These Opportunity Cards will not appear unless your Dangerous quality reaches a certain level. They generally challenge the Dangerous quality but some have options which test other Qualities. The links below will jump to the section of the page describing Cards which unlock at that level of Dangerous Quality.
Cards which unlock between 0 and 9

An unwise ambush
You walk in one of the dank green-grey parks of Fallen London. Mushrooms release clouds of spores underfoot. Whitish fungal fronds trail from half-dead trees. Suddenly, your walk is enlivened by footpads!
If only there were two of you, you could take on the world!
If you had someone to watch your back, you would be invincible! You could invite a friend from the Surface to be your partner in blood and glory! [This will invite someone who isn't playing to join you, and start a lucrative story if they do.]
If only there were two of you, you could take on the world!
If you had someone to watch your back, you would be invincible! You could invite a friend from the Surface to be your partner in blood and glory! [This will invite someone who isn't playing to join you, and start a lucrative story if they do.]
Better Class of Violence Choose a friend on Facebook, or follower/followee on Twitter to invite to join you in this.
Choose one of your contacts from the drop-down menu.
Choose friend, and they can visit this link to descend to Fallen London and start playing Echo Bazaar: personal link
Do you want to send them an automated message?
(untick the box if you just want to email them the link on your own)
[] Post this message on their Facebook wall:
"yourcharacter (@yourname on Twitter) needs your bare-knuckled assistance in Fallen London. To glory! personal link"
[] Post this message on your Twitter stream:
"@friend yourname needs your bare-knuckled assistance in Fallen London. To glory! personal link"
Teach the villains a lesson!
You could turn and flee. One of them is wheezing like a bellows - consumption, you'd guess - and the other has a club foot. But where's the fun in that?
(Dangerous challenge)
Your opponents lie groaning on the ground.
You search their pockets, tip your hat to them and stroll away.
Dangerous increase
Random reward ~11 pence
A narrow escape
An invigorating fight turns suddenly serious when they call for help and two of their comrades arrive on the scene. Time to be away!
Dangerous increase
Actually, you really could turn and flee
They may not be the heartiest and stoutest criminals in Fallen London, but there are two of them. And one has a very knobbly stick.
(Dangerous challenge; modest at 5)

Will nobody help the poor fellow?
A chandler's workshop has gone up in flames! He's trapped in an upper window. An admiring crowd watch as his candles glow and melt in the flames.
Daring is needed
A quick dash through the flames, damp coat across your face -
(Dangerous challenge; modest at 13)
The flames drive you back
The heat is too much! The fire reaches his storeroom, and the whole house roars into a tower of incandescent flame! The poor chandler screams and vanishes. The crowd applauds wildly!
Dangerous increase

The Stray
You're not necessarily a criminal. But that elderly gentleman shouldn’t be walking here this late with that heavy satchel.
Perhaps you can help
A clout to the back of the head should resolve the situation.
(Dangerous challenge; straightforward at 21)
That was encouragingly straightforward
The old fool never knew what hit him. He lies in a moaning heap in the gutter. A life of profitable crime beckons. Now, let’s see what’s in the bag…
Dangerous increase

Gain: random reward (~10-11 pence worth)
Ruthless increase
(1 change point)
No, perhaps you can actually help
Guide the silly old duffer out of this rather sinister neighbourhood. Erm, which way was that again?
(Shadowy challenge; modest at 13)

Assistance needed for lynching
The Constables need sturdy types to bring a honey-addled murderess to justice, or at least hang her from the nearest gas-lamp.
Take the badge and the bricks
Pick up your copper deputy’s badge and join the bloodthirsty mob armed with bricks and clubs.
(Dangerous challenge; straightforward at 16)

A duel with a dead man
You are accosted by a visitor from the tomb-colonies, where dead men go when they are too disfigured to walk in Fallen London. 'None of these wretched pinkskins can fight,' he hisses. 'Can you? I am so terribly bored.'
Unlocked with Dangerous 9
Play decoy to encourage other victims
If you don't want to fight in earnest, you could agree to a little light sparring to encourage other victims… ah, clients.
(Dangerous challenge; modest at 11)
Let the dead man pay you for the pleasure of trying to kill you
Be careful. Tomb-colonists may have died dozens of times. They learn from their mistakes.
(Dangerous challenge; modest at 25)
Ouch
He's too much for you. He stabs you twice through the lungs and saunters off, trying - and failing - to whistle through withered lips. And the swine didn't even pay you!
Dangerous increase

Demander for a day
A local villain needs some muscle to shake down shopkeepers.
Unlocked with Dangerous 9
Easy money
An afternoon of glaring at greygrocers and frightening fishmongers.
(Dangerous challenge; straightforward at 18)
A fierce aspect
The local hoodlums accept you as a figure to be feared, and you are assigned a list of tradesmen from which to demand protection money. Several of them curse and complain for the sake of appearances, but none among the honest folk can bring themselves to deny you. Your day of collections goes smoothly and you bring home a cut of the takings. The local villains nod respectfully at a job well done, and your neighbours give you a wide berth for a while.
Dangerous increase
Gain: 9 x Deep Amber
Deal with the mason
The mason scoffs at your employer. He has four burly sons, two Clay Man employees and many hammers. This is going to be trouble.
(Dangerous challenge; modest at 25)
Didn't even have to fight
Sometimes it is not about fisticuffs or stabbing. Sometimes a fierce reputation, a vicious stare and a few hints about burning down houses works better. You get a good share of the protection money.
Dangerous increase
Gain: 24 x Deep Amber
Cards which unlock between 10 and 19

