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 Talk of the Town while you have Time Remaining....
Items Inputs/Outputs
Inputs
Boosting
Outputs
Raw EPA 1.53

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 Making Waves 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 Persuasive 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 Talk of the Town 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 Making Waves.

You can always leave the party early via Make your Apologies, at a cost of 1 CP Talk of the Town. 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 Time Remaining...
Storylet Option Requirement Challenge Success Failure
6 Arriving at the Party Arrive punctually 120 -1 x TR...
+2 CP Talk of the Town
+1 CP Making Waves
-1 x TR...
+2 CP 
Arrive fashionably late 125 - 2 x TR...
The Brass Ambassador... ...bumps into you on the street outside 1 x Bottle of Broken Giant 1844 115 -1 x Bottle of Broken Giant 1844
+5 x Infernal Contract
-1 x TR...
+2 CP Talk of the Town
+2 x Favours: Hell (up to 7)
-1 x Bottle of Broken Giant 1844
-1 x TR...
5 Mingle with the Guests Exchange pleasantries with two creaking ladies Renown: Society 15 140 - 1 x TR...

+2 CP Talk of the Town

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

+2 CP Talk of the Town

- 2 x TR...

+1 CP 

Indulge in Bohemian banter Renown: Bohemians 15 140 - 1 x TR...

+2 CP Talk of the Town

- 2 x TR...

+2 CP 

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

+6 CP Talk of the Town

Have your Spindlewolf eavesdrop Spindlewolf 140 Success:

- 1 x TR...
+3 CP Talk of the Town
4 x Scrap of Incendiary Gossip
+2 CP 
Rare Success:
- 1 x TR...
+3 CP Talk of the Town
2 x Scrap of Incendiary Gossip
1 x An Identity Uncovered!

- 1 x TR...

+2 CP 

The Brass Ambassador... ...is pretending you don't exist POSI 123 +3 CP Talk of the Town
-1 x TR...
-2 CP Talk of the Town
-1 x TR...
The Tentacled Entrepreneur... ...is heading hopefully in your direction 119 +1-2 x Favours: Rubbery Men (up to 7)
-1 x TR...
+3 CP  (up to 10)
+25 x Cryptic Clue
-1 x TR...
+1 CP  (up to 5)
+2 CP 
The Turkish Girl... ...has been cornered by spicily arrogant debutantes 117 +1 x Confident Smile (up to 21)
-1 x TR...
+1 CP  (up to 5)
+57 x Whispered Hint
-1 TR...
+2 CP 
The Whiskered Admiral... ...would like to know who you are, exactly 119 +2 CP Talk of the Town
-1 x TR...
-1 x TR...
+1 CP 
1-5 Heavily Entitled "Reverend Professor Major Sir Henry Winthrop-Smythe." 2 +2 CP Talk of the Town
-1 x TR...
+3 CP Steadfast (up to 10)
-3 CP Subtle
-1 x TR...
+1 CP 
+1 CP 
"Sir Smythe." 2 +2 CP Talk of the Town
-1 x TR...
+3 CP Subtle (up to 10)
-3 CP 
-1 x TR...
+2 CP Scandal
"Harry." 150- Renown: Society +2 CP Making Waves
-1 x TR...
-1 x TR...
+2 CP Scandal
Just awkwardly gesture between them +1 CP Talk of the Town
-1 x TR...
5 x Tale of Terror
+2 CP Nightmares
The Impertinent Footman Gamble with the footmen 200 x Jade Fragment Luck: 50% +2 x Bottle of Broken Giant 1844
-1 x TR...
-3 CP Making Waves
-200 x Jade Fragment
-2 x TR...
-5 CP Making Waves
Gossip with the chambermaids 10 x Intriguing Snippet Luck: 70% +10 x Intriguing Snippet
-1 x TR...
+3 x Scrap of Incendiary Gossip
-3 CP Making Waves
-10 x Intriguing Snippet
-1 x TR...
-5 CP Making Waves
Probe the butler 3 x Scrap of Incendiary Gossip
2 x Confident Smile
Luck: 50% +3 x Scrap of Incendiary Gossip
-1 x TR...
+1 x An Identity Uncovered!
-3 CP x Making Waves
RARE SUCCESS:
-1 x TR...
+1 x Blackmail Material
-1 CP Making Waves
-2 x Confident Smile
-3 x Scrap of Incendiary Gossip
-1 x TR...
-5 CP Making Waves
4 The Musicians are Testing their Strings The delightful young thing 120 -1 x TR...

+2 CP Talk of the Town
+1 CP  (up to 5)
-1 CP 

-1 x TR...
+1 CP  (up to 5)
+2-3 CP 
-1 CP 
The clingy octogenarian 120 -1 x TR...

