$c1a *Or* $c1b You begin your voyage with 6 GOLD and 1 STEEL.$c2a *Or* $c2b{(set: $test to 1) (set: $steelScore to 0) (set: $spiritScore to 0) (set: $guileScore to 0) (set: $techScore to 0) (set: $goldScore to 6) (set: $damageScore to 0) (set: $currentCard to 0) (set: $cardsSuite to (range:1,13)) (set: $cardsSuite to (shuffled:...$cardsSuite)) (set: $cardsArray to $cardsSuite) (set: $cardsSuite to (range:14,39)) (set: $cardsSuite to (shuffled:...$cardsSuite)) (set: $cardsArray to it + $cardsSuite) (set: $cardsSuite to (range:40,52)) (set: $cardsSuite to (shuffled:...$cardsSuite)) (set: $cardsArray to it + $cardsSuite) (set: $counter to 1) (set: $currentCard to $cardsArray's $counter) (set: $crewPrompt to "") (set: $completedProjects to (a:"Initial repairs")) (set: $project1 to "Start project") (set: $project2 to "Start project") (set: $project3 to "Start project") (set: $project4 to "Start project") (set: $project1Days to -1) (set: $project2Days to -1) (set: $project3Days to -1) (set: $project4Days to -1) (set: $crew to (a: "Captain Courtney", "Olga the First Mate", "Feechi the Navigator", "Alina the Engineer")) (set: $notes to (a:"Voyage began 43 Mosscumber 1992")) (display: "Generate City of New Work") }''*The Shrike*'' Solo Playtest Tool (v.0.9 ~ [[about->About]]) It is early evening aboard the airship. Far below us, rich pine forests roll past. It is fine flying weather, and the skies around us, for now, are empty. Soon pale miniature cliffs slip away beneath, and now we are over the vast dark sea. The sun's glow on the horizon fades. One by one the stars come out, but they fail to illuminate the waves below. We are hurtling in the quiet darkness. We put on our lanterns. Our voyage has begun. [[The Voyage of The Leapheart Rook]] [[The Voyage of The Ever-Arriving Raven]] [[The Voyage of The Rainbow Cassowary]] [[The Voyage of The Cosmic Firecrest]] [[The Voyage of The Wandering Nightlight]] [[The Voyage of The Ash the Letter]] [[The Voyage of The Stormfront Tern]] [[The Voyage of The Truffling Toadstool]] [[The Voyage of The Gilded Bubble]]$c3a *Or* $c3b$c4a *Or* $c4b$c5a *Or* $c5b$c6a *Or* $c6b$c7a *Or* $c7b$c8a *Or* $c8b$c9a *Or* $c9b$c10a *Or* $c10b$c11a *Or* $c11b$c12a *Or* $c12b$c13a *Or* $c13b{(set: $currentCard to $cardsArray's ($counter)) <table> <th width=30% style="padding:5px"> </th> <th width=70% style="padding:5px"> (if: $counter<13)[''Chapter One''] (else-if: $counter<40)[''Chapter Two''] (else-if: $counter<53)[''Chapter Three''] </th> <tr> <td valign="top">} (link: "Next Card")[(set: $counter to it +1) (display: "Advance Projects") (goto: "Main Loop")] <br><br> (font: "font-size:60%")[ (link: "+")[(set: $steelScore to it + 1)(goto: "Main Loop")] $steelScore (link: "STEEL")[(set: $steelScore to (num:(prompt: "Set STEEL to?", (text:$steelScore))) (goto: "Main Loop"))] (link: "-")[(set: $steelScore to it - 1)(goto: "Main Loop")] <br> (link: "+")[(set: $spiritScore to it + 1)(goto: "Main Loop")] $spiritScore (link: "SPIRIT")[(set: $spiritScore to (num:(prompt: "Set SPIRIT to?", (text:$spiritScore)))) (goto: "Main Loop")] (link: "-")[(set: $spiritScore to it - 1)(goto: "Main Loop")] <br> (link: "+")[(set: $guileScore to it + 1)(goto: "Main Loop")] $guileScore (link: "GUILE")[(set: $guileScore to (num:(prompt: "Set GUILE to?", (text:$guileScore)))) (goto: "Main Loop")] (link: "-")[(set: $guileScore to it - 1)(goto: "Main Loop")] <br> (link: "+")[(set: $techScore to it + 1)(goto: "Main Loop")] $techScore (link: "TECH")[(set: $techScore to (num:(prompt: "Set TECH to?", (text:$techScore)))) (goto: "Main Loop")] (link: "-")[(set: $techScore to it - 1)(goto: "Main Loop")] <br><br> (link: "+")[(set: $goldScore to it + 1)(goto: "Main Loop")] $goldScore (link: "GOLD")[(set: $goldScore to (num:(prompt: "Set GOLD to?", (text:$goldScore)))) (goto: "Main Loop")] (link: "-")[(set: $goldScore to it - 1)(goto: "Main Loop")] <br> (link: "+")[(set: $damageScore to it + 1)(goto: "Main Loop")] $damageScore (link: "DAMAGE")[(set: $damageScore to (num:(prompt: "Set DAMAGE to?", (text:$damageScore)))) (goto: "Main Loop")]] (link: "-")[(set: $damageScore to it - 1)(goto: "Main Loop")]<br><br> (link: "Previous Card")[(display: "Regress") (set: $counter to it -1) (goto: "Main Loop")]<br> <br><br> </td> <td> (display: (text:$currentCard)){ </td> </tr> </table> <table> <th width=47% style="padding:10px"> Crew <th width=6% style="padding:10px"> </th> </th> <th width=47% style="padding:10px"> Projects </th> <tr> <td valign="top"> (display: "Crew") </td> <td> </td> <td valign="top"> (display: "Projects") </td> </tr> </table> } *Sacrifice a crew member to lower any challenge by 2* *Completed Projects*: (print: $completedProjects.join(", ")) *Systems, Artifacts, Notes*: (print: $notes.join(", ")) (link:"Add Note")[(set: $notes to it + (a:(prompt:"Add notes?",""))) (goto:"Main Loop")] (link: "Skip a Card")[(set: $counter to it +2) (goto: "Main Loop")] (link: "Reset all Projects to 6 Days")[(display:"Reset Projects") (goto: "Main Loop")] [[Restart Voyage->Start]] [[About]] (link: "Secret Panel")[Counter: $counter Card ID: (print:$cardsArray's ($counter)) Deck Order: (print: $cardsArray.join(", ")) (link: "Jump to ...")[(set: $counter to (num:(prompt: "Jump to turn no.?", (text:$counter)))) (goto: "Main Loop")]]$c14a *Or* $c14b$c15a *Or* $c15b$c16a *Or* $c16b$c17a *Or* $c17b$c18a *Or* $c18b$c19a *Or* $c19b$c20a *Or* $c20b$c21a *Or* $c21b$c22a *Or* $c22b$c23a *Or* $c23b$c24a *Or* $c24b$c25a *Or* $c25b$c26a *Or* $c26b$c27a *Or* $c27b$c28a *Or* $c28b$c29a *Or* $c29b$c30a *Or* $c30b$c31a *Or* $c31b$c32a *Or* $c32b$c33a *Or* $c33b$c34a *Or* $c34b$c35a *Or* $c35b$c36a *Or* $c36b$c37a *Or* $c37b$c38a *Or* $c38b$c39a *Or* $c39b$c40a *Or* $c40b$c41a *Or* $c41b$c42a *Or* $c42b$c43a *Or* $c43b$c44a *Or* $c44b$c45a *Or* $c45b$c46a *Or* $c46b$c47a *Or* $c47b$c48a *Or* $c48b$c49a *Or* $c49b$c50a *Or* $c50b$c51a *Or* $c51b$c52a *Or* $c52b{(set: $crewCounter to 1) }(display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 1st)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 1st to (prompt:"Name and role?", "")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 2nd)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 2nd to (prompt:"Name and role?", "")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 3rd)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 3rd to (prompt:"Name and role?", "")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 4th)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 4th to (prompt:"Name and role?", "")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 5th)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 5th to (prompt:"Name and role?", "")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 6th)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 6th to (prompt:"Name and role?", "")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 7th)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 7th to (prompt:"Name and role?", "")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 8th)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 8th to (prompt:"Name and role?")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 9th)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 9th to (prompt:"Name and role?")) (goto:"Main Loop")]) (display: "Crew Member") ((link:"remove")[(set: $crew to $crew - (a:$crew's 10th)) (goto:"Main Loop")] or (link:"edit")[(set: $crew's 10th to (prompt:"Name and role?", "")) (goto:"Main Loop")]){(unless: $crew's length < $crewCounter) [ (print: $crew's $crewCounter) ] (else:) [(link: "Add") [(set: $crew's (1+ $crew's length) to (prompt: "Name and role?", $crewPrompt)) (goto: "Main Loop")] ] (set: $crewCounter to it +1)}{(if: $project1 is "Start project") [(link: "Start project") [(set: $project1Days to (random:1,6)) (set: $project1 to (prompt: "Project label?", "")) (goto: "Main Loop")]] (else:) [$project1 ($project1Days days - (link: "remove") [(set: $project1 to "Start project") (goto: "Main Loop")] or (link: "edit")[(set: $project1Days to (num:(prompt: "How many days?", ""))) (goto: "Main Loop")])]} {(if: $project2 is "Start project") [(link: "Start project") [(set: $project2Days to (random:1,6)) (set: $project2 to (prompt: "Project label?", "")) (goto: "Main Loop")]] (else:) [$project2 ($project2Days days - (link: "remove")[(set: $project1Days to (random:1,6)) (set: $project2 to "Start project") (goto: "Main Loop")] or (link: "edit")[(set: $project2Days to (num:(prompt: "How many days?", ""))) (goto: "Main Loop")])]} {(if: $project3 is "Start project") [(link: "Start project") [(set: $project3Days to (random:1,6)) (set: $project3 to (prompt: "Project label?", "")) (goto: "Main Loop")]] (else:) [$project3 ($project3Days days - (link: "remove")[(set: $project1Days to (random:1,6)) (set: $project3 to "Start project") (goto: "Main Loop")] or (link: "edit")[(set: $project3Days to (num:(prompt: "How many days?", ""))) (goto: "Main Loop")])]} {(if: $project4 is "Start project") [(link: "Start project") [(set: $project4Days to (random:1,6))(set: $project4 to (prompt: "Project label?", "")) (goto: "Main Loop")]] (else:) [$project4 ($project4Days days - (link: "remove") [(set: $project4 to "Start project") (goto: "Main Loop")] or (link: "edit")[(set: $project4Days to (num:(prompt: "How many days?", ""))) (goto: "Main Loop")])]} {(set: $project1Days to it -1) (if: $project1Days is 0)[(alert:"Project complete!") (set: $completedProjects to it + (a:$project1)) (set: $project1 to "Start project")] (set: $project2Days to it -1) (if: $project2Days is 0)[(alert:"Project complete!") (set: $completedProjects to it + (a:$project2)) (set: $project2 to "Start project")] (set: $project3Days to it -1) (if: $project3Days is 0)[(alert:"Project complete!") (set: $completedProjects to it + (a:$project3)) (set: $project3 to "Start project")] (set: $project4Days to it -1) (if: $project4Days is 0)[(alert:"Project complete!") (set: $completedProjects to it + (a:$project4)) (set: $project4 to "Start project")]}{(set: $currentCard to $cardsArray's ($counter)) <table> <th width=30% style="padding:5px"> </th> <th width=70% style="padding:5px"> ''Chapter Four'' </th> <tr> <td valign="top">} (link: "Next Card")[(set: $counter to it +1) (display: "Advance Projects") (goto: "Main Loop")] <br><br> (font: "font-size:60%")[ (link: "+")[(set: $steelScore to it + 1)(goto: "Main Loop")] $steelScore (link: "STEEL")[(set: $steelScore to (prompt: "Set STEEL to?", (text:$steelScore))) (goto: "Main Loop")] (link: "-")[(set: $steelScore to it - 1)(goto: "Main Loop")] <br> (link: "+")[(set: $spiritScore to it + 1)(goto: "Main Loop")] $spiritScore (link: "SPIRIT")[(set: $spiritScore to (num:(prompt: "Set SPIRIT to?", (text:$spiritScore)))) (goto: "Main Loop")] (link: "-")[(set: $spiritScore to it - 1)(goto: "Main Loop")] <br> (link: "+")[(set: $guileScore to it + 1)(goto: "Main Loop")] $guileScore (link: "GUILE")[(set: $guileScore to (num:(prompt: "Set GUILE to?", (text:$guileScore)))) (goto: "Main Loop")] (link: "-")[(set: $guileScore to it - 1)(goto: "Main Loop")] <br> (link: "+")[(set: $techScore to it + 1)(goto: "Main Loop")] $techScore (link: "TECH")[(set: $techScore to (num:(prompt: "Set TECH to?", (text:$techScore)))) (goto: "Main Loop")] (link: "-")[(set: $techScore to it - 1)(goto: "Main Loop")] <br><br> (link: "+")[(set: $goldScore to it + 1)(goto: "Main Loop")] $goldScore (link: "GOLD")[(set: $goldScore to (num:(prompt: "Set GOLD to?", (text:$goldScore)))) (goto: "Main Loop")] (link: "-")[(set: $goldScore to it - 1)(goto: "Main Loop")] <br> (link: "+")[(set: $damageScore to it + 1)(goto: "Main Loop")] $damageScore (link: "DAMAGE")[(set: $damageScore to (num:(prompt: "Set