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Talen Whitemane

Personal Information
Name: Talen Whitemane Player: BJ  
Race: Halfling Gender: Male Height: Not Given
Class: Garath (see Dragon #105) Level: 9 Weight: Not Given
XP: 322,000 Next Level:
Kit: None Alignment: Chaotic Good
Eyes: Blue Hair: White Deity: Tymora
Age: 38
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 11 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 45%
Wis: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 8 Loyalty Base: -1 Maximum Number of Henchmen: 3
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 8 Poison: 4 Death Magic: 8 Petrification: 9 Polymorph: 9
Rod: 6 Staff: 6 Wand: 6 Breath Weapon: 9 Spell: 7
Hit Points: 59
Base THAC0: 12
Melee THAC0: 12
Missile THAC0: 10
Natural armor class 10
Chain mail armor +1 -5
Magical armor adj. -1
DEX Defense adj. -4
Weapon Proficiencies

Throwing Axe (specialization)
Throwing Dagger (specialization)
Short Sword

Two-weapon style
+2 to Hit and Damage
+3 to all saves against evil magic

Non-Weapon Proficiencies
Weaponsmithing (4 slots) 11
Religion 10
Direction Sense 11
Hunting 9
Native Languages:  
   Common, Halfling  


#AT Speed


Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Axe of Hurling +1 9 7 2 4 1d6+3 1d4+3 S M 12 24 36
Dagger 12 10 3/2 2 1d4 1d3 P S      
Short Sword 12   3/2 3 1d6 1d8 P S      
Racial Abilities

Attack Bonus - + 1 bonus to attack rolls with hurled weapons.
Infravision [Halfling] - Infravision with 60' range, which indicated some stout blood in the characters linage.
Mining detection abilities - A character with this skill is familiar with mining, tunneling and stonework.  By concentrating for one round the character can:
Determine approximate direction underground, 1-3 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-3 on 1d4.
Saving Throw bonuses - For every 3.5 points of a Halflings Constitution/Health, they will receive a +1 to saves vs. wand, staves, rods and spells.
Stealth - When the halfling is alone and is not wearing metal armor, he gains a bonus to surprise opponents.  The opponent suffers a -4 penalty, or a -2 if the halfling has to open a door or move aside some other obstruction.

Other Skills

Protection from Devils
Detect Evil with 100' radius

  • Items Readied
    • Axe of Hurling +1
    • Dagger (x8)
    • Shortsword
  • Items Worn
    • Chain mail armor +1
  • Items Carried
    • Waterskin (x2)
    • Rations (1 week)
    • Silk Rope (50')
Character Description and History

Talen began his life of adventure in the streets of Arabel in the kingdom of Cormyr.

At first he tried thievery but was captured and sentenced to repair the temple of Tymora , as he he labored he spoke with the priests and began attending masses and found himself increasingly doing things for the church. Finally the work on the temple was done and the church found him a place in an adventuring group ... The Invisible Talon, led by by Donovon of the Axe, with Valinor Bladesimmer and a host of others they made war upon the goblinoid tribes in the Stonelands .

After a trip into the Stonelands when the Talon was pretty well and mauled they were ate an inn when the were attacked by a mercenary company called The Red Swords, that day the Talon was spread to the wind and the adventurers charter was revoked they then met in Scornubel only to be attacked again and in a blaze of magical destruction and with that explosion Talen was blasted to another city a city called Greyhawk where he met with a The Company of the Wolf , led by a man named Wulfand, his lady Frostglimmer, and a forest gnome named Fubar Forestwarden.

With this group he raided deep into the realm of Iuz the Evil and into the very city where he sat on a throne of power to free a thousand slaves who were to be killed , through a howling blizzard The Company of the Wolf made their way from the city of Iuz the Evil and a hundred leagues to the border of his realm and that of the Shieldlands and Furyondy. For three years the company harrassed Iuz, Until Wolf decided to try to take the Shieldlands back from Iuz during fierce fighting deep in the Shieldlands. The Company of the Wolf was destroyed save for Fubar and Talen who fled the destruction and today they are said to still be at large causing evil and an immense amount of trouble.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0

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