The Sleepless Tower
The area around the observatory is a wasteland populated by wolves and distressingly mobile fungus. A few stalwarts even live in the cottages dotted hereabouts.
Unlocked with Dangerous 10
Spores and fangs
That fungus-colony wasn't there half an hour ago. Are those… teeth? It's coming for you!
(Dangerous challenge)
The spilling of grey juice
Gunshots do little to fungus-colonies, so this is a matter of bladework. The struggle is fierce, but man wins out over mushroom and you are soon covered in grey juices and fibrous gobbets.
A passerby is keen to buy the corpse from you. You think better of asking what she intends to do with it.
Dangerous increase
Gain: 20 x Jade Fragment
The spilling of grey juice
Gunshots do little to fungus-colonies, so this is a matter of bladework. The struggle is fierce, but man wins out over mushroom and you are soon covered in grey juices and fibrous gobbets.
A passerby is keen to buy the corpse from you. You think better of asking what she intends to do with it. And she is long gone before you realise she has passed off some old scrap iron on you.
Dangerous increase
Gain: 1 x Certifiable Scrap
Spiders and mystery
There is a strange procession leaving from the observatory. You could take a look but the grounds about the place are oddly spider-haunted tonight.
Requires a Scholar of the Correspondence 1
(Dangerous challenge)
Not just blind
You jump on a few dog-sized sorrow-spiders until they stop moving, then head for the procession. The blind men are escorting one of their number from the Observatory and down the hill. From time to time his hair bursts into flames. Occasionally his eyes do the same. He emits a long, inhuman scream that rolls down the hill and comes to rest at your feet.
Dangerous increase
1 x Aeolian Scream
Move to a cottage by the observatory
The blind men at the Observatory rent these out, to people who don't mind occasionally being assaulted by predatory fungus in the middle of the night. Allows 3 cards in your hand and provides a Minor defence bonus in Knife-and-Candle. The lease will cost 500 Whispered Secrets
Unlocked with 500 x Whispered Secret
Cards which unlock between 20 and 29

Harvesting spider-silk
Sorrow-spiders have infested a rambling, squalid rookery near Spite. There are too many to destroy, but perhaps a band of sturdy armed citizens could acquire some silk?
Unlocked with Dangerous 21
Stay around the edges
A safer option is to make off with some silk while the main party of harvesters engage the spiders.
(Dangerous challenge; chancy at 21, straightforward at 33)
Legs everywhere!
Most of the spiders are engaged by the main party and you find yourself in a web-choked side passage facing only a single spider. You achieve victory by the simple expedient of jumping up and down on the thing until it stops moving. You grab a double handful of sticky silk threads before you leave.
Dangerous increase
Gain: 21 x Silk Scrap
Into the rookery with goggles and hatchets
Locals cheer the expedition as the tools of the harvester are distributed. A scarred, one-eyed veteran harvester beckons you over and proffers goggles.
(Dangerous challenge; modest at 37)
Almost like dancing
The harvesters split into two groups – one distracts the bulk of the sorrow-spiders while the other attacks the silk-walls with lubricated hatchets. You are in the former group and in the thick of the fighting. Your goggles are torn off by a huge specimen leaping on your head, but you keep your nerve and when all is done your boots have inches of crushed spider remains on their soles. You claim your share of the spoils at the victory booze-up afterwards.
Dangerous increase
Gain: 36 x Silk Scrap

Shroom-hopping: a quaint sport of the lower classes
Watchmaker’s Hill is a rough place, and has rough entertainment. Leaping from huge mushroom to huge mushroom in a flooded field is considered amusing in these parts.
Unlocked with Dangerous 21
Just try to finish
This'll be tricky. The pundits say the going is spongy and the spore-caps are more toxic than usual… And they’re off!
(Dangerous challenge; chancy at 21, low-risk at 24)
You made it to the finishing post!
Leaping between mushrooms is hard enough. Avoiding the poisonous ones and the odd shove from a competitor makes the whole business a very tricky affair. One weaselly fellow trips you, but you recover and hurl him into the grey water, to a raucous cheer from the sidelines. You're not first to the end, but merely finishing gets you a prize of rough mushroom wine.
Dangerous increase
36 x Greyfields 1879
Go all out
You are going to finish first! Or fall in the slimy water. Or get pushed into a toxic spore-patch. Or some such thing.
(Dangerous challenge; straightforward at 42)
You made it to the finishing post!
A series of mighty leaps. A sharp turn on a slippery toadstool. A swerve around a viciously-swung elbow. It's nothing you can't manage. You romp home with a narrow lead over the favourite as you hear the sounds of a brawl behind you from the main pack of hoppers. You claim your case of wine and receive a cheer from the spectators.
Dangerous increase
18 x Greyfields 1882

Guard a glim claim
A veteran sea skimmer – a collector of jewel fragments that fall into the Unterzee from the cavern roof – has claimed a rich section of shoreline and is off to Veilgarden to celebrate. There’s a few fragments of fallen glim to be made guarding his claim.
Unlocked with Dangerous 21
Quiet evening on the shore
The claim doesn't look like much – a few yards of muddy shoreline. There are hungry eyes out in the shadows, though, and only you between them and glim.
(Dangerous challenge, straightforward at 32)
The gang presses in
You were expecting some trouble. What you have is not a few desperate sea-skimmers down on their luck, but an organised and sizable gang of coastal ruffians. As they approach, you narrow your eyes and let your lethal reputation speak for you. The gang falters, and although full of threats and bravado, leaves you alone on the desolate shoreline. A few days later your employer is in a fit state to hand over some fragments of glim in payment.
Dangerous increase
Gain: 21 x Glim
A direct approach
If glim claims are badly guarded, why do you not indulge in a little armed robbery yourself?
(Dangerous challenge)
A stout driftwood cudgel and a few hearty whacks in the shadows? What could be better, as the oily waters lap and the 'stars' gleam overhead? You pocket a good collection of glim and make your way back to civilization before your victims start waking.
Dangerous increase
Gain: 36 x Glim
A distinct lack of glim
What exactly is the point of a robbery, when none of these fellows have anything worth taking? It seems that there has been only one decent glim haul of late, and the lucky skimmer is celebrating elsewhere.
Dangerous increase

A runaway horse!
The horses of Fallen London are vicious, shaggy brutes and this one has taken fright from a sorrow-spider and bolted with its hansom cab. Someone will get hurt!
Unlocked with Dangerous 21
Tear loose a case from the hansom
You'll have to be quick and strong, but you might grab a little luggage before the horse bolts out of reach.
(Dangerous challenge, straightforward at 27)
Moderately mighty thews
You grab the nearest case and flex your arms. You are dragged along for a good fifty feet before the straps rip and you tear the case free. You end up in a pile in the gutter, but the prize is yours. The horse and hansom disappear from sight as you check the contents.
Random reward ~15-20 pence
Dangerous increase
A simple matter of agility and thews
Bringing the horse back to its senses will only require a nimble leap on to the careering hansom and wrestling with the beast's reins until it stops. How hard can that be?
(Dangerous challenge)
Bizarrely enough, it goes to plan
Just like in the penny dreadfuls, you leap on to the back of the hansom as the horse heads toward a busy bridge. The crowd scatters, and you haul mightily on the reins as the hansom heads towards a meeting with the uncaring river. You pull up in time. You're rather disappointed that attractive young admirers don’t flock to you immediately, but at least you take comfort in helping yourself to the contents of the luggage rack.
Dangerous increase
Random reward ~30 pence
A curse upon horses and dyers!
The initial leap for the back of the hansom goes well, and you are making your way across the roof of the contraption when the horse makes a sharp right turn rather than cross the path of a dapper devil. You are flung through the open window of a laundry and land with a tremendous splash in a large, warm vat of dye. Your dignity is dented, but at least your outfit is fashionably coloured.
Dangerous increase

