Managing Troubled Waters

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All Regions[edit]

Card Option Requirements Challenge Troubled Waters TW on Success Troubled Waters TW on Failure
A Corvette of Her Majesty's Navy A Corvette of Her Majesty's Navy Exchange pleasantries via semaphore Suspicion < 5 -2 CP
They're not slowing Suspicion >= 5 Zailing Speed +3 CP

 

+9 CP

Silent Stalker

A Giant Angler Crab A Giant Angler Crab Full reverse! Turn us away! Shadowy +8 CP

Silent Stalker

Ready the guns and fire at its soft spots Monstrous Anatomy -2 CP

 

+8 CP

Silent Stalker

Reach for your harpoon; call for ramming speed! A Notched Bone Harpoon -1 CP
A Huge Terrible Beast of the Unterzee! A Huge Terrible Beast of the Unterzee! Delicious, delicious lumps Dangerous  

Rumbling Stomachs

+10 CP

Rumbling Stomachs

Steam on by +3 CP

Silent Stalker

A Navigation Error A Navigation Error Correct your course Watchful +8 CP
Listen to the Zee Zeefaring +9 CP
Consider what you learned from the Starved Men FATE Written in the Glim 3000 Watchful +9 CP
Let your own star guide you A False-Star of your Own ( Ambition: Light Fingers!) Persuasive -5 CP
Use your disorientation to your advantage Chasing Down Your Bounty, Corsair's Colours 2 Persuasive +2 CP +8 CP
A Ship of Zealots A Ship of Zealots

( Troubled Waters 4-7)

See them off Dangerous +2 CP +10 CP
Race away from these lunatics Zailing Speed >= 75 +1 CP
Preach a variant creed Mithridacy +2 CP +10 CP
Send them down to the Fathomking's court Corsair's Colours 2 Zeefaring +2 CP +12 CP
Signal your experience on the Samaritan FATE Requires Damp Martyrs +2 CP
A Spit of Land A Spit of Land Steam on by +1 CP
Stop briefly at the island Luck -1 CP +8 CP
Passing a Lightship Passing a Lightship Stop and exchange news Chasing Down Your Bounty, Corsair's Colours 2 Shadowy +7 CP

Unwelcome on the Waters

Rats in the hold Rats in the hold Negotiate with them Persuasive +8 CP

Creeping Fear

Fill the hold with traps Dangerous +2 CP

 

+8 CP

Mutinous Whispers

Question them about other ships Chasing Down Your Bounty, Corsair's Colours 2 Dangerous +2 CP +10 CP
The Clinging Coral Mass The Clinging Coral Mass "Put your backs into it, lads!" Persuasive +2 CP

 

+10 CP

Mutinous Whispers

Grab a hammer yourself Dangerous +2 CP

 

+8 CP

Mutinous Whispers

The Fleet of Truth The Fleet of Truth

(Embarking on a Voyage of Scientific Discovery 3, Troubled Waters 3-7)

Villainy! Dangerous +4 CP +8 CP
SubterfugeFATE Fraught Research Assistant Shadowy +4 CP +8 CP
Engage in a little bit of 'peer review' Chasing Down Your Bounty, Corsair's Colours 2 Persuasive +2 CP

 

+8 CP

Unwelcome on the Waters

The Killing Wind The Killing Wind

( Troubled Waters 4-7)

Outrun the storm front Dangerous +4 CP

Creeping Fear

+12 CP

Creeping Fear

Make ready to dive Zubmersibility -2 CP
Chart a course through the storm using your Storm in a Teacup FATE Ornamental Storm in a Teacup Luck +? CP

Creeping Fear

+10 CP

Creeping Fear

What do the Drownies Sing? What do the Drownies Sing? Keep the crew from listening Persuasive +2 CP

 

+9 CP

Creeping Fear

Drown out the drownies Dangerous +2 CP

 

+9 CP

Groaning Hull

Cure the ignorance of your zailors A Faceted Decanter of Drownie Effluvia, Kataleptic Toxicology Kataleptic Toxicology -5 CP

 

+12 CP

Creeping Fear

Listen to the songs, and for your quarry Chasing Down Your Bounty, Corsair's Colours 2 Monstrous Anatomy +2 CP

 

+6 CP

Silent Stalker

Your False-Star Your False-Star Navigate by the light of your star Looked Upon Fondly -5 CP


Home Waters[edit]

Card Option Requirements Challenge Troubled Waters TW on Success Troubled Waters TW on Failure
A Steamer full of Passengers A Steamer full of Passengers Steam past them +2 CP
Recognise your quarry A List of Aliases, Writ in Gant Dangerous +5 CP +2 CP
Rob them blind Corsair's Colours 2 Dangerous +2 CP
She's Going Down! She's Going Down! Stop and rescue them -2 CP
Let the Unterzee have them +1 CP
Loot the wreckage Corsair's Colours 2 Zeefaring -3 CP

 

+8 CP

Creeping Fear