A young drifter looking for a sense of purpose.


Strength 18, Mod +4
Dexterity 10, Mod +0
Constitution 14, Mod +2
Intelligence 15, Mod +2
Wisdom 8, Mod -1
Charisma 13, Mod +1

Saving Throws:
Strength, +6, Proficient
Dexterity, +0
Constitution, +4, Proficient
Intelligence, +2
Wisdom, -1
Charisma, +1

Skill Proficiencies:

- Darkvision.
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

- Fey Ancestry.
You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.

- Skill Versatility.
You gain proficiency in two skills of your choice.

- Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

- Second Wind.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

- Greatsword, +6 Damage, 2d6 +4 Slashing
- Chain Shirt, AC 13
- Explorer’s Pack
→ Backpack, Bedroll, mess kit, tinderbox, torch (10), rations (10), waterskin, hempen rope (50 ft)
- (Trinket) A 1-inch cube, each side painted a different color
- Travelling Clothes

Carrying Capacity: 270 lbs.

- Languages: Common, Elvish, Dwarvish

- Armor: All armor, shields

- Weapons: Simple, Martial

- Game proficiency: Cards

- Land Vehicles


Age: 14
Height: 5’ 2.2"
Weight: 92.6 lbs
Eyes: Red
Skin: Fair
Hair: Light lavender

A half-elf who was raised by her human father in some far-off frontier town and was trained to be part of the local militia. Due to strong feelings of disconnect with the people of her home town, she ended up setting off on her own to find a sense of purpose. Somehow she has arrived in Barovia on her journey.

She is fairly intelligent but not entirely “all-there” in the head, often being absentminded. Due to her weapon training, she has rather dense, though not large, musculature that gives her a rather large amount of strength for her age.

She prefers to be called by the name Anya, which is actually a nickname; her real name is Anastasia. Since Anya is easier to say and remember, she only introduces herself as such. Her father was not actually from her “hometown” and she might not even have been born in the plane she had come from. Her name is also of Barovian origin, and sometimes she slips into a slight accent inherited from her father, which is similar to the dialects in Barovia; she has an inkling that her origin is actually the Plane of Dread, but as she is, though smart, not the sharpest sword on the rack, she is far from an actual conclusion. She also does not know if she or her father had a proper surname, as she had always been referred to by only her given name.

She has fair skin, red eyes and light lavender hair. She is often dressed in travelling clothes over the light armor that she normally wears. Beginning from the time she entered Barovia, she has taken to using a bandanna to hide the slight point of her ears and wearing a hood over her head due to the views the inhabitants have on non-humans.

While lost in the mists under the abandoned church, she heard a familiar whistling sound that hounded her and became louder until she managed to escape. The deafening noise was still ringing in her head even as she left; where and when did she hear that sound before? It may have some ties to her father’s origins.

She has contracted the plague that has infected many a child in the region, dubbed by Krelian as “the Raven’s Curse,” but stubbornly refuses to be lax in doing what she can for the group.

After a long, difficult, and quite dangerous trek up the mountains near Black Town, their group finally arrived at what they presumed to be the “Silent Pool” spring that they were looking for. Its entrance was adorned with wind chimes making a familiar whistling sound. She was cured of the plague after drinking the ritually prepared water of the spring, vomiting up black ichor similar to the samples found in the captured werewolf’s corpse.

She has decided to continue travelling with Krelian as his investigation into the cure may lead her to more clues about her heritage.



Dungeons the Dragoning: The Sovereign Path™ hoshikawaotoya