A night for knives and candles
The rakes and ruffians who play Knife and Candle are out in force tonight. Some have been drinking, and at least one thinks that you are his mark.
Unlocked with Dangerous 21
Playing rough
You could just run for it, but there is something very irritating about being mistaken for a victim. A lesson in prudence is in order.
(Dangerous challenge; low-risk at 25)
Murder is often not a game
Your stalker is expecting violence, of course, so you simply confront him in the street, weapon in hand. This is somewhat against the protocols of the game, and he starts to back off. You leap after him, and there follows a brief scuffle that ends with a shriek and a gurgle. Dusting yourself down, you take the fellow’s pack of candles as a warning to others.
Dangerous increase

21 x Foxfire Candle Stub
Playing even rougher
Of course, you could just stand on a nearby rain barrel and loudly declaim that any players of Knife-and-Candle nearby are gutless weasels with all the poise and breeding of a sorrow-spider.
(Dangerous challenge; straightforward at 40)
Knives and wax
Players of Knife-and-Candle come at you from all directions! Knives flash in the dim light, and wax goes everywhere. Used to ambushes, the players attempt to escape your wrath. A few make it away, although others lie bleeding on the cobblestones as you take their candles.
Dangerous increase

36 x Foxfire Candle Stub
A stealthy lot
There were no fewer than eight players of Knife-and-Candle within earshot of you when you started making your opinion of them known. By the time you finished… well, actually you didn't finish. They had thoroughly stabbed you by then.
Dangerous increase

Bare-knuckle prize fight
There are whispers of a moderately illegal all-comers bare knuckle fight in an empty market hall near Veilgarden. Can your pugilistic skills carry the day?
Unlocked with Dangerous 21
A gallery of ruffians and bruisers
It is to be expected that the field is varied. There are many local bruisers, three bandaged tomb-colonists, two women (the scandal of it!) and an oriental boxer. That's the bell!
(Dangerous challenge)
Take on the local champion
The local champion is a towering sergeant of the Constables. His scarred fists are known across the Neath. At least the ring won't be raided during the fight.
(Dangerous challenge)
++++To fell a giant
The sergeant is a lumbering giant and has fists like steam-pistons. You have the edge in speed and skill, however and you play a long game. Twenty rounds later, the sergeant is exhausted from chasing you. You finish him off with a barrage of blows to the body - you can hardly reach his face. The giant tumbles forward, and you are victorious! You take your purse and leave quickly, before the Constables decide to intervene.
Dangerous increase
Gain: 36 x Rostygold

The Heron Tower
The marshes offer fungus, mud and seclusion. Few would dare cross them without a guide. Maps more than a few weeks old are unreliable, as mud-pits shift and fungus colonies roam.
Buy a key to a lair in the marshes
This is the place for you. If you're some sort of mycophilic hermit, perhaps. You see strange things out here. Allows 3 cards in your hand. The key will cost 400 Whispered Secrets.
Unlocked with 400 x Whispered Secret
Hunt down a huge lizard
Unscrupulous naturalists have been breeding enormous lizards in the marshes. Some have escaped or been cast out. The marshes are dangerous enough without carnivorous reptiles: something must be done!
Unlocked with 1 x Key to a Lair in the Marshes
Smoothly done
The specimen you come across had been trained as a fighting animal before being cast out. It edges towards you cautiously. You shoot the devilish thing! It collapses at your feet. You retrieve its collar. What's this jammed inside? Junk. But possibly valuable junk.
Dangerous increase
1 x Certifiable Scrap
That was unexpected
A scream has frightened the lizard away. Its work complete, the scream drifts between the tussocks, disturbing those fungi that are capable of hearing. Lucky you brought this jar.
Dangerous increase
1 x Aeolian Scream
Smoothly done
The specimen you come across had been trained as a fighting animal before being cast out. It edges towards you cautiously. You shoot the devilish thing! It collapses at your feet. You retrieve its collar of rostygold, dust yourself down, and proceed on your way.
Dangerous increase
Gain: 40 x Rostygold
Peril and Pyjamas
You come across a traveller in distress. Well, peril more than distress. He is dressed in elegant night attire and seems oblivious to his surroundings. He is about to walk into a bottomless mud-pit. You might save him.
Unlocked with 1 x Key to a Lair in the Marshes, having Recurring Dreams Death By Water 1
(Dangerous challenge; modest at 62)
Cards which unlock between 30 and 39

The Listing Tower
A once-grand residence gently subsiding into the edge of Bugsby's Marshes. Limitless potential for ambush. Nightly stabbings. Dimming glory.
Unlocked with Dangerous 30
A wager of courage
A trio of fur-clad hunters at the Medusa's Head bet that you won't stay a night in this house of murderers. You intend to prove them wrong and claim their pelts.
(Dangerous challenge)
A sound plan
It's cold up in the attic. Your policy of declaiming your intention to repeatedly shoot anyone who opens the door does the trick. The noise of ambush and murder filters through the floorboards. It goes on all night: where do these people get the energy from? You emerge unmolested and claim your pelts from the hunters. The villains! You thought you were getting wolves.
Dangerous increase
Gain: 40 x Rat on a String
What new madness is this?
Traps, within reason, are allowed in the game of Knife-and-Candle. Incendiaries inside large buildings are frowned on, however. Mr. Iron asks you to deal with the situation.
Unlocks with: an Umpire of the Game of Knife-and-Candle 1
(Dangerous challenge)
A stern word
The player causing the incendiary difficulties is a postgraduate student at the Department of Infernal Rarefactions. You could have guessed. They all like fire.
You confront her in a half-subsided parlour. You avoid the rather clumsy exploding-sideboard trap and start the lecture on fair play to the disappointed student. She agrees not to set any more fire-traps indoors and Mr. Iron sends you a package of candles in reward. You wonder if it is being ironic.
Dangerous increase
Gain: 66 x Foxfire Candle
Move to the half-abandoned mansion
Mr Iron invites all of Officer rank and above to stay in this property free of charge. He suggests you bring your own candles. If you enjoy rats, murderers and gloomy grandeur, this is the place for you. Allows 3 cards in your hand and provides a Significant defence bonus in Knife-and-Candle.
Requires Knife-and-Candle Rank 14