DAMAGE to?", (text:$damageScore)))) (goto: "Main Loop")]] (link: "-")[(set: $damageScore to it - 1)(goto: "Main Loop")]<br><br> (link: "Previous Card")[(display: "Regress") (set: $counter to it -1) (goto: "Main Loop")]<br> <br><br> </td> <td> Take a moment to think back over all you've seen and done. Ask, “How does this story end?” Decide what your FINAL CHALLENGE will be. (either: "moonlit", "moonlit", "gloomy", "twilight", "sunset", "midnight", "fiery", "cataclysmic", "ferocious", "spectacular", "surprising", "magnificent", "sparkling", "cat-and-mouse", "spooky", "desperate") showdown with $villain in their (either: "", "", "", "swanky", "elegant", "shimmering", "glittering", "sprawling ", "secret ", "hidden ", "shadowy ", "reality-bending", "illusion-filled", "trap-filled", "jagged") (either: "crystal", "iron", "iron", "emerald", "auragentum", "obsidian", "chrome", "high-tech", "maximum security", "opulent", "crumbling", "gemstone", "flying", "fairy", "alchemical", "stone", "glass", "plastic", "marble", "granite") (either: "fortress", "fortress", "lab", "fastness", "lair", "lair", "forest", "pocket dimension", "skyship", "starship", "dimension ship", "palace", "dungeon", "castle", "villa", "manor", "base", "catacombs", "maze", "sepulchral", "warehouse", "laboratory") + "? Rescuing Captain Simangaliso Mondise from the great City of Bura and restoring their command of *The Querulous Paranoia*? Is it confessing your love to the smuggler Varys Sin? Is it tearing down the prison walls in the town of Thistle? Realising the truth about the Boots of Empathy and stopping $questFigure before it's too late? Building back the ruins of Zeira better for all? Something completely different? Draw three cards to represent the final challenge. If you are playing on the easy setting, only draw two. If you are playing on the epic setting, draw four. Your final challenge: Burn (random:1,13) TECH. Burn (random:1,13) (either: "STEEL", "SPIRIT", "SPIRIT"). Burn (random:1,13) GUILE. If you are playing in Epic/Tragic mode, you must also: Burn (random:1,13) (either: "SPIRIT", "STEEL", "STEEL", "GOLD"). As usual, a character who sacrifices themselves reduces the challenge level of a card by 2. So . . . have the crew survived? Was the tale of $shipName a happy one? Or a tragic one? Or was it bittersweet? Or does it all depend on your perspective? If you like, you can close the story with a montage. What does $shipName look like now? What is the last we see of the people we met? What is each one doing? And what is the last we see of each crew member? When you feel you’ve said all you need to, end the story, and let the final curtain fall, like a great billowing sail. [[Restart->Start]] </td> </tr> </table> <table> <th width=47% style="padding:10px"> Crew <th width=6% style="padding:10px"> </th> </th> <th width=47% style="padding:10px"> Projects </th> <tr> <td valign="top"> (display: "Crew") </td> <td> </td> <td valign="top"> (display: "Projects") </td> </tr> </table>[[Go to Start->Start]] ~ [[Go to Main Game Loop->Main Loop]] ~ [[Go to Main Game Loop Lite->Main Loop Lite]] This is an experimental playtest tool for the RPG *The Shrike*. You can find out more about the game at <a href="http://www.sadpressgames.com">Sad Press Games</a>, or <a href="https://docs.google.com/document/d/1b_MXcdENtS4bjBC03ES5QlPOvrJeg7EqQzirbLQwito/edit?usp=sharing">download the full rules here</a>. The short version is: draw a card, respond to one of the two prompts, and adjust resource levels as asked. Then draw the next card. You can bring down the level of any challenge by 2 for each crew member you sacrifice. You'll encounter the big boss fight after 40-52 cards. Note that the voyages in this playtest tool are pretty much the raw procedurally generated output of *The Shrike* game engine, whereas the sample voyages available through Sad Press (*The Voyage of the Bone Butterfly* etc.) have been edited and playtested. *The Shrike* is still in development, so all feedback very much appreciated. Get in touch at Gmail at josephclwalton, or via Twitter at <a href="http://www.twitter.com/jolwalton/">@jolwalton</a>.{(if: $project1Days > -1)[(set: $project1Days to it +1)] (if: $project2Days > -1)[(set: $project2Days to it +1)] (if: $project3Days > -1)[(set: $project3Days to it +1)] (if: $project4Days > -1)[(set: $project4Days to it +1)]}{(set: $phrase to "The city of " + (either: "Bel", "Fresh", "Betty", "Comb", "Clover", "Green", "Amber", "Ember", "Sweet", "Nimp", "Aghar", "Moggle", "Jurz", "Javel", "Mope", "Glubber", "Glimmer", "Silver") + (either: "haven", "keep", "home", "stone", "gollum", "glower", "glomen", "flower", "leaf", "long", "raffin", "kern", "kessel", "castle") +" glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a " + (either: "*kurzah*", "*caidove*", "*illianaros*") +", who is in some ways a " +(either: "baker", "blacksmith", "bookbinder", "cleaner", "cleaner", "cook", "coachman", "colporteur", "coppersmith", "corset-maker", "engraver", "falconer", "fan-maker", "farmer", "fisher", "fishmonger", "forester", "gardener", "gardener", "glassblower", "glazier", "gold miner", "gooseherd", "greengrocer", "groom", "guinea pig", "jester", "laborer", "merchant", "monk", "pauper", "playwright", "poet", "poet", "ratcatcher", "scrivener", "spice merchant", "tailor")) (set: $phrase to it + ", but in other respects " +(either: "an artist", "an athlete", "a banker", "a banker", "a caregiver", "a caregiver", "a carer", "a civil servant", "a civil servant", "a consultant on matters you can't quite fathom", "a detective", "a diplomat", "a designer", "a delegate", "a dreamcatcher", "a dream interpreter", "a facilitator", "an economist", "an energy engineer", "an ecologist", "a gaffer", "a gladiator", "a goldsmith", "a golem-maker", "a golem-master", "a geologist", "a governor of municipal utilities", "a geomancer", "a governor", "a grave watcher", "a gravity-worker", "a grimbibber", "a guardian", "a gem-cutter", "a gallows keeper", "a governess", "a geneticist", "a genomicist", "a gunsmith", "a godbotherer", "a goof, plain and simple", "a grammarian", "a grammaticaster", "an infantryman", "just someone to talk to", "just someone who sort of helps with things", "just someone who's there if you need them", "a justice of the peace", "a justice of the peace", "a knight", "a lawyer", "a lawyer", "a linguist", "a legislator", "a mourner or carouser", "a nurse", "a nanny", "obviously on standby for something obscure", "provides sanctuary and succor to runaways", "a philologist", "a police officer", "a police officer", "a police officer", "a police officer, despite the people professing to have no police", "a persuasion architect", "a painter", "a poisoner", "a pandar", "a restorer", "someone who just remembers things", "someone whose job is simply to play games", "a social worker", "a spokesperson", "a soldier", "a sex worker", "a tax collector", "a sort of vandal") + ". Then there are the " + (either: "*yelwraeks*", "*volodars*", "*ievises*")) (set: $phrase to it + ", who appear to be a bit like " + (either:"accountants", "arbiters", "architects", "assassins", "auditors", "affect callibrators", "auditors of some sort", "advocates", "advocates for animals and even plants", "bankers", "beacon-tenders", "blacksmiths", "bonesetter", "botanists", "caregivers", "courtiers", "criminals", "dispute mediators", "dispute mediators", "dog trainers", "dog walkers", "eel-jugglers", "engineers", "entrepreneurs", "fitness instructors", "gaolors", "gravediggers", "guild administrators", "idle pleasure-seekers", "idlers and wastrels", "idling paupers", "interpreters", "inquisitors", "inspectors of some kind", "inventors", "inventors", "investigating censors", "investors", "invigilators of some kind", "*kurzahs*, whatever those are", "landlords", "lawyers", "lighthouse operators", "machinists", "machinists", "muscle-for-hire", "mercenaries", "morticians", "neighborhood administrators", "nobles", "nobles", "police officers", "private detectives", "property managers", "real estate agents", "revolutionaries", "schoolmasters", "soldiers", "spokespersons for weather systems", "syndicate administrators", "tax collectors", "teachers", "technicians", "terrorists", "town guards", "watchkeepers", "zookeepers") + ", " + (either: "but also quite a lot like ", "but also do the duties of ", "while also acting as the city's ")) (set: $phrase to it + (either: "advocates for children", "alchemists", "alewives", "anchoresses", "anger-reframers", "actuaries", "apothecaries", "arendators", "anthropologists", "armorers", "asylum-keepers", "asylum workers", "auctioneers", "aurifabers", "angels", "astrologers", "bonelace-makers", "bookkeepers", "bounty hunters", "brewers", "builders", "court advisors", "carpenters", "cleaners", "couriers", "couriers", "courtesans", "chroniclers", "crossing sweepers", "diabolists", "environmental modellers", "epidemiologists", "exorcists", "epistemologists", "edict writers", "farmers", "hairdressers", "healers", "hygiene inspectors", "ironmongers", "lamplighters", "locksmiths", "mechanics", "merchants", "messengers", "natural philosophers", "news reporters", "oracles", "outlaws", "plague doctors", "psychologists", "roofers", "sanitary workers", "scientists", "spies", "sewer workers", "shem-scribes", "shepherds", "statisticians", "tavernkeepers", "therapists", "thatchers", "troubadors", "wastewater engineers", "wastewater workers", "witches", "white hat warriors") + ". Not to mention the " + (either: "*norlee*", "*themyar*", "*moogoot*") + ", who is not quite a " + (either: "baker", "beadmaker", "beard-trimmer", "beekeeper", "beggar", "bricklayer", "burler", "bushelmaker", "barrel-maker", "candlemaker", "canoe pilot", "chandler", "confectioner", "cook", "cobbler", "concierge", "cabbage-farmer", "cotton-picker", "carer", "council member", "counsellor", "crimper", "currier", "farmer", "fruitier", "fire-fighter", "fruit-picker", "glimmerman", "gardener", "gong farmer", "governess", "grave digger", "general laborer", "handyman", "haberdasher", "hermit", "launderer", "leaf dealer", "miller", "mudlark", "mummer", "nanny", "nurse", "rag and bone man", "seamstress", "streetsweeper", "sanitation worker", "plumber", "tragedian", "vintner", "winemaker", "well digger")) (set: $phrase to it + ", and not quite a " + (either: "bailiff", "barber-surgeon", "bard", "barder", "barkeeper", "bodyguard", "boonmaster", "brewer", "brewster","brightsmith", "brogger", "bursar", "butcher", "censor", "cheesemaker", "claims assessor", "clerk", "clockmaker", "coalhiggler", "coin-minter", "collier", "complicator", "cop", "devil's advocate", "diplomat", "druid", "facilitator", "financier", "foreman", "game designer", "gamesmith", "gamifier", "glassblower", "glazier", "guesthouse keeper", "hair weaver", "hayward", "historian", "insurer", "jeweller", "keeper of forbidden knowledge", "knocker-upper", "lantern-maker", "lark inspector", "lattener", "lattice-fearer", "law clerk", "leaf-lover", "leech", "lent inspector", "lepidopterist", "leveller", "lexicographer", "librarian", "limits-mender", "lizard-herder", "loan shark", "masseuse", "master of ceremonies", "magistrate", "mathematician", "merchant adventurer", "midwife", "military official", "mortgage inspector", "musician", "neighborhood watch officer", "pickler and jam-maker", "priest-hunter", "psychic", "rhapsode", "rhetorician", "rigger", "risk-assessor", "rivetter", "roofer", "runemaster", "scullery maid", "solar energy collector", "shipwright", "smearmonger", "sociologist", "sorcerer", "student", "surgeon", "syndicate liaison", "theologian", "watchmaker") + ". And of course the " + (either: "*ryo*, ", "*taenran*, ", "*flintcoat*, ") + (either: "*oppalman*", "*swaller*", "*grorlim*") + ", and " + (either: "*bolgror*", "*grar*", "*rurn*") + ", whom you would say are three different kinds of " + (either: "advertiser", "legal advisor", "apothecary", "book-gilder", "brewer", "busker", "butler", "carpenter", "char", "charman", "charwoman", "chimneysweep", "city watchman", "civil servant", "cleaner", "clown", "concierge", "coneycatcher", "counsellor", "crockery dealer", "dancer", "dishwasher", "domestic servant", "farrier", "fewterer", "florist", "furnisher", "gardener", "garlic-seller", "gas stoker", "gatekeeper", "glazier", "goldsmith", "horse-leech", "horseleech, given their undeniable affinities with both leeches and horses", "hospital porter", "hostler", "innkeeper", "juggler", "knocker-upper", "lamplighter, since you have seen persons answering to all three descriptions wandering the streets at dusk with wicks affixed to long staffs, illuminating the city", "launderer", "life coach", "locksmith", "mangle-keeper", "miner", "nurse", "parlormaid", "plumber", "poet", "porter", "psychologist", "shipwright", "spice-seller", "spicer", "stevedore", "stone cutter", "stone mason", "stone mason, given that their work seems to focus on the cutting, preparation, and manipulation of stone", "streetsweeper", "sweeper", "sword-maker, given that they spend all their time making swords", "teacher", "thatcher", "tour guide", "tourism officer", "town crier", "tutor", "veterinarian", "weaver", "well-sinker", "window-cleaner, given their unmistakable tendency to go from window to window removing dirt and grime", "yoga instructor") + ", except everyone meets that suggestion with puzzlement or peals of laughter.") (if: (random: 1,2) is 1) [(set: $phrase to it + " You find yourself in a tavern with a " + (either: "*bolgror*", "*grar*", "*rurn*", "*ryo*", "*yelwraek*", "*volodar*") + " and a " + (either: "*taenran*", "*flintcoat*", "*norlee*", "*themyar*", "*moogoot*", "*kurzah*", "*caidove*") + ". " + (either:"Try to explain to them what *you* do.", "They are as baffled by your words as you are by theirs. Eventually you understand each other. What is it you understand?", "One of them is considering a career change. What's your advice?", "They've both come straight from work and are still in work clothes. You point to a tool and smile politely. 'What's that do?'"))] (else:) [(set: $phrase to it + "You find yourself in a tavern with a *bolgror* and a " + (either: "*taenran*", "*flintcoat*", "*norlee*", "*themyar*", "*moogoot*", "*kurzah*", "*caidove*") + ". " + (either: "You think you are almost getting it, till the bolgror says, 'Can we not talk about work?'", "The *bolgror* is considering her career options. What's your advice?", "You learn a lot, but then the *bolgror* starts buying shots, and in the morning it's not so clear.", "The *bolgror* is very old, and remembers the time before the revolution, and how it all changed. How did it all change?", "That's when you learn about some of the special properties of the city's system of government, which explain a lot. What do the *bolgror* and her friend teach you?", "Over a couple of flagons of honey mead (the *bolgror* drinks water) and a relaxed game of *dobble*, you learn much about the history of the city. What do you learn?", "You try not to pry, but before long you have learned a lot about the distinctive qualities of the people here, and it all starts making sense. What sense does it make?"))] (set: $phrase to it + " When this turn is over, *if you wish* burn 1 resource of your choosing to take +2 SPIRIT or TECH.")}{(unless: $project1 is "Start project")[(set: $project1Days to 6)] (unless: $project2 is "Start project")[(set: $project2Days to 6)] (unless: $project3 is "Start project")[(set: $project3Days to 6)] (unless: $project4 is "Start project")[(set: $project4Days to 6)]}[[Restart->Start]](set:$intro to "*The Voyage of The Rainbow Cassowary* Choose four, a Captain, First Mate, Navigator and Engineer: The Genius: Tilly the Copper Swarm The Trickster: Florence the Ursellulan The Quiet One: Lydia the Rotterling 'Gee-Whiz a SkyShip': Emilia the Yarrowborn Anger Issues: Lila the Snailborn The Sweetheart: Alicia the Gurvangat The Reluctant One: Courtney the Veldtvolk") (set: $crew to (a: "Captain Alicia", "Lila the First Mate", "Lydia the Navigator", "Emilia the Engineer")) (set: $c1a to "Ace ♠ : At around dawn you entered Ursellulan airspace. What is the Ursellulan political system like? Is it a feudal kingdom, a loose confederation of city-states, a maddeningly complex bureaucracy with some democratic features, occupied territory, or something else? When you have decided, take +1 GUILE or +1 TECH, and draw the next card.") (set: $c1b to "Or Ace ♠ : The Limping Hen is nearby. Who is the Captain of The Limping Hen? Is it Lee Packer, Oaitse Mlawula, Madison Rosmont, or someone else? When in the past have you crossed paths, or crossed swords?") (set: $c2a to "2 ♠ : How does your skyship move? Is it equipped with a full set of sails, powered by the moon, powered by biofuels, maintained aloft by music, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Rainbow Cassowary has some unusual features. What is its most distinctive feature? E.g. a flame subsystem, an anatomy theater, a calendrical manipulator, a lunar shield, or something else? When you have augmented your ship plan, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : Why did The Rainbow Cassowary first set out? Was it to explore, to trade, to find a new home, to pioneer a new route, to rescue someone, to bear a message, to transport an item, to gather intelligence, to flee a catastrophe, to evade the law, to conduct piracy, to investigate a rumor, to hunt down a foe, to perform a mission so secret even you don't know what it is, or perhaps something else? Has your object changed since your voyage began? When you have finished any discussions and/or ship plan updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : You are flying over strange scenery. Where is it? What does it look like? When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Necrotic Dreadnaught has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Necrotic Dreadnaught, take +1 TECH. Or flee the Necrotic Dreadnaught. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Boiled Coot is a Yarrowborn Flenser-class patrol pinnace, bearing down with weapons hot. Is this an ambush, putting you in your place, a test of a new armament, or something else? Burn 3 TECH and 5 STEEL to destroy, capture, or repel The Boiled Coot, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. Propose an issue. For example: Where are we headed? Or, The Engineer's drinking is becoming a problem. Or, There was an uncomfortable incident involving the Captain. Can we get to the bottom of it? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Rainbow Cassowary carry? E.g. a prismatic pot-de-fer, a steel harpoon, a magma-based carronade, some other weapons system, or perhaps no weapons at all? Update the ship plan, and take +1 STEEL.") (set: $c6a to "6 ♠ : A strange pestilence is afflicting the land. Is it the Iron, the Mark, the Sleeping, the Boss's Blight, or something else? How does it manifest? After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : Everyone agrees Captain Torn's Box of Making Kin is a mere legend. What do the legends say about it? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : The skyship is far from adequately equipped. What tool(s) or supplies are you lacking? NEWCOMER. Before long, Molly also arrives aboard The Rainbow Cassowary. How? Who is she? Does she adopt a role, e.g. Captain, First Mate, Gunner, Engineer, Chaplain, Signal Master, or maybe something else? Add Molly to the ship plan, and adjust the roles aboard The Rainbow Cassowary accordingly. Molly adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Rainbow Cassowary need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your ship plan, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : The Heavens' Kiwi is requesting urgent assistance. What's their predicament? Do you help them? If you wish, The Rainbow Cassowary also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : Someone from The Pre-Alpha Acceptance requests to come aboard. Who are they? What transpires next? If you wish, The Rainbow Cassowary also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : Tomorrow you are entering a new area. There are disturbing legends about it. What do they say? After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : You arrive at Weepheart for your rendezvous. Is it with the fixer Madison Rosmont? The smuggler Lady Eggsoak? The corrupt official Commissioner Kindness? Or someone else? Are you asking for the whereabouts of Captain Torn's Box of Making Kin, a contact who can install a Cthonic Bore, the layout of Nomagugu Worryblossom's villa in Restless, the source of the mysterious plague, or something else? If you wish, burn 2 GOLD to take +1 GUILE. When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : You are enjoying a solitary stroll through the tree-shaded lanes of Vraphiss, when a hand falls on your shoulder. Who sent these thugs? Was it Nomagugu Worryblossom, Flemming Gilsson, Admiral Lanthorn, or someone else? What message do they want to send? That you've got one week to find the money or else? That you should stay out of Restless if you know what's good for you? That you better spill the beans about Captain Torn's Box of Making Kin, and leave nothing out? Something else? Burn 2 GOLD, or 1 resource of your choosing, or lose a crew member. Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : You are approached by a mysterious figure. They're called Sophie, and they're working for Madison Rosmont, an old acquaintance of the Captain. Madison Rosmont wants your help to retrieve an item called Captain Torn's Box of Making Kin. NEWCOMER. Add Sophie to your ship map as Purser, or as something else. Sophie adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : Captain Torn's Box of Making Kin is rumored to be pretty special. Is it the key to Nomagugu Worryblossom's Fortress Redrock? A cure for the mysterious pestilence that is spreading across the land? A way to rotate the city of Restless 90 degrees? Or something else? Is Captain Torn's Box of Making Kin all you would need, or is it just one key ingredient? How much do you believe the rumors?") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Flenser in Red. The Flenser in Red is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Flenser in Red, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Friable Peacock is a Banshee Manticore-class cutter. Why have you decided to attack it? Burn 2 GUILE and 11 STEEL to win the battle The Friable Peacock, and take +9 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : The town of Orist Eprofsey glows on the horizon. Here in the town of Orist Eprofsey, there is no gender, but there is something like it. This is also where the Gunner's sister lives. Perhaps you'll pay a visit? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : The Heights of Ubá raises its towers on the horizon. Here in the Heights of Ubá, emotions are visible and tangible. Do you stop here? What is it like? What happens? SHIPYARD. While you are docked in the Heights of Ubá, you may pay 4 GOLD to install a sentient telemetry suite and take +1 TECH, +1 STEEL, or pay 6 GOLD to install a set of gas masks and take +2 TECH, +1 GUILE. If you have an enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak that has not yet been awoken, you can sell it for 7 GOLD. ") (set: $c14a to "Ace ♥ : Saddle shimmers on the horizon. Here in Saddle, they have a very strange and curious conception of happiness. Do you disembark? What do you find? TRADING POST. While you are docked in Saddle, you may sell any CARGO you are carrying and make twice whatever you paid, or burn 4 GUILE and make triple whatever you paid for them. You may also rent a berth to complete any PROJECTS. For each GOLD you burn, you may reduce one project die by one. ") (set: $c14b to "Or Ace ♥ : The Grammar of Zeira gradually coalesces on the horizon. The Captain knows of it. Apparently, in the Grammar of Zeira, Rumblepuzzlers have all but overrun the town, silent shaggy machines who present their conundrums to passers-by pleadingly, like puppies with thorns in their paws. What do you soon come across? A perfect illustration of how it all works here, a witch-hunt, a public debate, someone called Lady Clogharrow who has a story that doesn't add up, and/or something else? SHIPYARD. In the workshops of the Grammar of Zeira you may burn 10 GOLD to install an arsenal of specialist ballista bolts and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a hovering mine and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Rainbow Cassowary by 1.") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : The Department of Fester spreads on the horizon. The Engineer knows this part of the world. Apparently, in the Department of Fester, the only thing that is forbidden is to forbid. Someone asks for your help. What do you do? SHIPYARD. In the workshops of the Department of Fester you may burn 10 GOLD to install a suite of enhanced sensors and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install longbows and javelins and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Rainbow Cassowary by 1.") (set: $c16a to "3 ♥ : A vast castle appears on the horizon. Upon arrival, you learn that this is Branbu. It seems that in Branbu, the city is virtually indistinguishable from its inhabitants. You will spend an afternoon in so-and-so's company, and be so immersed that afterwards you cannot recall if you were in her home or in a cafe. You will visit such-and-such, and so much admire how he has impressed his personality into his decor, that afterwards you cannot recall if he was in or not. What do you soon come across? A market, a wedding, a counter-revolution, someone called Admiral Umberkeep who has a message from Kasper Gilsson, and/or something else? SHIPYARD. In the workshops of Branbu you may burn 10 GOLD to install a magma-based owl golem and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a great big gun at the front and lots of little ones at the sides and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Rainbow Cassowary by 1.") (set: $c16b to "Or 3 ♥ : ARTIFACT. While exploring an abandoned solarium high in the mountains, you discover a Cube of Fortitude. Burn 3 SPIRIT to awaken it. Once awakened, this relic may be used once on your voyage, and only by a Warlock, Navigator, or Chaplain. It permanently increases the amount of damage The Rainbow Cassowary can sustain from 6 to 8.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a sentient armored keel, a crystal cannon, a revenant cloud system, a set of sniper ghillie suits, or something else? Sketch it on your ship plan. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : The town of Wokingghost looms on the horizon. Here in the town of Wokingghost, they are still trying to heal after the Harrowing. Is the city as you expected? Why or why not? SHIPYARD. While you are docked in Wokingghost, you may pay 10 GOLD to install a razor disk launcher and take +2 TECH, +4 STEEL, and/or pay 25 GOLD to install a heavy ballista and take +5 TECH, +10 STEEL. Sell any enchanted wand, sword, amulet, pendant, orb, necklace, brooch, bracelet, helm, or scroll for 7 GOLD. ") (set: $c18a to "5 ♥ : BATTLE. Fight or flee a pack of glider-equipped Meg-with-wad attackers. Record scratch. Yup, that's you. How did you get into this situation? Burn 4 GUILE to win the battle and take +2 STEEL and +2 TECH. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee a pack of glider-equipped Meg-with-wad attackers. How did you get into this predicament? Burn 4 SPIRIT to win the battle and take +2 TECH and +2 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Amber Doubt is a Banshee Manticore-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this an everyday act of war, pure senseless violence, sky-road rage, or something else? Burn 2 TECH and 3 STEEL to destroy, capture, or repel The Amber Doubt, and take +4 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee the pack of Hooked Hunters. Why does stuff like this keep happening? Burn 8 SPIRIT to win the battle and take +4 TECH and +4 STEEL. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the ship plan. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a fog generator, a solar shield, an unbreakable safe, an adjustable archer aftcastle, or something else? Sketch it on your ship plan. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : The city of Orist Tralar raises its towers on the horizon. The Navigator knows of it. They have gathered that in Orist Tralar, they guillotined all their nobles some years ago, knew exactly when to call it quits, and haven't had any problems since. Do you disembark? What do you find? SHIPYARD. In the workshops of Orist Tralar you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Rainbow Cassowary by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c21a to "8 ♥ : The Polity of Orist Yluetol gradually coalesces on the horizon. Here in the Polity of Orist Yluetol, the Bearborn have finally driven the occupying Torn Ones from their ancestral land, but not from their hearts and minds. Do you disembark? What do you find? SHIPYARD. While you are docked in the Polity of Orist Yluetol, you may burn as much GOLD as you like to fix up the ship. For every GOLD spent, reduce DAMAGE to The Rainbow Cassowary by 1. Here at the Polity of Orist Yluetol, you may also hire an expert to awaken any magic artifact, or install any ship system, for a bargain price of 2 GOLD.") (set: $c21b to "Or 8 ♥ : ARTIFACT QUEST. An Alembic of Shadow is kept deep within Salkire Palace. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What's a close shave you have during this adventure? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 SPIRIT. ") (set: $c22a to "9 ♥ : BATTLE. The Cancelled Governor is a Banshee Enthral-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this an act of piracy, pure senseless violence, an attempted kidnapping, or something else? Burn 4 TECH and 6 STEEL to destroy, capture, or repel The Cancelled Governor, and take +5 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The White Wyrm III is a Banshee Enthral-class cutter, bearing down with weapons hot. Is this a prearranged duel, a betrayal, a panicked misunderstanding, or something else? Burn 4 TECH and 11 STEEL to destroy, capture, or repel The White Wyrm III, and take +9 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : If you wish, burn 2 TECH, or 2 GUILE, or 4 GOLD to save Lida from imminent execution. NEWCOMER. Once rescued, Lida joins The Rainbow Cassowary. Who are they? Do they adopt a role — Gunner, Signal Master, Caulker, or something else? Lida adds +2 STEEL and +1 SPIRIT. Add them to your ship plan.") (set: $c23b to "Or 10 ♥ : From the prow of The Rainbow Cassowary, you watch gulls drift high above scrub, before banking and dropping into some trees. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c24a to "Jack ♥ : NEWCOMER. You track down your old comrade Istavan. At first Istavan has no interest in joining the crew of The Rainbow Cassowary. What gives them a change of heart? Add them to the ship plan. Istavan adds +2 TECH and +1 GUILE.") (set: $c24b to "Or Jack ♥ : From the prow of The Rainbow Cassowary, you watch deer canter on a vast plain of moss. A small hot air balloon, apparently filled with talking rats, drifts overhead briefly before vanishing. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c25a to "Queen ♥ : Someone on board has been lying or being misleading about something. What and why? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : Far below, crimson caribou move across the foothills, their wine-dark shadows long in the low sun. A steamdrone zips around high above you. PROJECT. You have a little time to start something new. If you wish, burn 8 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +7 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : On the horizon, The Limping Hen and The Correct Budgie are engaged in fiery battle. How do you react? In the end, the encounter is indecisive, as you lose sight of both ships. After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : Far below, an endless forest of peepal and jasmine Further toward the horizon, a speck-like clockwork tractor chunters, probably Copper Swarm panning for pixie dust. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : What can you see through your telescope? Is it a diamond mine, a lich crypt, a toadstool forest, or something else? Do you investigate now, or mark it on your map, perhaps to return later? ") (set: $c27b to "Or Ace ♦ : You are in a cool, softly lit tavern. The floor is stone flagged, the tables are dark oak, and in the low rafters, small fox gremlins scamper and cavort. Here you meet Jebediah Greywind, who has been caring for a creature called a swiftly maggot, which has just had six little ones. They will pay you 1 GOLD to take the newborns off their hands, so long as you promise to find them good homes, perhaps in Restless or Sunderswift. Make a decision, update your ship plan if you want, and draw the next card. ") (set: $c28a to "2 ♦ : BATTLE. The Halved Hand is a Yarrowborn Flenser-class patrol pinnace. Why have you decided to attack it? Burn 2 GUILE and 11 STEEL to win the battle The Halved Hand, and take +8 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Crystal Disappointment is a Yarrowborn Host-class bat, currently casting its grapples over your gunwales and preparing to board. Is this an ambush, putting you in your place, sky-road rage, or something else? Burn 3 TECH and 12 STEEL to destroy, capture, or repel The Crystal Disappointment, and take +9 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : You are in a cool, softly lit tavern. The floor is stone flagged, the tables are dark oak, and in the low rafters, small fox gremlins scamper and cavort. Here you meet Lord Mcoyi, who has been caring for a creature called a darkmantle, which has just had six little ones. They will sell you the litter for 2 GOLD, a price you can double at the Alchemist Gildenhuis, or on the market in Restless, Kogara, or Bramble. Make a decision, update your ship plan if you want, and draw the next card. ") (set: $c29b to "Or 3 ♦ : You are in a cool, softly lit tavern. The floor is stone flagged, the tables are dark oak, and in the low rafters, small fox gremlins scamper and cavort. Here you meet Admiral Nimblelarch, who has been caring for a creature called a mumbles-in-the-willows, which has just had six little ones. They will pay you 1 GOLD to take the newborns off their hands, so long as you promise to find them good homes, perhaps in Restless or Tuxagay. Make a decision, update your ship plan if you want, and draw the next card. ") (set: $c30a to "4 ♦ : Grimeham glows on the horizon. It is said that in Grimeham the Elandborn and the Duckborn have long lived in harmony and prosperity. But there is almost nothing left of Grimeham. Nomagugu Worryblossom's men were here only days ago. Survivors pick among the ashes and rubble, seeking one another. What happened here?") (set: $c30b to "Or 4 ♦ : The city of Whisper looms on the horizon. The Navigator knows of it. They have gathered that in Whisper, the plague city, all heroes wear masks. What do you soon come across? A protest, flooding, a trial, someone called Winter Gininda who has a message from Nomagugu Worryblossom, and/or something else? SHIPYARD. If you need it, the people of Whisper will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c31a to "5 ♦ : Someone on the The Rainbow Cassowary has sworn a solemn oath. Who is it? What is the oath? E.g. to convert others to the true faith, to captain the greatest skyship in the land, to bring freedom and equality to the land, or something else? NEWCOMER. Yu Yan is willing to join your crew. Do they adopt a role, e.g. Signal Master, Caulker, Purser, Chaplain, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT QUEST. A Hypno-Lenses System is kept deep within Nomagugu Worryblossom's labyrinthine ruins. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. Does it go off without a cinch? Or is there a moment where you deeply regret ever having come here? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 STEEL. ") (set: $c32a to "6 ♦ : You discover the source of the strange pestilence that has spread throughout the land. What is the source? What must be done to stop it?") (set: $c32b to "Or 6 ♦ : Overhead aboard The Rainbow Cassowary. Emotions are not themselves. Love is not love, but a way of expressing love. Anger is not anger, but a form of expression of anger. Who said this? What's the context? Discuss if you like, or shrug and draw the next card. ") (set: $c33a to "7 ♦ : BATTLE. Fight or flee a pack of flight-augmented Meg-with-wad attackers. Burn 7 STEEL to win the battle and take +3 GUILE and +3 TECH. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee a luminous gripper. Burn 10 STEEL to win the battle and take +5 TECH and +5 SPIRIT. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the ship plan. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c34a to "8 ♦ : ARTIFACT. Buried in the sand you find a Gown of Balance. Update your ship plan. Is the Chaplain part of your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 GUILE.") (set: $c34b to "Or 8 ♦ : A floating island appears on the horizon. Upon arrival, you learn that this is the great city of Ariocaster. It seems that in the great city of Ariocaster, they have a very strange and curious conception of thrift. Are you searching for someone here? Who? Do you find them, or perhaps a clue to their whereabouts? SHIPYARD. If you need it, the people of Ariocaster will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c35a to "9 ♦ : BATTLE. The Calamitous Spark is a Gurvangat Hasta-class scout, bearing down with weapons hot. Is this an everyday act of war, putting you in your place, a panicked misunderstanding, or something else? Burn 2 TECH and 9 STEEL to destroy, capture, or repel The Calamitous Spark, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee the pair of Serpentships. How did you get into this predicament? Burn 8 STEEL to win the battle and take +4 GUILE and +4 TECH. If The Rainbow Cassowary is equipped with a fog generator and you can think of a way to use it now, take +3 of any resource before the battle begins. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c36a to "10 ♦ : Maetgow shimmers on the horizon. It is said that in Maetgow the people are all strangers. They treat one another as strangers do, with politeness, curiosity, indifference, rudeness, secret longing. Many of them live in homes together. Some of them even share beds together. But they are all strangers. Before long, one of your crew members is in a sticky situation. What is it? What happens next? SHIPYARD. If you need it, the people of Maetgow will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c36b to "Or 10 ♦ : Far below, crows drift high above the clouds. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c37a to "Jack ♦ : You are in a cool, softly lit tavern. The floor is stone flagged, the tables are dark oak, and in the low rafters, small fox gremlins scamper and cavort. Here you meet Mortimer Kwenzakwenkosi, who has been caring for a creature called a Jemmy-burtie, which has just had six little ones. They will sell you the litter for 2 GOLD, a price you can double at the Alchemist Gildenhuis, or on the market in Restless, Kogara, or Theshoth. Make a decision, update your ship plan if you want, and draw the next card. ") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Hugs Benuggins, a Bumpmuggle, a Snrfflgrk, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Nomagugu Worryblossom, a minion of Madison Rosmont, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. Propose an issue. For example: Is everybody having their voice heard on board? Or, How are we getting on as a group? Or, What needs attention right now? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : Below you, a broad river running into the sea, and a few ramshackle fishing hamlets. PROJECT. You have a little time to start something new. If you wish, burn 7 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +6 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Iron Bezoar is a Banshee Enthral-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this an ambush, a homicidal temper tantrum, an assassination attempt, or something else? Burn 2 TECH and 9 STEEL to destroy, capture, or repel The Iron Bezoar, and take +9 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Correct Budgie is a Banshee Talon-class snekkja, bearing down with weapons hot. Is this an everyday act of war, an incident in a revolutionary uprising, a panicked misunderstanding, or something else? Burn 3 TECH and 4 STEEL to destroy, capture, or repel The Correct Budgie, and take +4 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : You discover the missing half of something. What is it?") (set: $c40b to "Or Ace ♣ : The city of Excellence gradually coalesces on the horizon. Here in the city of Excellence, songs take the place of pathways. This is also where the Navigator's long-lost crush lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Excellence, you may burn as much GOLD as you like to fix up the ship. For every GOLD spent, reduce DAMAGE to The Rainbow Cassowary by 1. Here at Excellence, you may also hire an expert to awaken any magic artifact, or install any ship system, for a bargain price of 2 GOLD.") (set: $c41a to "2 ♣ : Cimiriopol gradually coalesces on the horizon. The First Mate knows this part of the world. Apparently, in Cimiriopol, the people create themselves prosthetic senses from mirrors, and lenses, and bags, and lattices of special cloths, and sensors inspired by animals, and nerve-stimulating needlework, and so on. Such senses come and go with the same rapidity as sartorial fashions do elsewhere. Do you disembark? What do you find? SHIPYARD. In the workshops of Cimiriopol you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Rainbow Cassowary by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c41b to "Or 2 ♣ : An uncharted city appears on the horizon. Upon arrival, you learn that this is the great city of Entejo. It seems that in the great city of Entejo, your size changes according to what part of town you are in, a peculiar circumstance that most of the time goes unnoticed. Before long, trouble comes looking. What takes place here? SHIPYARD. In the workshops of Entejo you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Rainbow Cassowary by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c42a to "3 ♣ : BATTLE. Fight or flee the pair of Serpentships. Who started it? Burn 9 STEEL to win the battle and take +4 TECH and +4 SPIRIT. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the ship plan. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Dank Butterfly is a Banshee Talon-class karvi, bearing down with weapons hot. Is this a prearranged duel, putting you in your place, an extreme overreaction, or something else? Burn 3 TECH and 7 STEEL to destroy, capture, or repel The Dank Butterfly, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : You fly low over an endless forest of chir pine and sheesham You watch the passage of a glowing gaggle of violet-cloaked hoggles, probably Copper Swarm, displaced by the Meg-with-wad armies. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : The city of Theodmer Keltris glows on the horizon. The Chaplain knows of it. Apparently, in Theodmer Keltris, any powerful emotion risks invoking an Auditor. Before long, trouble comes looking. What takes place here? SHIPYARD. In the workshops of Theodmer Keltris you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c44a to "5 ♣ : The city of Nimpraffin glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a caidove, who is in some ways a gooseherd, but in other respects an athlete. Then there are the ievises, who appear to be a bit like private detectives, but also do the duties of courtesans. Not to mention the moogoot, who is not quite a nanny, and not quite a lizard-herder. And of course the ryo, grorlim, and bolgror, whom you would say are three different kinds of advertiser, except everyone meets that suggestion with puzzlement or peals of laughter.You find yourself in a tavern with a bolgror and a kurzah. The bolgror is very old, and remembers the time before the revolution, and how it all changed. How did it all change? When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : ARTIFACT QUEST. Where is Captain Torn's Box of Making Kin held? The Gurvangat royal bank? The Snailborn Museum of Marvels? Nomagugu Worryblossom's High Keep Candle? Noma Sugargrave's Cloud Keep? Or somewhere else? What is your plan to extract Captain Torn's Box of Making Kin? Do you have someone on the inside (e.g. Sophie, Kasper Gilsson, Gorata Thorn, Nomagugu Worryblossom themself)? Once the plan is in motion, roll two dice. One die is the amount of GUILE you need to burn. The other is the amount of TECH you need to burn. If your plan utilizes a mirror eater or a Void Clamp, you may reroll one die and keep the best result. Unlike a normal challenge, you can't 'sacrifice' a crew member to lower the difficulty by 2. However, if a crew member (e.g. Sophie, Lida) double-crosses The Rainbow Cassowary, but the rest of the crew predicted the betrayal all along and secretly incorporated it into their real plan, you may reroll a die and keep the best result (but lose the crew member). So ... what happens? Is everything the way you expected in there? Does everything go to plan? Are you forced to improvise? If you successfully steal Captain Torn's Box of Making Kin, take +4 GUILE and +4 SPIRIT. You can sell it whenever it suits the story, to Madison Rosmont, Kasper Gilsson, Gorata Thorn, or someone else, for 8 GOLD.") (set: $c45a to "6 ♣ : You attempt to save the land from the strange pestilence it is afflicted by. Do you succeed? What can be saved or healed, and what is lost forever?") (set: $c45b to "Or 6 ♣ : Someone confesses to something they did long ago. The Captain, the First Mate, the Gunner, the Chaplain, or someone else?") (set: $c46a to "7 ♣ : BATTLE. Fight or flee a pack of wyvern-rider Meg-with-wad attackers. Who started it? Burn 6 GUILE to win the battle and take +3 SPIRIT and +3 STEEL. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee a pack of gryphon-mounted Meg-with-wad attackers. Who started it? Burn 10 GUILE to win the battle and take +5 SPIRIT and +5 STEEL. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the ship plan. