnorth. Inkili can use his wings to glide, negating anydamage from a fall <strong>of</strong> any height and allowing 20 feet <strong>of</strong>horizontal travel for every 5 feet <strong>of</strong> descent. Even if hismaneuverability improves, he can’t hover while gliding,and he can’t glide while carrying a medium orheavy load. Inkili can fly for 1 round at no penalty, orfor 2 rounds at the cost <strong>of</strong> becoming fatigued. Whileflying, he can make a dive attack (as a charge, but mustfly at least 30 feet, descend at least 10 feet, and use apiercing weapon to deal double damage on a hit).Possessions: Masterwork studded leather armor, ring <strong>of</strong>protection +1, masterwork dagger, masterwork compositelongbow with 20 arrows, universal solvent, potion <strong>of</strong> bear’sendurance, 2 potions <strong>of</strong> cure light wounds, 2 tanglefoot bags.Tactics: Both Delembril and Inkili react tostrangers in much the same way as the guards in area 2do, though they’re much calmer about the prospect <strong>of</strong>repelling intruders. Both fight from al<strong>of</strong>t as much asthey can and loudly shout for help. Delembril uses holdperson on a fighter-type, followed by silence against aspellcaster or a melee attack against a likely target.Inkili lobs a tanglefoot bag at the closest foe, thenshoots arrow at whichever foe appears most dangerous.Development: Anyone in this chamber noticesdisturbances in area 2 right away, and vice versa.4. Kitchen (EL 0–8)Food <strong>of</strong> some sort is always cooking in this chamber,filling the room with delicious smells. A pair <strong>of</strong> ovensand a stone hearth, all wood-fired, provide plenty <strong>of</strong>space for frying, broiling, and simmering food. In addition,the Rifinti <strong>of</strong>ten fill the three pits in the floor withembers from their fires, then bury clay pots <strong>of</strong> food inthem to cook slowly.Creatures: All the Rifinti except unfledgedinfants use the kitchen from time to time. During thenight, at least one member <strong>of</strong> the flock is usually herecooking for his extended family at any given time, andthe chef moves in and out during the day, tendingwhatever dishes she has in progress. At mealtimes, sixor seven cooks may be working in here at once.Raptorans (0–7): See <strong>Races</strong> <strong>of</strong> the <strong>Wild</strong>, page 68(racial traits), page 88 (other flock members), and160–162 (raptoran NPCs) for statistics.5. PantriesThese two rooms are storage areas for foodstuffs andherbs. Baskets and clay jars are stacked on the floors andcrammed into niches in the walls, and bunches <strong>of</strong> driedfruits and mesh bags stuffed with dried or smokedmeats hang from the ceilings.The Rifinti have caches <strong>of</strong> food (usually buried instone-lined pits) all over the countryside around thecliff dwelling, but they also keep a few supplies near thekitchen for convenience. In an emergency, the Rifintican survive on the food stored in these pantries (and inarea 18) for several weeks.6. Aviary (EL 5 or 6)The Rifinti use this chamber to house some <strong>of</strong> their avianallies. The air smells slightly musty, thanks to the birds’feathers and the moldering scraps from their past meals.5
6In the northern portion <strong>of</strong> the chamber stand sixpedestals, each about 5 feet high and topped with a platformabout 3 feet square. Poles about 6 feet high risefrom the southeast and northwest corners <strong>of</strong> each platform,ending in sturdy perches.The chamber’s south section is open, and a verticalshaft leads upward 15 feet from its ceiling to area 20. Awickerwork liner inside the shaft facilitates climbing(Climb DC 15). Any creature with clawed appendages(including a raptoran) gains a +10 circumstance bonuson Climb checks inside the shaft.The floor is covered with a mixture <strong>of</strong> twigs, pineneedles, herbs, and moss that absorbs the birds’ droppingsand food scraps. The Rifinti sweep up the wholemess several times a week and dump it in the forest. Apatch <strong>of</strong> edible mushrooms grows on the dumpsite, andthe Rifinti particularly relish these.Creatures: Two mated pairs <strong>of</strong> giant owls andtwo dire hawks call this chamber home, andLightning (Jenlisa Iltinger’s dire hawk animalcompanion) is sometimes here as well. During theday, Lightning is in area 8a with his master, but atnight he’s here about 50% <strong>of</strong> the time and withJenlisa the rest <strong>of</strong> the time.D Giant Owls (4): hp 26 each; see Monster Manual,page 205.D Dire Hawks (2): hp 32 each; see <strong>Races</strong> <strong>of</strong> the<strong>Wild</strong>, page 189.D Lightning: hp 71; see <strong>Races</strong> <strong>of</strong> the <strong>Wild</strong>, page 83.Tactics: The birds in this chamber don’t care forvisitors, and they won’t tolerate intrusions by nonraptoransunless Jenlisa, Henesku, Chanil, or Miithiaccompanies them.In a fight, the two dire hawks fly at the closest foe,clawing and biting. They are perfectly willing to fight tothe death to defend their roosting place.The giant owls are cagey enough to pick outdangerous foes, such as spellcasters, and attack themfirst. The aviary is a little cramped for combat on thewing, but the owls can maneuver by hoppingbetween the perches and platforms. If reduced to 10or fewer hit points, they withdraw, exiting via thedoorways to the east or west, or through the shaftleading to area 20—whichever route proves fasterand safer.If Lightning is present, he joins the owls in attackingspellcasters or other potent foes. He fights until theowls flee or until any bird is killed, then withdraws t<strong>of</strong>ind Jenlisa.Development: In a fight, the birds in this chamberscreech so loudly that every other creature in thedwelling can hear them. The noise brings the guards fromarea 2, plus any Rifinti in area 7, in 2 rounds. Rifintianywhere else in the dwelling take 3 to 4 rounds to arrive.7. Great Hall (EL 6)Most <strong>of</strong> the Rifinti prefer the great hall to any otherroom in the whole dwelling. Benches line the wallshere, and perches run between the pillars both northand south. When the chamber is in use, oil lamps similarto the one in area 3 are mounted in sconces on each<strong>of</strong> the chamber’s twelve pillars. During cold weather,the Rifinti bring in massive clay urns filled with glowingcharcoal to provide heat.The Rifinti gather here to pursue their favoritepastimes: storytelling and debate. They hold a communaldebate whenever any kind <strong>of</strong> issue—be it importantor trivial—faces the community. They also meet here totell stories once in awhile for variety. During anycommunal gathering, junior Rifinti (flock memberswho have not yet completed the Walk <strong>of</strong> the FourWinds) sit on the benches, and the senior membersoccupy the perches.Creatures: Most hours <strong>of</strong> the day, the hall standsempty, except perhaps for three or four gliders (youngsterswho are approaching adulthood but have not yetgone on the Walk <strong>of</strong> the Four Winds). They have a littletime on their hands because they’ve mastered most <strong>of</strong>their lessons, but they don’t yet have adult responsibilities.So they gather here to share their apprehensionsabout their coming ordeals. Statistics for a few typicalgliders 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 magicalbeasts), 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, HandleAnimal +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 owlnamed Nae’fidrim as an animal companion.Nae’fidrim’s abilities and characteristics are summarizedbelow.