The tenor's minder
A noted opera singer has been threatened by a spurned lover. He needs a bodyguard.
Unlocked with Dangerous 33
Evening dress provided
Vigilant, discreet and subtly ferocious. You can manage that.
(Dangerous challenge; straightforward at 39)
Rid him of his assailant
You are sure he will tell you of his troubles if you promise to deal with them.
(Dangerous challenge; modest at 50)
A job well done
A gang of criminals is preying on bohemians. Sometimes they resort to footpadry, but their bread and butter is blackmail. Artists live and die by their reputations, and the criminals have been making a tidy sum from the Veilgarden set. Once you find this out the rest falls into place. You locate them. You beat them stupid. You advise them of the foolishness of crossing you. Your employer and his friends are delighted: you are invited to opening nights, and one or two dressing rooms besides.
Dangerous increase
Connected: Bohemian increase

For the people!
Revolution is coming, apparently. It seems that it requires a financier be firmly beaten. Why not?
Unlocked with Dangerous 33
Rights and wrongs
The shabby, eloquent figure speaks of the rights of man, and who exactly needs to be thrashed for the good of all.
(Dangerous challenge; modest at 34, low-risk at 37)
Volunteer to disrupt an important meeting
The gathering of financiers will have formidable protection. They should know that they will never be safe! Long live the revolution!
(Dangerous challenge; modest at 34, low-risk at 37)
A neddy horde
The financiers are meeting in the second floor of a fashionable eating house. A neddy man bars your way to them. You flatten him. And another. A pack of them goes for you. You are pummelled out into the street. The bankers look down from their luncheon with interest. One of them appears to be offering bets on the manner of your defeat.
Dangerous increase
Wounds increase

Arson and avarice
A local landlord is displeased with some squatters, and is prepared to sacrifice a tenement to the flames to make a point.
Unlocked with Dangerous 33
Tip the squatters off
Burn the place down, but ensure that the squatters are warned.
(Dangerous challenge; low-risk at 37)
Catching the heat
You wait until the squatters are elsewhere before you get to your business. Arson is punished harshly in the city, and you work quickly. The tenement is old and rotten, and catches in moments. The place blazes merrily, and shouts and the occasional scream echo around the street. Soon the authorities arrive to contain the fire, but you are gone and your employer's point is made. Unfortunately, the Constables had been tipped off by a local detective that this might happen, and your employer is off to New Newgate prison before you can be paid.
Dangerous increase
Burn it down
Lamp oil and matchsticks will do the trick, and the fellow promises to pay well.
(Dangerous challenge; low-risk at 37)
Catching the heat
Arson is punished harshly in the city, and you work quickly. The tenement is old and rotten, and catches in moments. The place blazes merrily, and shouts and the occasional scream echo around the street. Soon the authorities arrive to contain the fire, but you are gone and your employer's point is made. Unfortunately, the Constables had been tipped off by a local detective that this might happen, and your employer is off to New Newgate prison before you can be paid.
Dangerous increase
Suspicion increase
Cards which unlock between 40 and 49
The Ways of Wolfstack Docks
A thousand ships a day, or so they say.
A day trip to the Docks
A zailor will show you around Wolfstack Docks for a day - if you slip him enough jade for a drink and a tattoo.
Unlocked with Jade Fragment 50
The returning Gazetteer
A society journalist is returning from disgrace in the tomb-colonies. He's due into the Docks on a steamer tonight. Some of his victims would rather see his exile last a little longer. This choice is locked for now.
Unlocks with Route: Wolfstack Docks 1
What's this?
A docks permit, simply flapping about in the gutter. What a stroke of luck! With this, you'll be able to travel freely about Wolfstack Docks. [This will open up permanent access to Wolfstack Docks]
[Wolfstack Docks are most interesting for those who have Dangerous 60+.]
Requires 5 Fate
Fate-locked content must not be placed on the wiki, per the developers.

Deal with a drunk old soldier
He's swinging an antique sabre and screaming that he'll take on all comers.
Unlocked with Dangerous 45, You must be in Watchmaker's Hill to play this card
Take him on
He wants a fight? You'll give him one!
(Dangerous challenge)
A splendid brawl
The old man used to be a cavalry officer, and he can swing that sabre like a maniac, even when drunk. By the time you have the better of him, a crowd has gathered and is betting on the outcome. As the old soldier collapses, weeping, to the cobbles a ragged cheer goes up and you are handed a portion of a winner's gains.
Dangerous increase
Gain: 60 x Deep Amber
Talk him down
Perhaps you can reason with him. He is pretty drunk, though.
(Persuasive challenge; straightforward at 67)
A new friend
The old soldier recognises a new friend and puts his sabre away. He leans on you, breath stinking of cheap spirits, and tells you of his misfortunes: being cashiered out of his regiment long ago, losing his fortune, his wife becoming a tomb-colonist. He blearily invites you to visit him at Watchmaker's Hill and totters off into the night.
Persuasive increase
You've made a friend, or at least a contact: Acquaintance: Regretful Soldier.

Academic discipline
It's the annual dinner hosted by the Dean of Phrenology & Applied Cranial Exploration this evening. The University is hiring sturdy types for additional security.
Unlocked with Dangerous 45
Vigorous student bodies
The annual dinner generally ends in a brawl between students, and you are asked to help keep order.
(Dangerous challenge)
A complicated fistfight
As usual, the cranial exploration students start taunting the phrenologists and phrenological manipulation hammers are produced. Mayhem breaks out shortly thereafter, and you lead a charge of the hired help to break things up. The fracas is dealt with efficiently, and major cranial rearrangements are avoided for the most part. You disarm a particularly vicious postgraduate student and part a pair of spirited old professors who are waving canes at each other. The pay is minimal, but you help yourself to the wine stocks, which for the most part have been ignored.
Dangerous increase
60 x Greyfields 1879
Bumps on the head
As usual, the cranial exploration students start taunting the phrenologists, and phrenological manipulation hammers are produced. Mayhem breaks out shortly thereafter, and the porters lead a charge of the hired help to break things up. You are in the thick of things, and suddenly you are surrounded by a coterie of second year students armed with cranial implements. You put up a sterling show of arms, but there are too many and you soon find yourself phrenologically manipulated into unconsciousness. You wake the next day, on an examining table. It seems that you have been studied.
Dangerous increase

