Assist the Fisher-Kings
A feral orphan-gang harangues you from the rooftops. They want your help distracting passersby, while they relieve said passersby of hats and handkerchiefs with their angling-rods.
Unlocked with Shadowy 21 (No longer available at Shadowy 36)
Play groundsman for the urchins
There is some risk. But they promise you a third of their haul
(Shadowy challenge; low-risk at 28)
Rob the urchins
The Fisher-Kings see you as a possible ally. That was foolish of them.
(Shadowy challenge; chancy at 28, straightforward at 34)
Villainy for profit: Area-diving!
The area is the lower stairs where the kitchen staff go in and out. The area-dive is the art of sneaking in and finding whatever valuables have been left about.
Case a jeweller's shop
Examining the security at an expensive establishment is good practice. It could lead to fine things.
Unlocked with Shadowy 26 (No longer available at Shadowy 41)
In the shadows of the glittering
The jeweller is suspicious of sweet talk. Stealth is called for, and patience.
(Shadowy increase; high-risk at 28, chancy at 29, modest at 32, low-risk at 34)
Pick pockets at a ring fightBare knuckle fights attract the criminal element. Tonight, that's you.
[Unlocked with Shadowy 29 (No longer available at 44)]
Fists and fingers
The thrill of a ring-fight generally distracts spectators. A skilled dipper might take advantage.