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C R E D I T SD E S I G NSKIP WILLIA
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no elf could predict which memory w
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premium. Thus, each individual can
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The elves have raised one form of e
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do spend time away from one another
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espects during this time, and those
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Stores Master: Charged with keeping
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would be the birthright of any full
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of feet above the forest floor. Mos
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Cleric Training: More than any othe
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ELF HISTORYAND FOLKLOREThe elves cl
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along with her son Hionyron, who wa
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and return her to her people.” In
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Table 1-3: Suffixesd% Suffix Meanin
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CHAPTER 1ELVES34tri-level tree home
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Illus. by C. Lukacsurious and activ
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the reason for the farmer’s hospi
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Halflings make a visitor feel welco
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Halflings are usually pleasant trav
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Halflings are as eager to experienc
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A chief or elder heads each clan, c
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CHAPTER 2HALFLINGS50away from their
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CHAPTER 2HALFLINGS52Illus. by S. Wo
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CHAPTER 2HALFLINGS54to tell how lon
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CHAPTER 2HALFLINGS56the underbrush
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CHAPTER 2HALFLINGSIllus. by T. Baxa
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CHAPTER 2HALFLINGS60Donta muden sit
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and one or more bedrooms. All have
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Illus. by C. Lukacshe cliff-dwellin
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Personality: Raptorans have a reput
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PSYCHOLOGYSome outsiders who have h
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for making a point through a logica
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flock for debate, sometimes invitin
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its eggs. At such times, they toler
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THE RAPTORAN PANTHEONThe typical ra
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Prayers: Prayers to the Stormfather
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“Welcome, friend,” said a human
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year since, and they share the care
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D: Domain spell. Domains: Protectio
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characteristics are summarized in t
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CHAPTER 3RAPTORANS90Authority Figur
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CHAPTER 4OTHERRACES92a humanlike ra
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CHAPTER 4OTHERRACES94ment, finding
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CHAPTER 4OTHERRACES96Illus. by S. B
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Table 4-1: The CentaurHit Base Atta
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CHAPTER 4OTHERRACES100nomadic gnoll
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Table 4-2: The GnollBase Fort Ref W
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CHAPTER 4OTHERRACES104of the humano
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CHAPTER 4OTHERRACESsneak attack, bu
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CHAPTER 5PRESTIGECLASSES108Shadowda
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CHAPTER 5PRESTIGECLASSESIllus. by W
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CHAPTER 5PRESTIGECLASSES112the foll
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CHAPTER 5PRESTIGECLASSES114Entry Re
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CHAPTER 5PRESTIGECLASSESIllus. by J
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CHAPTER 5PRESTIGECLASSESLUCKSTEALER
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CHAPTER 5PRESTIGECLASSESIllus. by J
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CHAPTER 5PRESTIGECLASSESEL 11: Kuly
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CHAPTER 5PRESTIGECLASSES124spellcas
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CHAPTER 5PRESTIGECLASSES126save bon
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CHAPTER 5PRESTIGECLASSESmore than o
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CHAPTER 5PRESTIGECLASSES130raptoran
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CHAPTER 5PRESTIGECLASSES132Table 5-
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CHAPTER 5PRESTIGECLASSESfriendly—
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CHAPTER 5PRESTIGECLASSESYou no long
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CHAPTER 5PRESTIGECLASSES138small fe
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CHAPTER 5PRESTIGECLASSES140ranger.
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CHAPTER 5PRESTIGECLASSESIllus. by T
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CHAPTER 5PRESTIGECLASSESEncountersP
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