Minding the detective
An Implacable Detective wishes to retain the services of a bodyguard for a particularly perilous case.
Unlocked with Dangerous 45
The case of the frenzied mandrake
Following a detective around might be interesting, and how dangerous can a plant be, anyway?
(Dangerous challenge; modest at 61)
Vicious little vegetable
The Implacable Detective has traced a series of grisly murders to the back streets around Watchmaker's Hill. Although capable (and indeed implacable) she is getting on in years and you go into the frenzied mandrake's lair first, having first plugged your ears with wax. However, the mandrake is a plant of low cunning, and goes straight for your employer. You attempt to pull the frenzied thing off her leg, but it bites deep. Eventually you hack the thing into pieces, but the Implacable Detective is bleeding badly. Your fee is spent on the services of a physician.
Dangerous increase

Join a Smuggling Ring
There's a market for just about anything in London, if you know your customer base, and you do. You hear of a gang going out at night to retrieve barrels of fine French ambergris brandy; the barque known as the Red Lady drops her cargoes a little out at zee and it's up to the gangs on shore to bypass the dockyard and its tiresome 'formalities'.
Unlocked with Dangerous 45
Just fence a few casks for now, while you get to know your new colleagues.
Goodness! They do use some salty language.
(Dangerous challenge; straightforward at 51)
A pleasure doing business with you
You shift a lot of brandy thanks to your contacts in the seedier drinking dens of Veilgarden, and take a modest cut of the glim they pay.
Dangerous increase
Gain: 45 x Glim
The gang could use an extra hand or three tonight
Take the look-out's post. All you have to do is prowl the jetty and keep an eye out for neddy men. You can do that.
Unlocked with Dangerous 50
(Dangerous challenge)
It’s a quiet night
Only one official needs to meet the business end of your knife, and he barely even makes a splash. Enjoy your share of the profits.
Dangerous increase
Gain 32 x Greyfields 1882
There would be three of them on patrol - typical
You pick a fight with them to divert their attention, but you are outnumbered, and the gang has to leave several valuable barrels behind. Including the one with your share in it. You didn't come off well in the fight, either.
Dangerous increase
Wounds increase
Join the salvage party
Much more profitable. Much more dangerous.
Unlocked with Dangerous 55
(Dangerous challenge)

A night at the carnival
What could be more relaxing than an evening out in the garish lights of Mrs Plenty's Most Distracting Carnival?
Unlocked with Dangerous 45
There's always something
A great grey wolf has escaped from the carnival. Recapturing it would be quite the thing.
(Dangerous challenge; modest at 61)
Beast in the city
The wolf is not known for its vicious behaviour, but you are taking no chances. You track it down to a nearby bakery, where it is helping itself to a box of expensive sausage rolls. The beast growls at your approach. Apparently it does not wish to be disturbed at its supper. There is little left to do but wrestle the creature into submission. The wolf is strong, and by the time you get it into a headlock you are both covered in flour. Both the baker and the carnival proprietors are glad to see the thing back in the carnival. You are rewarded with carnival prizes, and the wolf seems untroubled by its fate.
Dangerous increase
Gain: 60 x Rat on a String
A roll in the cakes
The wolf is not known for its vicious behaviour, but you are taking no chances. You track it down to a nearby bakery, where it is helping itself to a box of expensive sausage rolls. The beast growls at your approach. Apparently it does not wish to be disturbed at its supper. There is little left to do but wrestle the creature into submission. The fight is an epic one: the wolf is both strong and determined. By the time you have the thing in a hold, the pair of you have flattened the sausage rolls, squashed a box of eclairs and knocked over a cake intended for a society wedding. There are cheers as you lead the beast out, but no reward is forthcoming.
Dangerous increase
Cards which unlock between 50 and 59
What's in the sack, Jack?
A drunken fellow in the the Blind Helmsman, a notorious Wolfstack tavern, claims to have stolen Mr Sacks' sack. He's taking on all comers in a fist fight to claim it.
Unlocked with Dangerous 57
Not a word of it
You don't believe for a moment that it belongs to Mr. Sacks. There might be something good in there, though.
(Dangerous challenge)
Now let's see what's in there.
It takes a while to knock the fellow down: He must be a ring fighter. As the crowd cheers your valour, you open the sack to find… books. Bad books. Wicked books. Books stamped 'Property of Mr. Pages'. Well, they came from a Master, at least.
18 x Proscribed Text

A riot in Spite!
A huge brawl has broken out in the markets of Spite. Has there been some sort of sporting event?
Unlocked with Dangerous 57
Wade in with fists flying
Does it matter why the riot started? It's good sport and hearty exercise.
(Dangerous challenge)
Too soon, always too soon
You are just getting warmed up on a trio of optimistic pickpockets when the Constables arrive. There's an army of them, and after a gallant last stand on a pie stall you go down under a hail of truncheons.
Dangerous increase
Wounds increase
Make off with some loot
The stallkeepers are distracted. If you can avoid the current festivities, who knows what you might snaffle from their stores?
(Shadowy challenge)
A roundabout theft
You are forced to hide in a barrel as a pair of Knife-and-Candle veterans face off against a pack of zailors. You dart behind a pie stall, just before it is demolished by a Clay Man being thrown through it. Things are getting serious if Clay Men are being hurled: time to grab the nearest sack and run before the Constables turn up.
Shadowy increase
Random reward ~40-50 pence

A peculiar practice
The Regius Professor of Additive Surgery hints that he would value tomb-colonists to dissect. Still-moving would be best.
Unlocked with Dangerous 57
Find out what he's up to
Break into his lab and take a look at his notes.
How disappointing
The Professor's rosewood desk is remarkably empty. You search it thoroughly, and all you find is a small scrap of cardboard in the lowest drawer. It bears a picture of a smiling child, painted in bright colours.
An occurrence! Your 'Playing with Broken Toys' Quality is now 1!
Turn the tables
A word to the tomb-colonists and this foul practice will surely be ended, scientific interest be d—ned!
Go a-stalking
A trip to a well-known haunt of tomb-colonists should see you richly rewarded.
(Dangerous challenge, straightforward at 77)
A bag of bones
You trail a figure in tattered rags as she stumbles through Spite. A swift cosh to the back of the skull is all it takes. What's more, she's still ali— her chest is still moving. Which will earn you extra from the Professor. You fold her up and place her in a voluminous carpet bag. It's awkward hauling the thing through the cloisters, but you expect to be well paid.
Dangerous increase
69 x Ragged Clothing