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c47a to "8 ♣ : BATTLE. The Dunnock is a Banshee Manticore-class cutter, bearing down with weapons hot. Is this an everyday act of war, putting you in your place, a test of a new armament, or something else? Burn 4 TECH and 13 STEEL to destroy, capture, or repel The Dunnock, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Dunnock is a Snailborn Oni-class war blimp, bearing down with weapons hot. Is this a case of mistaken identity, a prearranged duel, a savage and inexplicable assault, or something else? Burn 3 TECH and 10 STEEL to destroy, capture, or repel The Dunnock, and take +7 GOLD. Or, flee the hostile skyship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Heavens' Kiwi is a Yarrowborn Flenser-class patrol pinnace, currently casting its grapples over your gunwales and preparing to board. Is this an act of piracy, a mission of liberation, revenge, or something else? Burn 4 TECH and 7 STEEL to destroy, capture, or repel The Heavens' Kiwi, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee a pack of bloatball-riding Meg-with-wad attackers. Who started it? Burn 10 STEEL to win the battle and take +5 TECH and +5 SPIRIT. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the ship plan. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a Cloak of Fey Heuristics. Update your ship plan. Do you have a Warlock in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of GUILE.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the skyship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Limping Hen rises unexpectedly from a caldera. They're here to offer Sienna's service as a liaison officer aboard your skyship. NEWCOMER. Does Sienna adopt a role, e.g. Chaplain, Warlock, Caulker, Purser, or something else? They add +2 TECH and +1 GOLD.") (set: $c50b to "Or Jack ♣ : Below you, a limpid lagoon, and a few little fishing boats on a calm bright sea. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the skyship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. Propose an issue. For example: I thought I saw something strange last night. Surely there's some rational explanation? Or, Our supplies are dwindling. Shall we make a detour? Or, We are being too profligate with one of our resources. Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : Below you, grassland, scattered with spinneys of plane trees and white mangroves A small hot air balloon, apparently filled with talking rats, drifts overhead briefly before vanishing. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Nomagugu Worryblossom, Madison Rosmont, or someone else? Does it happen in Restless, Mossblossom Nook, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a mirror eater, reduce the challenge by 2. If you have a Void Clamp, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : BATTLE. The Gray Incentive is a Banshee Nephele-class dragonclad, and it has just betrayed you. Together you were going to hunt down Nomagugu Worryblossom, but now The Gray Incentive has turned its heavy cannon on you. If you use a Void Clamp, reduce the challenge by 6. And/or if you use a Cthonic Bore, reduce the challenge by 2. Burn 3 TECH and 14 STEEL to destroy, capture, or repel The Gray Incentive, and take +22 GOLD. Or, evade the hostile skyship. Take 3 DAMAGE, and reroll any project dice. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (set: $villain to "Nomagugu Worryblossom") (set: $questFigure to "Madison Rosmont") (set: $shipName to "Rainbow Cassowary") (goto: "Intro")(set:$intro to "The Voyage of The Cosmic Firecrest Choose four, a Captain, XO, Navigator and Engineer: The Brain: Tilly the Urzulan The Show-Off: Florence the Gurvangat The Mysterious One: Lydia the Brokenborn The Indefatigable Optimist: Emilia the Gurvangat The Caring One: Lila the Northerner The Weirdo: Alicia the Bonehome The Reluctant One: Courtney the Urzulan") (set:$shipName to "The Cosmic Firecrest") (set:$villain to "Pen Bonbottle") (set:$questFigure to "Pen Bonbottle") (set: $crew to (a: "Captain Emilia", "Florence the First Mate", "Alicia the Navigator", "Courtney the Engineer")) (set: $c1a to "Ace ♠ : At around midnight you entered Ursellulan airspace. What is the Ursellulan political system like? Is it a warlord's fiefdom, a technocracy, a parliamentary democracy, governed by algorithms, or something else? When you have decided, take +1 GUILE or +1 TECH, and draw the next card.") (set: $c1b to "Or Ace ♠ : The Egg is nearby. Who is the Captain of The Egg? Is it Bran Christiansen, Mpho Peachgargle, Pen Bonbottle, or someone else? When in the past have you crossed paths, or crossed swords?") (set: $c2a to "2 ♠ : How does your skyship move? Is it equipped with a full set of sails, powered by diesel, buoyed by balloons and bladders, powered by the moon, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Cosmic Firecrest has some unusual features. What is its most distinctive feature? E.g. a flesh scoop, a calendrical cloud system, a flame arm, a temporal glitch submersible, or something else? When you have augmented your Logbook, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : How do you make decisions aboard The Cosmic Firecrest? Is the Captain the top of a chain of command, first among equals, or just another job like the rest? Do you use majority votes, consensus decision-making, or some other system? When you have finished any discussions and/or Logbook updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : Two of your crew are romantically involved. When did it start? How is it going? When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Eaten Ones has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Eaten Ones, take +1 TECH. Or flee the Eaten Ones. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Ceaseless Goose is a Bonehome Prince-class needleship, drawing abreast, readying its broadside. Is this an everyday act of war, a homicidal temper tantrum, an extreme overreaction, or something else? Burn 3 TECH and 10 STEEL to destroy, capture, or repel The Ceaseless Goose, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. Propose an issue. For example: Who wants to hear an old story? Or, The Navigator is worried about the XO. Or, Does anybody need advice right now about their ideas or decisions? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Cosmic Firecrest carry? E.g. a harpax catapult-shot grapnel, a turntable trebuchet, a solar turret, some other weapons system, or perhaps no weapons at all? Update the Logbook, and take +1 STEEL.") (set: $c6a to "6 ♠ : You meet His Graveness Carious, who needs your help to carry a figurine from the Urzulan city of Blackberry to the Bearborn research institute at Gayaro. Why? You arrange to meet in Branbu in thirty days. What will His Graveness Carious be trying to do meanwhile? After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : One area aboard The Cosmic Firecrest has been the focus of some minor bickering. Where is it? The crow's nest, the rigging, the upper decks, the gun deck, the cargo hold, the galley, the steam room, the engine room, the crew's quarters, or somewhere else? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : Two crew members are definitely flirting. NEWCOMER. Before long, Uchechie also arrives aboard The Cosmic Firecrest. How? Who is she? Does she adopt a role, e.g. Captain, XO, Bombadier, Engineer, Chaplain, Signal Master, or maybe something else? Add Uchechie to the Logbook, and adjust the roles aboard The Cosmic Firecrest accordingly. Uchechie adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Cosmic Firecrest need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your Logbook, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : What rules are there aboard The Cosmic Firecrest? Give one or more examples. Are the rules followed to the letter? If you wish, The Cosmic Firecrest also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : Two of the crew get into a fight. What’s the tea? If you wish, The Cosmic Firecrest also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : The Captain is brooding over a bad omen. What is it? After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : You arrive at Clens for your rendezvous. Is it with the Consiegliere Pen Bonbottle? The smuggler Clara Birtisson? The corrupt official Undersecretary Sandra? Or someone else? Are you asking for the whereabouts of Senator Quill's Horn of Cities and Skies, a contact who can install a ceramics kiln, the layout of Sir Udegbunam's villa in Dawnform, the source of the mysterious plague, or something else? If you wish, burn 2 GOLD to take +1 GUILE. When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : You are enjoying a solitary stroll through the tree-shaded lanes of Orist Eprofsey, when a hand falls on your shoulder. Who sent these thugs? Was it Sir Udegbunam, Cetaww Cobb, the Venerable State, or someone else? What message do they want to send? That you've got one week to find the money or else? That you should stay out of Dawnform if you know what's good for you? That you better spill the beans about Senator Quill's Horn of Cities and Skies, and leave nothing out? Something else? Burn 2 GOLD, or 1 resource of your choosing, or lose a crew member. Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : You are approached by a mysterious figure. They're called Gwendolyn, and they're working for Pen Bonbottle, an old acquaintance of the Captain. Pen Bonbottle wants your help to retrieve an item called Senator Quill's Horn of Cities and Skies. NEWCOMER. Add Gwendolyn to your ship map as Yeoman of the Sheet, or as something else. Gwendolyn adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : Senator Quill's Horn of Cities and Skies is rumored to be pretty special. Is it the key to the White Bank? A cure for the mysterious pestilence that is spreading across the land? A way to travel in time? Or something else? Is Senator Quill's Horn of Cities and Skies all you would need, or is it just one key ingredient? How much do you believe the rumors?") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Leech Swarm. The Leech Swarm is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Leech Swarm, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Bad Jellyfish is a Janbulagger Hippogriff-class karvi, drawing abreast, readying its broadside. Is this an ambush, a betrayal, a territorial skirmish, or something else? Burn 1 TECH and 7 STEEL to destroy, capture, or repel The Bad Jellyfish, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : Bura raises its towers on the horizon. Here in Bura, all things are held in common, and their use is governed by the people as a whole. As you approach, someone in your crew grows angry. Who? In what way? Why have you come here? What happens next? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : The town of Orist Tralar raises its towers on the horizon. Here in the town of Orist Tralar, no two animals are even remotely similar. Do you explore? What is it like? What happens? TRADING POST. While you are docked in Orist Tralar, you may burn any amount of GOLD to purchase CARGO, mostly chrome green and aqua fortis, to trade further on. If so, record what you've bought and how much much GOLD you have invested. ") (set: $c14a to "Ace ♥ : The town of Orist Uba gradually coalesces on the horizon. Here in the town of Orist Uba, the stilts that thrust the buildings above the waves are rotting, and no one has the wit nor materials to repair them. Do you stop here? What is it like? What happens? SHIPYARD. While you are docked in Orist Uba, you may pay 10 GOLD to install a steel harpoon and take +2 TECH, +4 STEEL, and/or pay 25 GOLD to install a naphtha turret and take +5 TECH, +10 STEEL. Sell any enchanted wand, sword, amulet, pendant, orb, necklace, brooch, bracelet, helm, or scroll for 7 GOLD. ") (set: $c14b to "Or Ace ♥ : A settlement appears on the horizon. Upon arrival, you learn that this is the Commonwealth of Darkfield. It seems that in the Commonwealth of Darkfield, everything is constructed of crystal and gemstones and glass. You have scarcely arrived when the Incident occurs. What is it? How does it resolve? SHIPYARD. In the workshops of the Commonwealth of Darkfield you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 SPIRIT.") