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Guide Services of Turnbuckle Town

In Turnbuckle Town, a guide is part scout, part instructor, part insurance policy, and part reputation shield. Some guides are sponsor-friendly professionals. Some are desperate locals with good instincts. Some are a problem you hire on purpose.

Most guide rates are priced per day for a single CAd / curated adventure run unless stated otherwise.

Directory

How Hiring Works (Quick Notes)

  • Deposits: Most reputable outfits ask 25–50% upfront (non-refundable if you ignore instructions).
  • Scope: A “guide” usually means navigation + decision support, not doing the dungeon for you.
  • Add-ons: Porters, extra guards, and paperwork handling are common upsells.
  • Reputation: Teams who burn guides get quietly blacklisted across multiple services.

Typical Price Bands

Tier Typical Rate What You’re Buying
Low-end / sketchy 5–15 gp/day Speed, rumors, shortcuts, risk you don’t see
Professional 25–75 gp/day Reliability, safety habits, clean retreat plans
Elite 100–250 gp/day High-level problem solving, prestige, limited availability

Complications (d6)

Roll when a party hires a guide, argues with a guide, or when a run “should be safe.”

  1. Paperwork Snag: A permit/waiver is “missing” and someone suggests a fee to “find it.” (See Ink & Iron Registry.)
  2. Rival Team: Another team hired the same guide for overlapping hours and refuses to yield.
  3. Sponsor Demand: A sponsor requests a “hero moment” that increases risk, and the guide resents being directed.
  4. Route Is Wrong: A map shows a passage that doesn’t exist, or an entrance that leads somewhere it shouldn’t. (See The Cartographer's Corner.)
  5. The Fog Answers: Lantern codes or whistles get a response from the wrong direction. (See Dewmist Lantern Ferries.)
  6. The Guide Knows You: The guide recognizes a PC from a past run (or a rumor) and adjusts their behavior accordingly.

Quick Hooks (d6)

  1. A guide offers a discount if the party retrieves a lost signet/contract before morning.
  2. A client the guide escorted yesterday never returned, but their gear did.
  3. The guide insists on a detour to avoid “a corridor that remembers faces.”
  4. A guide is being tailed—quietly—and wants the party to notice.
  5. The party is asked to guide the guide: someone threatens their family unless they sabotage a run.
  6. A “new guide” is too good. No one knows where they came from.