Moonish water
Who's that splashing in the alley?
Urchins are frolicking in a puddle formed by glowing drops from the cavern roof. A luminescent scamp scoops some puddle water into a jar. 'All the Quality are drinking moonish water, care to try some?'
Unlocked with Dangerous 57
Dash it from her hand
What could it contain? Chitin from uncanny insects? Elements from the aether? Urchin spit? These children could catch their deaths. Or something more serious.
(Persuasive challenge; straightforward at 95)
Young folks today. Wouldn't give a hot brass farthing for 'em.
You scold the urchins and tell them to get back to picking and mugging. This is the kind of thing that gets one hurt. They scatter, and the odd liquid seeps away rather too quickly, almost as if it were ashamed of itself. Oh look, they left some of their loot behind.
Persuasive increase
Gain: 65 x Rostygold
Buy some and drink it
An invigorating pick-me-up, and cheap too!
unlocked with 50 x Rostygold
(Dangerous challenge; straightforward at 70)

From the gutter
A drunkard in a battered greatcoat lies in the gutter, nursing a bottle and shivering. He's failing to sing a song about wine and black roses. Each chorus names a different lover.
Unlocked with Dangerous 57
Pay for a room for him
You can't leave him here, he'll freeze. You know someone who'll take him in for a handful of rostygold.
unlocked with 50 x Rostygold
Find him a job
Drag him to the lumber yards, and he'll be sober, upright and gainfully employed. And with the finder's fee you'll have a pocket of coin.
(Dangerous challenge; High-risk at 69)
A sturdy specimen
Before you can say Jack-of-Smiles, the foreman pulls the fellow to his feet, forces a tonic down his throat, and packs him off with the rest of the shroom cutters. 'Here's for your trouble, and a bit more besides,' he says. 'We've been after this one for a while — he's on the List.'
Dangerous increase
Gain: 64 x Silk Scrap
I got a Pirate Hat, so there is probably a random award

Ambushed by pirates!
You nod as you pass some zailors near Wolfstack Docks. Hang on a moment, why are they drawing weapons? Pirates!
Unlocked with Dangerous 57
Defend yourself!
Are they here to press you to piratical service? Paid by an enemy? Let's worry about that later, shall we?
(Dangerous challenge)
Blood and glim
Once the stabbings and other necessaries are dealt with, you question those few who can still talk. It seems they robbed a fine cargo of glim a few days back and were on a drunken rampage when they came across you. You take what fragments they have remaining and bid them a pleasant evening as they moan in the gutter.
Dangerous increase
Gain: 72 x Glim

His Young Lordship seized by tentacles
A scream from Gibbet's Wharf!
Something toothy and tentacular has plucked a child in a zailor zuit from the pierside. His nanny stands aghast as the nameless brute waves her charge aloft like a raggedy-Anne. What to do? What to do?
Unlocked with Dangerous 57
Sell snacks to the crowd
Zailors, clay men and spider-wranglers drift over to watch the spectacle. The landlord of the Blind Helmsman is running a book. This could go on for a while.
(Persuasive challenge, straightforward at 94)
A profitable half hour
The dustbins behind the Blind Helmsman provide ample scraps which will pass in the dark and excitement as genuine rubbery lumps. You manage to get rid of the lot before his young lordship joins the drownies. A crowd of revolutionaries note your contribution to the class struggle.
Persuasive increase
Gain: 70 x Glim
Connected: Revolutionaries increase
Heartless increase
Hack him free
'Stand aside, gentlemen. Avert your eyes, children. Hold my hat, madam. I’m coming, young sir!'
(Dangerous challenge; straightforward at 77)
The rubbery embrace
Your flailing at the tentacles pulls a large crowd of lollygaggers, mollies and jeering strutfurrows, but your efforts are in vain. As the coils tug him under, some burly types from the Department of Monster Eradication push you aside and lasso the wee toff. You get nothing in thanks, beyond some livid circular contusions.
Dangerous increase
Wounds increase
Cards which unlock between 60 and 69
The Ways of the Labyrinth of Tigers
An iron-fenced maze infested with tigers. A popular attraction, nonetheless.
Unlocked with Dangerous 60, Route: the Labyrinth of Tigers 1
The poor thing
Strolling past the railings one afternoon, you see three hyaenas prowling around a tree in their enclosure. The tree contains a cat, who is attempting to look nonchalant. You could attempt a rescue…
(Dangerous challenge)
Perfectly under control
You vault the iron fence, spring across the hyaena enclosure and grab the cat. As you sprint towards safety, your rescuee insists that the situation was in his favour. Nonetheless, he tells you a few secrets over the hyaenas' braying laughter.
Gain: 40 x Cryptic Clue
Move to the Labyrinth of Tigers

The young buck
Someone is trying to kill you. Specifically, a lad barely old enough to shave is trying to make his name by taking on a veteran with a lethal reputation.
Unlocked with Dangerous 69
Indulge him
It is time for a hard lesson regarding the superiority of experience over youth.
(Dangerous challenge; straightforward at 74)
The virtues of experience
He nods hungrily at your acquiescence. He asks when you should duel. You shoot him. Perhaps he will show more wisdom when he recovers. You take his expensive cravat as a souvenir.
Gain: 69 x Silk Scrap
The virtues of youth
Perhaps you are getting careless. You expected an easy fight, but the young lad is quick and determined. The encounter sees him humbled by an unexpected low blow, but your shoulder is soaked with blood and you should find someone to take that bullet out.
Dangerous increase
Wounds increase
Lessons for all
I grow weary of this! All who would seek to make a name by killing me - assemble here tomorrow! We shall end this nonsense!
straightforward at Dangerous 89
A triumph of age and treachery
Is there some factory on the Wolfstack Docks churning out callow young bucks? There are a dozen of them, each more desperate than the last for fame at the cost of your hide. There are too many to fight fairly, so you take up a sniping position and start to pick them off. The wiser among them drop their purses in the hope of mercy as they run.
Gain: 84 x Rostygold
Quite a mob
Is there some factory on the Wolfstack Docks churning out callow young bucks? There are a dozen of them, each more desperate than the last for fame at the cost of your hide. Wishing to live another day, you run. Bullets and bricks dance in your wake.
Dangerous increase
Wounds increase
Walk away
This is simply too depressing. You are not here to kill youths, no matter how callow.