+2 CP Talk of the Town
+1 CP  (up to 5)
-1 CP 

-1 x TR...

+1 CP  (up to 5)
+2 CP 
-1 CP 

The Jovial Contrarian... ...is looking for someone to argue with 123 +4 CP Talk of the Town
-2 x TR...
-2 x TR...
+2 CP 
The Turkish Girl... ...has a space on her dance card 118 +2 CP Talk of the Town
-1 x TR...
-1 x TR...
+1 CP 
3 The Last Dance Attempt a fiery dance of the Elder Continent

5 x Mystery of the Elder Continent

120 -1 x TR...

+2 CP Talk of the Town
+1 CP 
+1 CP  (up to 5)
RARE SUCCESS
-1 x TR...
+2 CP Talk of the Town
+1 CP 
+1 CP  (up to 5)

-2 x TR...

+2-3 CP 
+1 CP  (up to 5)

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

+2 CP Talk of the Town
+1 CP  (up to 5)
RARE SUCCESS
-1 x TR...
+2 CP Talk of the Town
+1 x Favours: The Docks (up to 7)
+1 CP  (up to 5)

-2 x TR...

-1 CP Talk of the Town
+1 CP  (up to 5)

The Turkish Girl... ...has taken her shoes off to dance 122 +3 CP Talk of the Town
-1 x TR...
-1 x TR...
+1 CP 
+1 CP 
2 The Dinner Gong Concentrate on the food
  • -1 CP 
  • -1-2 CP 
  • +3 CP (up to 10) 
Discuss recent fluctuations in the market 121 -1 x TR...

+2 CP Talk of the Town

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

+2 CP Talk of the Town

-1 x TR...

+3 CP 

The Whiskered Admiral... ...has turned an alarming shade of purple 118 +2 CP Talk of the Town
-1 x TR...
+1 x Favours: Society (up to 7)
-2 x TR...
The Jovial Contrarian... ...is about to give a Whiskered Admiral a fit TR... exactly 2
118 +1 CP Talk of the Town
-1 x TR...
+1 x Favours: Society (up to 7)
Lose all TR...
Ends the party and moves you to Your Lodgings
The Tentacled Entrepreneur... ...is confused by the cutlery TR... exactly 2
118 +1 x Favours: Rubbery Men (up to 7)
-1 x TR...
+1 CP  (up to 5)
+50 x Nodule of Deep Amber
-1 x TR...
+2 CP 
1 The Evening is Drawing to a Close Join the gentlemen for cigars and brandy 120 -1 x TR...

+2 CP Talk of the Town

-1 x TR...

+1 CP 

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

+2 CP Talk of the Town

-1 x TR...

+2 CP 

Mingle Freely 120 -1 x TR...

+2 CP Talk of the Town

-1 x TR...

+2 CP 

The Brass Ambassador... ...asked you to bring a certain document along 10 x Infernal Contract 115 -1 x TR...
+2 x Appalling Secret
-1 x Infernal Contract
+1 x Favours: Hell (up to 7)
-1 x TR...
+2 CP 
-1 x Infernal Contract
The Tentacled Entrepreneur... ...has a business proposition 15 Renown: Society 119 +1 x Favours: Society (up to 7)
-1 x TR...
75 x Nodule of Deep Amber
-1 x TR...
+1 CP 
0 Taking your Leave You've not gone unnoticed Making Waves +20 CP
1 x Favours: Society
Someone would like a word Talk of the Town 12 Making Waves +30 CP
4 x Favour in High Places
Talk of the Town -75 CP
Your host would like a moment before you leave Talk of the Town 12 Making Waves +40 CP
1 x Personal Recommendation
Talk of the Town -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 Talk of the Town. 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:

Talk of the Town[edit]

All values of Time Remaining have a non-card option which, on success, gives +2 CP and cost 1 Time Remaining. The strat is to avoid the handful of options which give less and aim for the few options which give more. This mostly means making sure to spill wine on a rival at 5 and trying your best to draw The Turkish Girl... by 3. Succeeding at all of this earns the maximum possible 19 CP over the course of the party.

A handful of options consume 2 Time Remaining on failure; the relevant ones to this strat are ( 3) both options of The Last Dance (if you haven't drawn The Turkish Girl at this point and didn't skip it with the Jovial Contrarian), and ( 2) Discuss recent fluctuations in the market or trying to save the Whiskered Admiral.

Making Waves[edit]

The strat is to fish for Heavily Entitled; no other options grant MW except arriving and leaving. If you don't draw it, play whatever other card gives you the most Talk of the Town for you to cash in when you leave, except The Impertinent Footman, which will reduce your MW.

Be aware that if you're not reasonably confident you'll reach your next point of Notability before Time, the Healer next visits, it may be better to farm Talk of the Town for now and cash it in next week.

Favours[edit]