5. Mounted Borderer Station - Anshan
Timber stacks, rope hoists, and a half-raised platform over a stone footing. Boots out on patrol, bunks half-empty, standards tight. Law rides from here.
Read-aloud (arrival)
Gate Guard: “State your purpose in Anstan—trade, patrol support, or looking for trouble.”
Sergeant (without looking away): “Keep those planks moving! Lash the brace, then the pin—no, in that order.”
Sergeant (to you): “Weapons stay sheathed and peace-bonded in the yard. If you’re carrying trophies, keep them bagged.”
Gate Guard: “You’ll report to Captain Roanik. He will want your route, what you’ve seen on the road, and anything that smells like raiders.”
The post at a glance (map notes)
- Gate rail & yard: Open rail, hitch posts, two feed bins under a lean-to; blackwater puddles everywhere (difficult terrain when rushed).
- Stone tower base: Square, 20 ft a side; interior stores, ladder well, and a roofless ring of merlon stubs.
- Scaffolding: Two levels of staging, rope & pulley, tarred lashings; Athletics/Acrobatics DC 12 to move at speed; DC 14 in rain.
- Bunkhouse shed: Eight cots, usually three free; boot-rack, oil chest, oaths carved into a beam.
- Stable strip: Four stalls; tack hook with spare steel caps and two tower shields (loaners).
- Board & desk: Bounty notices, patrol rota, a slate with bridge status, and a brass stamp for receipt of reports.
Who’s in charge
Captain Para Roanik
Brisk, even, and allergic to surprises. Treats civilians like provisional scouts until proven otherwise.
- Tone to the PCs (2nd person, quick): “Names first, business second. If you’re headed east, you’ll report back what you see. If you’re not, say so now and I’ll sleep easier.”
- Powers & remit: Keep roads open, suppress banditry/smuggling, act as justice in the field, and haul noble offenders before the Viscount if needed. Values small, efficient teams, high readiness, and clean chain of custody on intel.
- Supply tie-in: This site’s expansion rides on Sir Simon Milinous’s network—stone, nails, and drafts routed from his holdings; politics are… present.
Services, gear, and expectations
- What they’ll sell (at cost): oil flasks, twine, nails, canvas bandages, 1 day coarse rations, torches; rare loan of a tower shield.
- What they’ll trade for: solid intel (map marks, tracks, tokens), labor on scaffolding/bridge, escorting a plank train from the mill.
- What they won’t share: troop schedules or patrol timings (“Information is coin I can’t spare.”).
- Report protocol: Speak to the desk, hand over one physical proof (track sketch, token), get stamped receipt; serious items go by rider to Ostverk for the Longriders’ files.
Personnel you’ll meet
- Desk sergeant (“pen-hand”): makes the yard run; has the brass stamp and the dry humor.
- Quartermaster’s lad: all elbows and inventory tags; can scrounge a coil of good rope if you didn’t waste his time.
- Two lance pairs in rotation: shortbows cased, steel caps, studded leather; one veteran with chain and his own opinions. (Ranks run Trooper → Sergeant; officers by Knight grades.)
Hooks & micro-scenes
- “Boards for the Bridge.” Escort ten planks from Alston’s Mill and hold the span while they nail. On a failure, the bridge groans and drops a rail—Dex save DC 12 or go knee-deep.
- “Raise the Platform.” Help rig the next staging tier: Tools (Carpenter’s), Athletics, or Survival checks (3 successes before 2 failures). Success buys you a day of rations each and Roanik’s attention.
- “Floodlight.” Fog pushes at dusk; Roanik wants the tower beacon lit and sighted. Spot checks at height; on a fail, you glimpse a silent watcher in reed-color just before it slides away.
- “Justice in the yard.” Two villagers and a netter argue over a leech barrel. Mediate (Persuasion/Intimidation) to avoid cudgels and debt notes.
Law, fealty, and where this post sits
- Fealty: Borderers swear directly to the Viscount; on the ground they liaise with nobles but retain arrest and field-justice powers. Expect friction but firm courtesy.
- Local nobles: Outpost expansion is logged under House Milinous provisioning; land itself lies on House Asbury’s marches. Paper travels both ways; Roanik keeps it tidy.
If steel comes out (battle features)
- Scaffold lanes: Narrow; Acrobatics DC 12 to avoid slipping when dashing.
- Rope hoists: Use Object to drop a sandbag (1d6 bludgeoning, prone on failed Dex save DC 12).
- Shield rack: Two tower shields count as half cover for a 5-ft square if planted.
- Yard puddles: Difficult terrain; a forced march through the yard risks a thrown shoe (lose 10 ft speed for an hour unless tended).
Rewards & relationships
- Roanik’s regard: Deliver a clean, timely report or complete a site job → Dispo +1; at +2, she’ll vouch your Mirewatch Writ of Custody as “useful to patrols.”
- Borderer favor (minor): One free message-carry to Ostverk with your seal added to the dispatch pouch.
- Material: “Scout’s bundle”—oil, twine, 10’ pole, and a stamped chit for one stable night in Verbobonc depots.
Mounted Borderer Patrol
North–South Stream Trail (Fens of Tor)
A lean, mobile screen riding the stream’s bank to keep the marches quiet and the Viscounty safe.
Standard Complement
- Patrol size: 4 riders (a lance pair ×2) led by a sergeant. In surge conditions, 6–8 with a junior officer.
- Mounts & tack: Marsh-conditioned light horses, high pommel saddles, reed-waders (canvas wraps) for fetlock/cannon, feed for 2 days.
- Kit (each rider): shortbow w/ 20 arrows, cavalry spear or light lance, arming sword/hatchet, studded leather or chain shirt, steel cap, rattle-string (tin/shells), 50 ft rope, 2 oil flasks, poncho, insect veil, 1 day coarse rations.
- Shared gear: pole hooks, collapsible plank slats (4), small hand-axe, tarred canvas, signal horn, 2 spare horseshoes, field chalk, beacon kit (pitch-pot & wick).
Daily Pattern (typical)
- Dawn: Stand-to at nearest high point, horn check with nearest post/tower.
- Morning leg (southbound or northbound): Ride single file along the stream trail, scouting 30–60 ft ahead. Mark fresh sign with blue chalk and a twig flag.
- Noon: Water/hoof check in shade; rotate point rider; quick plank repair on bad boardwalks.
- Afternoon leg: Cross-check side ditches and culverts; question gatherers/herb-cutters; log livestock losses.
- Dusk: Establish a noise ward (rattle-string, kettle tap, drip line) and a small smokeless beacon if visibility drops; bivouac on known knolls.
Rules of the Road (SOP)
- Names first, business second. Civilians hailed, not harried. Trophies stay bagged.
- Weapons sheathed in settlements. Bond blades at gates; report at the desk for stamp/receipt.
- Silence kills. Maintain continuous noise at night (hymn hum, rattle-string, drip line) to deter “things that drink quiet.”
- Do not chase into open fen at night. Track, mark, report. Live riders carry better news.
- Every plank is a promise. If a boardwalk fails under your horse, you replace it or flag it before moving on.
Signals
- One short horn: Halt/eyes up.
- Two shorts: Form line, shields front.
- Long & short: Beacon or smoke up.
- Rattle-string fast tap: Night watch rotation; keep the ward alive.
Likely Contacts & Responses
- Gatherers & leechers: Offer road advice; buy info with a water skin refill or escort to next flag.
- Eel-oil runners / smugglers: Confiscate oil, cut culvert boards, leave writ at tavern.
- Striders of Fharlanghn: Accept blessings, request trail conditions; reciprocate with safe bivouac notes.
Threat Book (swamp dangers)
- Stirge clouds: Target mounts first. Response: torches, oil smoke, shield two-by-two; drive off rather than slaughter near herds.
- Quaking mats / sink patches: Probe with polehooks; lay plank slats; never cross at a trot.
- Lizardfolk scouts/raiders: Test you with javelins then fade. Mark spoor (webbed toeprints, reed fetishes), fall back to firm ground, call for a second patrol before pursuing.
- Bog-owl & fen-cats: Harriers at dusk; keep mounts masked/hooded; loud clap to break stoop.
- Will-o’-wisps & false lights: Treat steady hovering lights as hostile; form up and keep talking; no single riders to investigate.
- Rot-fever & bite-rot: Clean wounds with boiled water + sweetflag; report fevers to parish for tincture.
- Whispered quiet (unnatural hush): Immediate noise ward; rotate sentry every 20 minutes; no whispered councils—speak normally or sing.
Interaction with PCs (use at the table)
- Challenge: “Halt at the rail. Names first, business second. Purpose on the stream road?”
- If cooperative: Share today’s pins (fresh spoor, broken planks, missing gatherers), sell at-cost kit (oil, twine, torches), request a bridge/boardwalk assist.
- If entering the fen proper: “No night pursuits and report by dusk—Captain Para will want your map marks and any tokens.”

