Wait until your mark leaves the room, then pick the locks

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From: Suspicion: Fox and Hound


If you can end this quickly, they will not have time to act on their suspicions.

Game Instructions: Gain Progress and Suspicion.


Challenge information

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  • 143 - very chancy (41%)
  • 178 - chancy (51%)
  • 212 - modest (61%)
  • 247 - very modest (71%)
  • 282 - low-risk (81%)
  • 316 - straightforward (91%)
  • 348 - straightforward (100%)

, Broad-type challenge with base difficulty of (41.66 x Venture Challenge Level). The above example is at Venture Challenge Level 5.

Success

As if a lock would keep you out

They answer a call at the door; you answer a call of curiosity. You have time to read three pages of your mark's correspondence and be back in your seat before they return. You do not have time to lock the drawer again.


Failure

Timing is all

They answers a call at the door; you answer a call of curiosity. But the visitor is only a pamphleteer. Before you have time to do more than unlock the desk, your mark returns to the parlour with a tract on the perils of laudanum.