Attending a Party (Guide)

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Attending a Party Summary
Locked Semi-Fixed-Length Activity
Setup Progress End
1 A 1-6 A 1 A
Progress

Details

Raise while you have .
Items Inputs/Outputs
Inputs
Boosting
Outputs
Raw EPA 1.53 Raw SPA -

Parties in Veilgarden are accessed via the Opportunity Card A Polite Invitation, which appears when you are A Person of Some Importance (see Guide). A party is a social opportunity, with potential rewards that include and Favours.

What to do at a party[edit]

You are at a party—an opportunity to socialise, dance, and dine with other prominent Londoners. It primarily involves challenges between 115 and 130, but some actions use other main attributes in the same range, and a few are based on other qualities entirely.

Actions you can take at the party are determined by unique opportunity cards and storylets. They include chances to increase or gain other rewards, notably Favours.

You can have only 3 opportunity cards face-up in the deck during a party, regardless of your lodgings. Cards are non-discardible, but the deck is unlimited (meaning you can always draw a new card to fill your hand, without waiting).

The progress of the party is tracked by the quality Time Remaining. Different options are available on the cards and storylets at different stages of the party.

When Time Remaining reaches zero, the party ends, and your Talk of the Town carries over or (if it's reached a certain level) can be traded for rewards. You will also receive some .

You can always leave the party early via Make your Apologies, at a cost of 1 CP . The remainder will still carry over to your next party.

Progress[edit]

Time Remaining...[edit]

Time Remaining determines the stage of the party, and which options can be played on storylets and opportunity cards. The following table indicates whether a particular storylet or card is playable at a given stage.

Options by
Storylet Option Requirement Challenge Success Failure
6 Arriving at the Party Arrive punctually 120 -1 x  TR...

-1 x  TR...
Arrive fashionably late 125 - 2 x  TR...
The Brass Ambassador... ...bumps into you on the street outside 115

-1 x  TR...

(up to 7)

-1 x  TR...
5 Mingle with the Guests Exchange pleasantries with two creaking ladies 15 140 - 1 x  TR...

- 2 x  TR...
Trade airy theorems with the Dean of Epigraphical Mathematics 20 - 1 x  TR...

- 2 x  TR...

Indulge in Bohemian banter 15 140 - 1 x  TR...

- 2 x  TR...

Spill wine on a social rival [you] no more than 0 - 1 x  TR...

Have your Spindlewolf eavesdrop 140 Success:

- 1 x  TR...



Rare Success:
- 1 x  TR...


- 1 x  TR...

The Brass Ambassador... ...is pretending you don't exist POSI 123
-1 x  TR...

-1 x  TR...
The Tentacled Entrepreneur... ...is heading hopefully in your direction 119 (up to 7)
-1 x  TR...
(up to 10)
-1 x  TR...
(up to 5)
The Turkish Girl... ... has been cornered by spicily arrogant debutantes 117 (up to 21)
-1 x  TR...
(up to 5)
-1  TR...
The Whiskered Admiral... ...would like to know who you are, exactly 119
-1 x  TR...
-1 x  TR...
1-5 Heavily Entitled "Reverend Professor Major Sir Henry Winthrop-Smythe." 2
-1 x  TR...
(up to 10)
-1 x  TR...

"Sir Smythe." 2
-1 x  TR...
(up to 10)
-1 x  TR...
"Harry." 150-
-1 x  TR...
-1 x  TR...
Just awkwardly gesture between them
-1 x  TR...

The Impertinent Footman Gamble with the footmen : 50%
-1 x  TR...

-2 x  TR...
Gossip with the chambermaids : 70%
-1 x  TR...


-1 x  TR...
Probe the butler
: 50%
-1 x  TR...


RARE SUCCESS:
-1 x  TR...



-1 x  TR...
4 The Musicians are Testing their Strings The delightful young thing 120 -1 x  TR...


(up to 5)

-1 x  TR...
(up to 5)

The clingy octogenarian 120 -1 x  TR...