One-glance summary
- Type: Outpost yard + scaffolding watch-tower under construction
- Chain: Mounted Borderers (answering to the Viscount), in the orbit of House Milinous for supply and oversight; sits on House Asbury’s marches.
- Officer: Captain Para Roanik, Knight Commander-equivalent for this post; calm, professional, “names first, business second.”
- Why it matters: Only standing force between the thorpe and the Fens; courthouse, message desk, and mustering point rolled into one.

Captain Para Roanik Borderer Officer
- AC 17 (chain, shield)
- HP 45; Longsword +5 (1d8+3), Shortbow +4 (1d6+2)
- Veteran statline with Perception +5, Survival +5
- Commanding Presence (as bless 1/short rest; only on allies’ skill checks tied to patrol tasks).
Table quotes (fast use)
- Roanik: “Names first. Business second.”
- Desk sergeant: “Ink is cheap. Mistakes aren’t.”
- Lancer: “If it’s quiet, keep talking. The marsh listens.”
Bounty & notice board (sample pins)
- Raiding feelers south road (shallow ambush pits, twine fetishes).
- Cattle harriers (stirge swarms at dusk; drive off without slaughter earns goodwill).
- Missing gatherers—two blue flags found knotted on the north bank trail.
- Contraband eel-oil (untaxed): whispers of a culvert run after moonrise.
- Lights across the flats three nights running; lanterns don’t hold that steady.
(Payment in coin, fodder, or written thanks redeemable in Verbobonc depots.)

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