Tuttle "Turtle" Holloway

Description:
Level 12 Dwarf Bard/Invoker
Turtle Holloway
+7
13
Strength
+8
14
Constitution
+6
11
Dexterity
+9
17
Intelligence
+7
13
Wisdom
+11
20
Charisma
HIT POINTS
Total
69
Bloodied
34
Surges
8
Value
17
SAVE MODIFIERS
Description.
+6
Initiative
5
Speed
SKILLS
+6
Acrobatics
+16
Arcana
+7
Athletics
+12
Bluff
+16
Diplomacy
+14
Dungeoneering
+10
Endurance
+8
Heal
+14
History
+8
Insight
+14
Intimidate
+8
Nature
+8
Perception
+10
Religion
+6
Stealth
+12
Streetwise
+6
Thievery
24
Armor Class
16
Fortitude
21
Reflex
24
Will
RACE FEATURES

CLASS FEATURES

FEATS

Description
BACKGROUNDS

AT-WILL POWERS

ENCOUNTER POWERS

DAILY POWERS

ATTACKS
1d8 + 4
+13 vs AC
Melee Basic – Warhammer
EQUIPMENT
Item Name
Description
MONEY
Platinum
0
Gold
100
Silver
0
Copper
0
Bio:

For many adventurers, wanderlust strikes at a young age when minds are impressionable and the urge to escape the doldrums of homelife become too much to resist. In other cases, the adventuring life is thrust upon them. Such is the case with Tuttle.

Tuttle Holloway, known affectionately as “Turtle”, nicknamed so because of his overly introvert nature, is a Southern BloodStone Dwarf. He was born to a successful spice merchant and trader in one of Ordain’s more affluent districts, Turtle’s childhood was pleasantly safe. As the fourth of six siblings, he never knew the responsibility implicit in being the eldest (and therefore the one expected to carry on father’s trade) or the freedom of being the youngest. He enjoyed the comforts of a well-to-do family, lived in a neighborhood relatively safe from crime, and seemed poised for a life of mediocrity. He did however hole himself away for hours on end, day in and day out at the Grand Library. Devouring tome after tome of all sorts of knowledge.

All this changed when his father went missing during a seasonal trek to the north to do some trading. Both his father and oldest sibling went missing. They had reached there destination, the northern port city of Waylands’ Crossing, did their annual trading, but eye witness accounts tell that the pair then were seen traversing the BlackStone Valley trade Corridor towards Wethersfield or possibly the Devens or even the ancient dwarven citadel of Bryn Mawr farther east. They were not seen nor heard from again.

Without either his father or oldest brother to take charge his father’s business quickly fell to pieces. Shocked, dismayed, and convinced that his father was still alive and would someday return, Turtle abandoned his future and spent his adult life trying to repair his father’s ruined operation. After many years Turtle finally finished reviving his fathers business. Turtle had always wished to travel to the northern reaches and learn exactly what had happened to his father and eldest sibling, but he had honored the pleadings of his mother not to.

Finally one day when everything seemed right in the world, Turtle decided it was time, the business was stable and self sufficient, he packed a few belongings and started north towards his fathers last known whereabouts. After several years of tracking down rumors and dead ends, Turtle finally uncovered irrefutable proof of his father’s whereabouts, the Citadel of Bryn Mawr. Not exactly “young” anymore, Turtle was getting on in years, even by dwarven standards, this still did not deter him. The Citadel was formerly home to his kin, the Northern BloodStone Dwarves. His father was granted an audience with the King all those decades ago. He wanted to open a new trade route to Bryn Mawr. But like the inhabitants of Bryn Mawr, he went missing. Gone, the Citadel was sealed up and abandoned. No one knew why, well Turtle was going to find out. He joined a group of adventurers and spent several years traipsing about the realms, with the ultimate goal of returning to Bryn Mawr one day and learning its secrets. His group did try unsuccessfully twice to plumb the depths of the citadel, but in vain as they simply were not prepared for what laid ahead, on the second attempt Turtle barley escaped with his life, his group the victim of a viscous trap. Only he and one friend, Reswyn Anwar, survived that ill fated day, he had lost five good friends.

He returned to his home in the south for a few years to heal and gather resources, just recently, upon hearing of Ozreth’s “success” at Bryn Mawr has Turtle decided to return, but this time to promote and give aid to those that would assail the depths of the dreaded dungeon. Then he might someday learn its secrets and what happened to his father.

At the age of 442, Turtle is full aware that he’s “getting on in years”, yet at the same time he looks forward to discovering what happened, and making a difference for a cause that he believes in. His dissatisfaction with past events leave him precious little to trust but his own intellect. In fighting to reclaim his fathers business and subsequent years of trying to find out what fate had befallen him, he had become a gifted researcher, scholar, and intellectual. Lacking the spry limbs of youth, Turtle felt he had but one option open. He traveled to the Devens and open a business that catered to would be Dungeoneers. He struck out on his own, though Venerable, he had wisdom and a lot of coin on his side.

The combination of his Delvers Guild mixed with his worldly first-hand experiences give him an edge over other would be delvers. He could surely recruit enough talent to finally discover the secrets of Bryn Mawr…

Tuttle "Turtle" Holloway

Bryn Mawr Dra8er Dra8er