Race across the river
Messrs Leadbeater & Stainrod, one of the larger ship-building concerns on the Wolfstack Docks, are sponsoring an athletic competition. Competitors will swim across the Stolen River at the heart of the city.
Unlocked with Dangerous 69
Take part cautiously
The filthy oily water. The occasional lost sea-monster. The grasping hands of the Drownies. There's enough to worry about without trying to win.
(Dangerous challenge; straightforward at 74)
A close thing
You are in the main pack of swimmers when the Drownies come. Frozen hands grab your competitors, and a few are pulled under. You kick away, and lose track of what happened to those caught.
You make it to the other side and are awarded a prize of glim. Three of the swimmers have been taken. Mr. Stainrod appears unmoved by the tragedy. What is wrong with the man?
Gain: 69 x Glim
Dive in and swim for victory!
Charge! Last one to the south bank is a weasel!
(Dangerous challenge; straightforward at 89)
Glim and death
You power ahead, and you are out of the pack of swimmers when the Drownies come. Three contestants are pulled under, and are not seen again. Seeing their terrified faces as they are hauled below the black water, you speed on to victory.
Mister Stainrod presents you with a fine glim trophy, and brushes aside any mention of the lost swimmers. He even cracks a few jokes about them. What is wrong with the man?
Gain: 84 x Glim

The assassin
A professional killer has been hired to end your life. Is this a victim's revenge? A lover's spite? A matter of professional rivalry? For now, the reason hardly matters.
Unlocked with Dangerous 69
Wait for the ambush
The prudent thing to do. You will be ready for him.
(Dangerous challenge; straightforward at 74)
Hardly worth troubling yourself
As you expect, the assassin leaps at you when you are walking through a misty side-street. Amateur. And unimaginative, too? Where is the toppling gargoyle? The poisoned marmalade? You stab him and walk on after relieving him of his advance fee for your murder.
Dangerous increase
Gain: 69 x Rostygold
Send the assassin a box of chocolates and an insulting note
A pox upon nocturnal skulkers. Let them come! You are invincible!
(Dangerous challenge; straightforward at 89)
Bong!
Your note appears to have angered the assassin to the point of imprudence. Scarcely an afternoon passes before the fellow knocks on your front door in a rage. He is armed, of course, but you are expecting trouble. You have the forethought to place a heavy iron coal scuttle near your upper floor window, and gravity assists you in dealing with the gentleman. You relieve him of his advance payment for your murder.
Dangerous increase
Gain: 84 x Rostygold

The Fallen Angel
Why were you at the graveyard at night, talking to the verger? It doesn't matter now. What does matter is that some villain is up on the roof, pushing a stone angel over at the pair of you. Look out!
Unlocked with Dangerous 69
Push the verger out of the way
You'll probably end up hurt, but at least the verger will be safe.
(Dangerous challenge; straightforward at 74)
Nobly done
You shove with all your strength and the oblivious verger flies over a gravestone and into the bushes. You avoid the statue's main bulk, but a wingtip catches you in the shoulder. Something might be broken in there, but you've saved the verger. Something like that makes a friend of a man.
Dangerous increase
Wounds increase
1 x Hard-Earned Lesson
Connected: The Church increase
Magnanimous increase unless to high (the case at 26)
Tackle the verger
A riskier option. If you make it, you'll both be in the clear. If not, it's going to hurt.
Crushing weight of destiny
You barrel into the verger, and you both go sprawling into the immaculately raked gravel. The stone angel lands on your outstretched form like a fist into a trifle. The verger is fine, but you're going to need a doctor and a stonemason.
Dangerous increase
Wounds increase

The marvellous contrivance
Fodder is in short supply, and the price of horseflesh has risen three times in a month. The ingenious citizens of London are turning to other means of transportation.
Unlocked with Dangerous 69
What could go wrong?
A Forward-thinking Extortionist is testing the merits of the velocipede as an escape vehicle. He has an experiment for you to perform. You are to knock a copper's helmet off and then pedal like blazes.
Unlocked with Connected: Criminals 1
You'll never take me alive!
You ride about on the uneven cobblestones, teeth rattling, searching for a likely target. There's one! Isn't that the copper who arrested you a few weeks back? You lash your foot out from your lofty perch and topple his helmet into the gutter. You pedal away sedately. He gives chase, and you pace yourself carefully, allowing him to stay with you. He gives up after more than a mile, red-faced and clutching his chest. The Extortionist is well pleased.
Dangerous increase

69 x Foxfire Candle Stub

Admired increase
Halt in the name of the law!
In response to an increasingly mobile criminal element, the Chief Constable has created a new Velocipede Squad. Your mission: chase down wrongdoers on a police-issue contraption.
Unlocked with Connected: Constables 1
The mismatched wheels of justice
You pedal after burglars and footpads. You leap on pickpockets from your lofty saddle, five feet in the air. Urchins scatter at your passing. The Chief Constable is impressed by your work, and the Velocipede Squad is set to expand its activities all over London. There is even talk of issuing firearms.
Dangerous increase

Gain: 84 x Jade Fragment

The Ragman's barge
Unlocked with Dangerous 69
The Ragman's barge rides the current to the dock. The Discerning Ragman will barter curios and secrets for the right kinds of cloth.
Trade Fourth City Rags
Unlocked with 1 x Fourth City Rags
They're barely holding together. Besides, you’ll sleep far better without them whispering in the wardrobe.
A little extortion
A wooden boat, and all this cloth. Fire is such a danger. It would be a great pity to see it all go up in smoke.
Trade Black Felt Garments
Unlocked with 1 x Black Felt Garments
They're looking a trifle dusty, and they're threadbare at the elbows.
A fine skin
The Discerning Ragman smiles, stroking the felt with scarred fingers. ‘I fancy I knew this skin’s owner, I’ll see it’s returned.’
He lays it carefully in a shallow leather box. In exchange, he hands you the contents of a bulging hessian sack marked ‘W.S.G.’.
lose 1 x Black Felt Garments
288 x Foxfire Candle Stub
2 x Hastily Scrawled Warning Note
17 x F.F. Gebrandt's Tincture of Vigour
Trade a Stained Red Velvet Gown
Unlocked with 1 x Stained Red Velvet Gown
You’re sure he won't notice that someone else’s name is on the label.