(up to 5)

-1 x  TR...

(up to 5)

The Jovial Contrarian... ...is looking for someone to argue with 123
-2 x  TR...
-2 x  TR...
The Turkish Girl... ... has a space on her dance card 118
-1 x  TR...
-1 x  TR...
3 The Last Dance Attempt a fiery dance of the Elder Continent

120 -1 x  TR...



(up to 5)
RARE SUCCESS
-1 x  TR...


(up to 5)

-2 x  TR...


(up to 5)

Stick to something stately 123 -1 x  TR...


(up to 5)
RARE SUCCESS
-1 x  TR...

(up to 7)
(up to 5)

-2 x  TR...


(up to 5)

The Turkish Girl... ... has taken her shoes off to dance 122
-1 x  TR...
-1 x  TR...

2 The Dinner Gong Concentrate on the food
Discuss recent fluctuations in the market 121 -1 x  TR...


-2 x  TR...
Express an opinion! 121 -1 x  TR...


-1 x  TR...

The Whiskered Admiral... ...has turned an alarming shade of purple 118
-1 x  TR...
(up to 7)
-2 x  TR...
The Jovial Contrarian... ...is about to give a Whiskered Admiral a fit TR... exactly 2
118
-1 x  TR...
(up to 7)
Lose all TR...
Ends the party and moves you to
The Tentacled Entrepreneur... ...is confused by the cutlery TR... exactly 2
118 (up to 7)
-1 x  TR...
(up to 5)
-1 x  TR...
1 The Evening is Drawing to a Close Join the gentlemen for cigars and brandy 120 -1 x  TR...


-1 x  TR...


Join the ladies for sherry and confidences 120 -1 x  TR...


-1 x  TR...


Mingle Freely 120 -1 x  TR...


-1 x  TR...


The Brass Ambassador... ...asked you to bring a certain document along 115 -1 x  TR...


(up to 7)
-1 x  TR...

The Tentacled Entrepreneur... ...has a business proposition 119 (up to 7)
-1 x  TR...
-1 x  TR...
0 Taking your Leave You've not gone unnoticed +20 CP
Someone would like a word 12 +30 CP

-75 CP
Your host would like a moment before you leave 12 +40 CP

-75 CP

Passing time[edit]

Playing an option costs x 1, with some exceptions. The following actions cost x 2 on success or failure:

These actions cost x 2 only on failure (and send you to Taking your Leave if was ≤ 2):

Finally, these actions reset Time Remaining and send you immediately back to Your Lodgings, without Taking your Leave:

Taking your Leave[edit]

At Time Remaining 0, the storylet Taking your Leave is activated, where you can claim a final reward depending on your level of . As the quality is pyramidal, it takes 78 CP to reach level 12.

Talk of the Town rolls over if you choose You've not gone unnoticed, allowing you to build it up at subsequent parties for the higher-tier rewards. Both of the level 12 options cost 75 CP of Talk of the Town (enough to take you down from exactly level 12 to level 2).

Strategically speaking, you can continue choosing to roll over your Talk of the Town even after you have enough to get the higher rewards. This would theoretically allow you to bank large amounts and play the higher options at consecutive parties, which could be helpful when grinding Making Waves. (For example, reaching 17 would allow you to spend 75 CP at one party on a level 12 option, and still have 12 going into the next party.) However, to do this within the same week (to keep ahead of Time, the Healer's MW reduction) depends on drawing A Polite Invitation, so it's more of a bonus than a reliable element of a MW grind strategy.

Rewards[edit]

The various options at a party also have valuable rewards—primarily Talk of the Town, but also notably various factions' favours, with the occasional chance of making extra Making Waves, especially as you leave the party. This section lists the availability of those rewards and the best possible amount of Talk of the Town in one party:

[edit]

The maximum amount of Talk of the Town you can accrue in one party is 19 CP:

[edit]

Favours[edit]