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
- Gilded Compass — high-end, sponsor-safe, immaculate planning
- Red Banner Wardens — disciplined protection, practical exits, team control
- Lanternline Wayfinders — river routes, fog navigation, quiet logistics on The Dewmist River
- Cobbleknife Escorts — cheap, fast, sketchy, and strangely effective
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.”
- Paperwork Snag: A permit/waiver is “missing” and someone suggests a fee to “find it.” (See Ink & Iron Registry.)
- Rival Team: Another team hired the same guide for overlapping hours and refuses to yield.
- Sponsor Demand: A sponsor requests a “hero moment” that increases risk, and the guide resents being directed.
- 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.)
- The Fog Answers: Lantern codes or whistles get a response from the wrong direction. (See Dewmist Lantern Ferries.)
- The Guide Knows You: The guide recognizes a PC from a past run (or a rumor) and adjusts their behavior accordingly.
Quick Hooks (d6)
- A guide offers a discount if the party retrieves a lost signet/contract before morning.
- A client the guide escorted yesterday never returned, but their gear did.
- The guide insists on a detour to avoid “a corridor that remembers faces.”
- A guide is being tailed—quietly—and wants the party to notice.
- The party is asked to guide the guide: someone threatens their family unless they sabotage a run.
- A “new guide” is too good. No one knows where they came from.