The mummers’ dance
Unlocked with Dangerous 69
A crew of ribboned and top-hatted mummers stamp their authority on the cobbles, performing a vicious rhythmic satire about a quack doctor called 'E.E. Versengt'.
Join the dance
Bells of steel
You grab a rhymer’s hat, and lead the crew in a bawdy recreation of the good doctor bringing a man back to life. It’s got everything: pathos, bathos, clashing staves, crushed fingers and fainting audience members. After a triumphant performance, the chief rhymer hands you the collecting tin. He's grinning wickedly. 'Well danced - the tale will be at the other end of Moloch Street by midnight!'
Dangerous increase
Gain: 80 x Jade Fragment
Social commentary with bells on? You'll happily put one in the eye of the ubiquitous tonic-seller.
Set the agenda
That battered box on the cobbles is the source of the mummers' tales. If you slip your own script into it, perhaps you can steer public opinion to suit you.
A hero of the people!
Who could this Hero, this slayer of rats, this tamer of weasels, this champion of the Rings be? None can say for sure — but with a jangle of bells and a clatter of sticks, passers-by are inspired to a new respect.
Persuasive increase
Admired increase
The butt of the joke
The chief rhymer calls the tune, and the mummers' hobnails clatter into a new rhythm. It's your script! But wait… you didn’t write it like this? Who is this foolish figure at the centre of it all, mocked, reviled, the newest laughing stock of Fallen London? Oh dear.
Persuasive increase
Scandal increase
Cards which unlock between 70 and 79
N/A
Cards which unlock between 80 and 89

Pugilism and politics
A Scarred Underworld Kingpin seeks to have a Principled Junior Minister beaten to death as a reminder of who runs the city.
Unlocked with Dangerous 81
Beating the minister
He's not important enough to have a bodyguard. This should be easy enough.
Unlocked with Route: the Shuttered Palace
(Straightforward at Dangerous 86)
Principled but unpopular
The fellow puts up an admirable struggle. It seems he was quite the boxer in his youth. He's no match for you, though, and you deliver the thrashing as instructed. It seems that he's not well liked by the servants. A gaggle of them are outside the door by the time you have finished, but they let you leave with no interference.
Dangerous increase
Gain: 81 x Rostygold
Rough politics
Apparently the Principled Junior Minister used to box a bit. In fact, he used to box a great deal. Still, your nose looks better this way.
Dangerous increase
Wounds increase
Beat up the Underworld Kingpin
The rule of law is paramount. And the Minister will most likely be very grateful.
(Straightforward at Dangerous 91)

Bounty Hunting
The Constables would like to interview certain persons.
Unlocked with Dangerous 81
Track down and capture a Bomb-throwing Anarchist
He's somewhere in the Flit. Beware of… well, bombs.
Unlocked with Route: the Flit 1
(Straightforward at Dangerous 86)
A bucket of abuse
A blade. A firearm. A large bucket of water. It feels odd to take these armaments to hunt a man, but the bucket pays dividends when the Anarchist confronts you with a lit bomb and a torrent of anti-establishment rhetoric. Both fizzle out when you soak them. The struggle goes badly for the Anarchist from then on, and you haul him back down to earth.
Dangerous increase
Gain: 81 x Rostygold
BOOM!
A place made up of rickety gantries and rotting rope bridges is no place to have a confrontation involving explosives. No place at all.
Dangerous increase
Wounds increase
Track down and capture Jasper
Jasper is a notoriously dangerous Unfinished Clay Man. Jasper seems to work for someone important, perhaps even the Masters. Occasionally he gets distracted and doesn't come back.
(Dangerous challenge; straightforward at 91)
Persuasion of a sort
Jasper is in a good mood when you confront him in the street. He throws a hansom at you, but his heart isn't in it. Your escort of Constables grapple with the horse as you reason with Jasper. Your speed is a match for his strength. It only takes a light pummelling for him to shrug his huge shoulders and head back to the spires of the Bazaar.
Dangerous increase
Gain: 96 x Jade Fragment

An evening's zailing
Pirates are getting bolder and becoming a threat to even the bigger glim-ships.
Unlocked with Dangerous 81
Sign on to guard a glim-ship
Your reputation alone might be enough to keep the ship safe.
Unlocked with Route: Wolfstack Docks 1
(Straightforward at Dangerous 86)
A belly full of pirates
Eyes are trained on the dim horizon, but no pirate ship appears. Of course there is no ship: the pirates are already aboard. They burst out from their hide in the hold. You leap into action, hurling pirates overboard and shouting orders, but the delicate glim-nets suffer in the fight, and there is no haul on this trip.
Dangerous increase
Wounds increase
Join the pirates
They'll be glad of a skilled blade in case things turn bloody.
(Straightforward at Dangerous 101)

The tomb-colonist's dogs
The Bandage-entwined Dog-breeder is making a name for himself as a rival to Mr Inch.
Could you look after them for a day?
The Bandage-entwined Dog-breeder has urgent business South of the river. Could you look after the hounds for a little time?
Unlocked with Connected: The Tomb-Colonies 3
(Dangerous challenge, Straightforward at 86)
There must be a bandage lying around here somewhere
Some dogs only ever take to one master. These ones, for example.
Dangerous increase
Wounds increase
Hunting to hound
If you can control the beasts, the Bandage-entwined Dog-breeder might lend you a few hounds for the hunt.
Unlocked with The Hunt is On! 1
Off with the hounds
These beasts are more marsh-wolf than dog. At least for the moment, they're more interesting in hunting with you than hunting you. Does that mean they like you? The Bandaged Dog-breeder expects a comprehensive report on their performance. A glowing recommendation from you could help him significantly.
Dangerous increase
The hunt is On: increase (2-3 change points)

The Parthenaeum
The majestic old gentleman's club is hardly a venue for fisticuffs. However, even the Parthenaeum needs protection occasionally.
Roust out an interloper
The Parthenaeum has been infiltrated! Socialites, the middle classes and other undesirables have been disturbing the gentlemen.
(Dangerous challenge, Modest at 82)
A little word in someone's ear
The Parthenaeum caters to many retired officers. If your exploits are dashing enough, you could rouse them into assisting with your current campaign.
Unlocked with Running Battle… 1
(Dangerous challenge)
And devil take the hindmost!
Your tales bring back memories of dash and glory. A major of dragoons taps his pipe, thinking of the Crimea. A pair of old hussars exchange hungry glances. You suggest going out for a walk. The old soldiers leap up, gathering sabres and revolvers from the cloakroom. On to glory!
Dangerous increase
Running Battle… increase significant ~5 points
All images and directly quoted text are © Failbetter Games Ltd. and are used by permission.
Failbetter Games asks that you read the FBG Fan Project Guidelines before adding content to this wiki.