2. Alston’s Mill
Stone-based, timber-topped mill on a sluggish side-channel; hearth of the thorpe’s trade and gossip. The wheel’s steady slap is the only sound that never quits in Anshan—and when it does, folk bar their doors.
Arrival read-aloud
The stream splits to feed a shallow channel where a squat stone mill squats like a stubborn old ox. A timber wheel turns slow and patient, slapping water into the mud bank with every half circle. Fish-racks smoke over a low trench, and bundles of marsh herbs hang from rafters to crisp. Children ferry split planks from a pile to a neatly stacked row, while a girl with ink-stained fingers tallies in a leather book and watches you without flinching.
Location layout
Outside
- Undershot Wheel & Cutwater: Stone cutwater noses upstream; the wheel is half-slimed but sound. A rope cleat lets you brake it by hand (Athletics DC 12 to hold; DC 15 in spate).
- Smoke Trench: A narrow, sunken trench (2 ft wide, 18 in deep) runs parallel to the wall with iron rods for eel racks; counts as difficult terrain during a fight.
- Plank Yard: Stack of milled planks, crude sawhorse, and a rack of rattle-strings (caps, shells, thin bone disks) used to keep pests—and worse—at bay.
- Footbridge Spur: Narrow boardwalk connects yard to the stream path; slippery when wet (Dex (Acrobatics) DC 11 to sprint).
Inside (ground floor)
- Stone Mill Room: Millstones on a timber axle; sack hoists; flour dust in the air.
- Flour Bins: Labeled sacks (barley, buckwheat, mixed hidden beneath one is Praen’s tool chest (adze, augers, spare pegs, pitch, 10 gp in mixed coins).
- Work Nook: Pegboard of chisels and planes; a half-finished ladder for the Borderer tower.
Upstairs (family loft)
- Sleeping loft: Five pallets, a cedar coffer with family keepsakes; Sherina’s ledger & quill kit tucked under a beam.
- Herb Lines: Pennywort, sweetflag, fen-mint, dried puffball slices.
Notable Folk
Praen Alston (male human, mid-40s)
Broad-handed, soft-voiced, clothes clean even in mud weather. Famous locally for turning “bad wood into good work.” Once trained city apprentices in Verbobonc; after his wife’s death, he refused guild offers and came home for the children.
- Manner (to you): “You look like trouble sober and disaster wet. Which is it today?” (Half-smile.)
- Talents: Joinery, wheelwright fixes, emergency bridge work, making rattle-strings that actually sing.
- Need: Extra hands for plank runs and to keep the wheel clear after storms.
Sherina Alston (female human, 17)
Ink on fingers, boots always laced, memory like a steel trap. Keeps the books, runs messages to Borderers and the church, and navigates reed-beds by dead reckoning.
- Manner (to you): “Say it once; I’ll remember. Say it twice; I’ll charge you for wasting ink.”
- Secret: Has sketched boardwalk routes north and south; sells copies only to people who bring her safely home after dusk.
The younger Alstons
- Reni (11) & Briga (8): girls who can smoke an eel and fold a sheet in the wind.
- Walm (10) & Hosk (7): boys who worship Borderers and insist on carrying two planks at a time.
- Table beat: A PC who shows a simple knot or whittling trick earns fast friends.
Hooks & micro-scenes
- “Keep the Wheel Turning”
A flood wash packs reeds into the wheel. Skill challenge (3 successes before 2 failures): Athletics (heave), Survival (leverage with poles), Tools: Carpenter’s (brace). Success clears the wheel (Roanik’s thanks + rumor failure wedges it and the mill falls silent—Fen-Whisper activity intensifies town-wide tonight. - “Planks for the Bridge”
Captain Roanik commissions ten boards; Praen needs escorts. On the span, stirges test the herd below and peel toward you. Driving them off without slaughter wins goodwill and a free boardwalk map from Sherina. - “The Ledger Error”
Sherina’s numbers say a petty trader hasn’t paid in two cycles—but the man died last winter. Investigation reveals someone forging marks to skim eel-oil taxes via the tavern culvert. - “The Cutwater’s Tooth”
Praen suspects a stone has loosened on the cutwater. Underwater inspection (freezing water, Con save DC 12 or gain fatigued/cold) reveals etched runes (old ferry-measure marks). Aggy will barter for a rubbing.

Encounters at the mill (use sparingly)
- Stirge Draw: Warm smoke + livestock attract a swarm; torches grant advantage to repel.
- Bog-dog Pack: Mud-matted curs test the smoke trench; a thrown offal bucket ends it without blood (good for the kids).
- Quiet Moment (Whisper sign): If the wheel stops and everyone hushes, flour dust hangs in the air and refuses to fall. Start the wheel; the dust drops.
Secrets & consequences
- Quiet Zone: While the wheel turns, rooms within 60 ft count as having continuous noise (disadvantage to Fen-Whispers; see Mirewatch). If the wheel stops for an hour at night, increase your next marsh encounter die by one step.
- City Past: Praen keeps letters from a Verbobonc guild factor begging him to return (worth 5 gp to a collector, or leverage to get city-grade tools delivered on credit).
- Sherina’s Reed Map: Her best route skirts sink patches and a quaking mat; following it grants advantage on the first Fens navigation check tomorrow.
Quick 2nd-person table beats
- Praen (eyeing your gear): “That strap’s dry-rotted. Trade you a new one for an hour on the plank saw.”
- Sherina (tapping her ledger): “If you’re buying, I write it. If you’re lying, I also write it—just on a different page.”
- Kid chorus: “Do Borderers really sleep in the saddle? Can you make your sword hum? Can I touch it? Not the sharp bit?”
Sir Drinsal is in love and to be married to Sherina

“When the wheel turns, the marsh minds its manners; when it doesn’t, light a lantern and keep a song.” —common saying at Alston’s Mill, Anshon
One-glance summary
- Type: Working watermill + family home + small smokehouse/workshop
- People: Praen Alston (miller & master woodwright Sherina (17, bookkeeper/runner two daughters (11, 8 two sons (10, 7). Wife died six years ago.
- Goods & Services: Milling, smoking (eel, catfish), simple joinery and field carpentry (stakes, planks, rattle-strings, wheelbarrows, ladder repair).
- Why it matters: The mill’s constant noise helps keep Mirewatch’s Fen-Whispers at bay on this side of the stream; the family knows every ditch and boardwalk for a mile.
Services & prices (poor frontier rates)
- Mill grain (per sack): 1 cp + 1/10th of the flour as toll.
- Smoke fish/eel (per rack): 2 cp, ready by morning.
- Rattle-string (room-sized): 5 cp (blessed by the curate for +5 cp).
- Bridge/boardwalk repair kit (8 iron spikes, peg bag, pitch tin, mallet): 9 cp.
- Hire Praen + cart for a day: 8 sp (includes two kids and a lot of competence).


Battle map features (if a fight breaks out)
- Wheel Pit (difficult terrain): falling in costs half speed to clamber out; fail by 5 = pulled 5 ft toward the wheel.
- Smoke Trench (light obscurement): stinging smoke can impose Disadvantage on Perception (sight) within 5 ft downwind.
- Plank Stacks (half cover): topple with a Shove to create a 10-ft line of difficult terrain.
Rewards
- Practical: A blessed rattle-string (counts as continuous noise for one room), bridge repair kit, or boardwalk sketch (advantage on one travel check).
- Social: Help the Alstons and you gain Advantage on Persuasion with Anshan commoners for a week. Roanik’s disposition improves one step if you deliver the planks.

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