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : Aurealia appears on the horizon. The Navigator has travelled this part of the world before. They have gathered that in Aurealia, adventuring is illegal and must be done in secret. What happens? What stories will you tell about it later? SHIPYARD. In the workshops of Aurealia you may burn 10 GOLD to install an anechoic chamber and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a gear-and-crank whirling ballista and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Cosmic Firecrest by 1.") (set: $c16a to "3 ♥ : Reptar Faeran shimmers on the horizon. It is said that in Reptar Faeran they queue for almost everything. It is a form of recreation for them, and their method of queuing is unusual, since the line is not processed in order, but by drawing lots. What do you soon come across? A market, search parties everywhere, a vendetta, someone called Dhiirran Sigsson who has a message from Sir Udegbunam, and/or something else? SHIPYARD. In the workshops of Reptar Faeran you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Cosmic Firecrest by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c16b to "Or 3 ♥ : ARTIFACT. While exploring an abandoned watch tower high in the mountains, you discover a Camisole of Mutation. This relic may be used once on your voyage, and only by a Runemaster, Docker, or Chaplain. It permanently increases the amount of damage The Cosmic Firecrest can sustain from 6 to 8.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a hydraulic hook, a ceramics kiln, an anechoic chamber, a clockwork moon, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : Ariocaster hovers on the horizon. Here in Ariocaster, everyone has been occupied for centuries in the construction of a vast colossus. Do you disembark? What do you find? TRADING POST. While you are docked in Ariocaster, you may sell any CARGO you are carrying. Sell for twice whatever you paid. If your crew has a Bursar, Merchant, or Steward aboard, they can sell your goods for triple whatever you paid. ") (set: $c18a to "5 ♥ : BATTLE. Fight or flee a name-eater screamer. Record scratch. Yup, that's you. How did you get into this situation? Burn 4 STEEL to win the battle and take +2 TECH and +2 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee the swarm of Golden Mummies. Really? How did you get into this predicament? Burn 6 STEEL to win the battle and take +3 TECH and +3 SPIRIT. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Bare Quarrel is a Janbulagger Hippogriff-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this an act of piracy, licensed privateering under a letter of marque, gladiatorial combat, or something else? Burn 3 TECH and 13 STEEL to destroy, capture, or repel The Bare Quarrel, and take +11 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee the Serpentship. How did you get into this predicament? Burn 6 STEEL to win the battle and take +3 GUILE and +3 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a Chess-playing automaton, a magma-based jaws system, a mirror armor, advanced navigational equipment, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : A settlement appears on the horizon. Upon arrival, you learn that this is Grimegroan. It seems that in Grimegroan, everything that exists within the city walls has a heart and a mind and a voice. What do you soon come across? A tournament, an invitation to a ball, a vendetta, someone called Grenn Dimpleshore who has a message from Sir Udegbunam, and/or something else? SHIPYARD. In the workshops of Grimegroan you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Cosmic Firecrest by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c21a to "8 ♥ : The city of Kisföld spreads on the horizon. Here in the city of Kisföld, every living thing is a marionette, with wires stretching high into the clouds. This is also where the Bombadier's notorious uncle lives. Perhaps you'll pay a visit? TRADING POST. While you are docked in Kisföld, you may sell any CARGO you are carrying. Sell for twice whatever you paid. If your crew has a Bursar, Merchant, or Steward aboard, they can sell your goods for triple whatever you paid. ") (set: $c21b to "Or 8 ♥ : ARTIFACT QUEST. An Avid Digester is kept deep within the Gurvangat Ducal Palace. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What unexpected danger do you face during the heist? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 TECH. ") (set: $c22a to "9 ♥ : BATTLE. The Steel Thistle II is a Brokenborn Haizhu-class battlebarge, drawing abreast, readying its broadside. Is this a prearranged duel, an incident in a revolutionary uprising, gladiatorial combat, or something else? Burn 4 TECH and 10 STEEL to destroy, capture, or repel The Steel Thistle II, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The Inscrutable Cockchafer is a Copper Swarm Dream-class scout, bearing down with weapons hot. Is this an everyday act of war, pure senseless violence, trial by combat, or something else? Burn 4 TECH and 8 STEEL to destroy, capture, or repel The Inscrutable Cockchafer, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : If you wish, burn 2 TECH, or 2 GUILE, or 4 GOLD to save Jan from imminent execution. NEWCOMER. Once rescued, Jan joins The Cosmic Firecrest. Who are they? Do they adopt a role — Bombadier, Signal Master, Docker, or something else? Jan adds +2 STEEL and +1 GOLD. Add them to your Logbook.") (set: $c23b to "Or 10 ♥ : The open sea scrolls ceaselessly below. Further toward the horizon, a speck-like clockwork tractor chunters, probably Yarrowborn panning for pixie dust. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c24a to "Jack ♥ : NEWCOMER. You track down your old comrade Nolusindiso. At first Nolusindiso has no interest in joining the crew of The Cosmic Firecrest. What gives them a change of heart? Add them to the Logbook. Nolusindiso adds +2 TECH and +1 GUILE.") (set: $c24b to "Or Jack ♥ : Far below you, baby blue and lilac unicorns move on pale frosted grasslands, their shadows long in the low sun. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c25a to "Queen ♥ : On the horizon, The Egg and The Concatenation of Embers are engaged in fiery battle. How do you react? In the end, the encounter is indecisive, as you lose sight of both ships. When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : From the prow of The Cosmic Firecrest, you watch a group of carob-brown sauropods graze across tussocky grasslands, their wine-dark shadows long in the low sun. A ratcatchercatcher airship chugs unsteadily through the sky nearby, belching yellow and green smoke. PROJECT. You have a little time to start something new. If you wish, burn 9 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +8 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : Someone goes missing from the crew! Who? What clues are there to how they may have vanished? Burn 1 SPIRIT to locate them and rescue them from their predicament. Otherwise they're gone for good. After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : Far below, cranes fly high above a patchwork of meadows. A small hot air balloon, apparently filled with talking rats, drifts overhead briefly before vanishing. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : You are in a cool, softly lit tavern. The floor is stone flagged, the tables are dark oak, and in the low rafters, small fox gremlins scamper and cavort. Here you meet General Cressel, who has been caring for a creature called a kobold, which has just had six little ones. They will pay you 1 GOLD to take the newborns off their hands, so long as you promise to find them good homes, perhaps in Dawnform or Sweetrich. Make a decision, update your Logbook if you want, and draw the next card. ") (set: $c27b to "Or Ace ♦ : Today you are recovering a cache of something you hid earlier. What is it? Do you find it easily? Is it as you expected? When you have decided, you may take +2 of any resource.") (set: $c28a to "2 ♦ : BATTLE. The Quartz Kakapo is a Janbulagger Ghost-class cutter, bearing down with weapons hot. Is this an act of piracy, pure senseless violence, an extreme overreaction, or something else? Burn 2 TECH and 13 STEEL to destroy, capture, or repel The Quartz Kakapo, and take +11 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Garamond Bold is a Janbulagger Hippogriff-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this a prearranged duel, a homicidal temper tantrum, seemingly a drunken assault, or something else? Burn 2 TECH and 13 STEEL to destroy, capture, or repel The Garamond Bold, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : Today is going particularly well. Why is that? After you have drawn and read the next card, you may choose to simply fly on and skip it.") (set: $c29b to "Or 3 ♦ : Are there any recent new members of the crew? This episode is about one of them.") (set: $c30a to "4 ♦ : The city of Dawnform gradually coalesces on the horizon. It is said that in Dawnform, pale peacocks as tall as a person strut the piazzas, lit at night by multicolored lanterns, and by day by water jetting sunlit white in rills of lapis lazuli and amethyst. Dawnform is known for its fencing instructors, who spar with unusually small foils, and its parasol makers, who fashion unusually large domes, for the perpetual flowing and folding life of its fountains and its rills and of its pale tall peacocks. Yet you arrive to find the city one big bonfire. An armada of Dunnie ships moves sluggishly over the horizon, heavy with loot. Drooping over the gunwales of a pair of laggard gun-brigs, you observe the broken necks of peacocks. They were truly as tall as the stories all said. Take +2 STEEL, and continue your voyage.") (set: $c30b to "Or 4 ♦ : An unknown city appears on the horizon. Upon arrival, you learn that this is the town of Liroro. It seems that in the town of Liroro, every night at midnight, the souls of the inhabitants are rotated into new bodies, and if you linger, your souls will join the carousel. Someone asks for your help. What do you do? When you eventually set off again, take +1 GOLD.") (set: $c31a to "5 ♦ : Someone on the The Cosmic Firecrest has sworn a solemn oath. Who is it? What is the oath? E.g. to be revenged on the aristocrat who wronged you, to free the golems, to eradicate heresy, or something else? NEWCOMER. Baozhai is willing to join your crew. Do they adopt a role, e.g. Signal Master, Docker, Yeoman of the Sheet, Chaplain, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT QUEST. A Skill Wand is kept deep within Dragonspire Stronghold. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What unexpected danger do you face during the heist? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 SPIRIT. ") (set: $c32a to "6 ♦ : Branbu glows on the horizon. You have arrived just in time to rescue His Graveness Carious from a perilous circumstances. Are they surrounded by Dunnie guards? About to be taken prisoner by Sir Udegbunam? Being pursued by an angry Urzulan mob? Or something else? Decide what the incident is, and play it out. NEWCOMER. If you wish, burn 2 STEEL or 2 GUILE for His Graveness Carious to join the crew. His Graveness Carious adds 2 SPIRIT and 1 GOLD. Add them to your Logbook.") (set: $c32b to "Or 6 ♦ : The Engineer does a Tarot reading for the XO. What do the cards say?") (set: $c33a to "7 ♦ : BATTLE. Fight or flee the Serpent of the Outer Air. If you have a Zookeeper aboard, you can skip this card without penalty. What is this entity you're battling? Burn 5 TECH to win the battle and take +2 GUILE and +2 STEEL. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee a pack of flight-augmented Dunnie attackers. Burn 8 SPIRIT to win the battle and take +4 STEEL and +4 GUILE. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c34a to "8 ♦ : ARTIFACT QUEST. The Palate of Eternal Infrastructure is kept deep within Sir Udegbunam's Fortress Redrock. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What's a close shave you have during this adventure? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 SPIRIT. ") (set: $c34b to "Or 8 ♦ : A shadowy mass appears on the horizon. Upon arrival, you learn that this is Cimiriopol. It seems that in Cimiriopol, a magic meteorite fell some years ago, and still emanates a curious field. Do you investigate? SHIPYARD. In the workshops of Cimiriopol you may burn 10 GOLD to install a mirror crystal and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install floating caltrops and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Cosmic Firecrest by 1.") (set: $c35a to "9 ♦ : BATTLE. The Querulous Warbler is a Bonehome Prince-class needleship, currently casting its grapples over your gunwales and preparing to board. Is this an everyday act of war, police brutality, a test of a new armament, or something else? Burn 4 TECH and 3 STEEL to destroy, capture, or repel The Querulous Warbler, and take +5 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee a pack of glider-equipped Dunnie attackers. What is this entity you're battling? Burn 9 STEEL to win the battle and take +4 GUILE and +4 SPIRIT. If The Cosmic Firecrest is equipped with a Chess-playing automaton and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c36a to "10 ♦ : Ufin appears on the horizon. You have heard that in Ufin there are few floors, and everyone is simply falling through the air all the time. Before they hit the ground, wormholes return them to the top of the town. Before long, one of your crew members is in a sticky situation. What is it? What happens next? SHIPYARD. In the workshops of Ufin you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Cosmic Firecrest by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c36b to "Or 10 ♦ : Far below, a great forest of aspens and silverleaf poplar PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c37a to "Jack ♦ : You are flying over strange scenery. Where is it? What does it look like?") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Zugmunk, a Bumpmuggle, a Snrfflgrk, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Sir Udegbunam, a minion of Pen Bonbottle, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. Propose an issue. For example: There was an uncomfortable incident involving the Captain. Can we get to the bottom of it? Or, Shall we try to land to make repairs? Or, Is everybody having their voice heard on board? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : Far below you, tall mountains, rivers, tarns, and waterfalls. PROJECT. You have a little time to start something new. If you wish, burn 9 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +8 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Local Color is a Brokenborn Stretch-class bat, bearing down with weapons hot. Is this a prearranged duel, a mission of liberation, an extreme overreaction, or something else? Burn 3 TECH and 13 STEEL to destroy, capture, or repel The Local Color, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Querulous Frogmouth is a Janbulagger Ghost-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this a prearranged duel, putting you in your place, an extreme overreaction, or something else? Burn 2 TECH and 9 STEEL to destroy, capture, or repel The Querulous Frogmouth, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : Someone confesses to something they did long ago. The Captain, the XO, the Bombadier, the Chaplain, or someone else?") (set: $c40b to "Or Ace ♣ : The town of Palliwero glows on the horizon. Here in the town of Palliwero, the Grand Gildenhuis of the Worshipful Company of Alchemists, Etherealists and Workshoppists is always busy with research. It is an ornate, somewhat dilapidated little palace, with strange-hued smokes emerging from its chimneystacks. The alchemists of Palliwero will buy any magic object, provided it has not yet been awoken, for 7 GOLD. The alchemists are also in dire need of wind turbine parts, tapestries, and aqua ragia. If you are carrying any of this CARGO, you may sell it for four times what you paid, or gift it to take +6 SPIRIT and +2 GUILE. Other crew members may wish to explore the rest of Palliwero. Do you stop here? What is it like? What happens? SHIPYARD. While you are docked in Palliwero, you may install a shrine to take +2 TECH, +2 STEEL, +2 GUILE, for a price of 10 GOLD, and/or a ship-to-ship defensive suite including chaff, fog bombs, and flares to take +5 TECH, +5 STEEL, +5 GUILE at a price of 25 GOLD. Or sell any enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak for 7 GOLD. ") (set: $c41a to "2 ♣ : Under Fester looms on the horizon. The Runemaster knows of it. They have gathered that in Under Fester, every living thing is a marionette, with wires stretching high into the clouds. Someone asks for your help. What do you do? SHIPYARD. In the workshops of Under Fester you may burn 10 GOLD to install a pteranodon scout and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a powerful pneumatic hose and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Cosmic Firecrest by 1.") (set: $c41b to "Or 2 ♣ : An unknown city appears on the horizon. Upon arrival, you learn that this is Nyrium. It seems that in Nyrium, certain small things are permitted which are frowned upon in the societies you come from. What are they? What do you soon come across? A tech expo, an invitation to a ball, a strike, someone called Stannis Rudd who offers to be your guide, and/or something else? SHIPYARD. In the workshops of Nyrium you may burn 10 GOLD to install a crystal ball and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install longbows and javelins and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Cosmic Firecrest by 1.") (set: $c42a to "3 ♣ : BATTLE. Fight or flee a pack of wyvern-rider Dunnie attackers. Who started it? Burn 8 GUILE to win the battle and take +4 SPIRIT and +4 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Dank Hawk II is a Janbulagger Hippogriff-class cutter. Why have you decided to attack it? Burn 3 GUILE and 4 STEEL to win the battle The Dank Hawk II, and take +6 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : From the prow of The Cosmic Firecrest, you look down upon a quilt of stepped tea fields and wetlands. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : A settlement appears on the horizon. Upon arrival, you learn that this is the Barony of Heldhome. It seems that in the Barony of Heldhome, there is no concept of merit. Before long, trouble comes looking. What takes place here? SHIPYARD. In the workshops of the Barony of Heldhome you may burn 10 GOLD to install a blood ladder and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a gear-and-crank whirling ballista and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Cosmic Firecrest by 1.") (set: $c44a to "5 ♣ : The city of Mogglehaven glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a kurzah, who is in some ways a guinea pig, but in other respects a geologist. Then there are the yelwraeks, who appear to be a bit like idle pleasure-seekers, while also acting as the city's bookkeepers. Not to mention the moogoot, who is not quite a bushelmaker, and not quite a mortgage inspector. And of course the ryo, grorlim, and bolgror, whom you would say are three different kinds of knocker-upper, except everyone meets that suggestion with puzzlement or peals of laughter. You find yourself in a tavern with a bolgror and a taenran. One of them is considering a career change. What's your advice? When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : ARTIFACT QUEST. Where is Senator Quill's Horn of Cities and Skies held? Sir Udegbunam's clockwork dungeon? Sir Udegbunam's wish-castle? The Bonehome Ducal Palace? General Secretary Yromont's Silken Keep? Or somewhere else? What is your plan to extract Senator Quill's Horn of Cities and Skies? Do you have someone on the inside (e.g. Gwendolyn, Tori Moremont, His Graveness Carious, Sir Udegbunam themself)? Once the plan is in motion, roll two dice. One die is the amount of GUILE you need to burn. The other is the amount of TECH you need to burn. If your plan utilizes a red dragon countermeasures suite or a Cane of Empathy, you may reroll one die and keep the best result. Unlike a normal challenge, you can't 'sacrifice' a crew member to lower the difficulty by 2. However, if a crew member (e.g. Gwendolyn, Jan) double-crosses The Cosmic Firecrest, but the rest of the crew predicted the betrayal all along and secretly incorporated it into their real plan, you may reroll a die and keep the best result (but lose the crew member). So ... what happens? Is everything the way you expected in there? Does everything go to plan? Are you forced to improvise? If you successfully steal Senator Quill's Horn of Cities and Skies, take +4 GUILE and +4 SPIRIT. You can sell it whenever it suits the story, to Pen Bonbottle, Tori Moremont, His Graveness Carious, or someone else, for 8 GOLD.") (set: $c45a to "6 ♣ : This episode is about His Graveness Carious. How have they changed or grown over the course of the story so far? Are their motives different from when you first met? And/or have you learned something new about them? And/or have they learned something new about themselves? ") (set: $c45b to "Or 6 ♣ : The skyship must make an unexpected detour to resupply. Where do you go? What do you see?") (set: $c46a to "7 ♣ : BATTLE. Fight or flee a name-eater screamer. Who started it? Burn 5 STEEL to win the battle and take +2 SPIRIT and +2 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee a pack of flight-augmented Dunnie attackers. Burn 6 TECH to win the battle and take +3 STEEL and +3 SPIRIT. If The Cosmic Firecrest is equipped with a red dragon countermeasures suite and you can think of a way to use it now, take +3 of any resource before the battle begins. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c47a to "8 ♣ : BATTLE. The Concatenation of Embers is a Janbulagger Hippogriff-class cutter, bearing down with weapons hot. Is this an everyday act of war, a mission of liberation, trial by combat, or something else? Burn 3 TECH and 4 STEEL to destroy, capture, or repel The Concatenation of Embers, and take +5 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Concatenation of Embers is a Janbulagger Enthral-class skeid, bearing down with weapons hot. Is this an ambush, a betrayal, an assassination, or something else? Burn 2 TECH and 13 STEEL to destroy, capture, or repel The Concatenation of Embers, and take +9 GOLD. Or, flee the hostile skyship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Concatenation of Embers is a Janbulagger Wyvern-class snekkja, bearing down with weapons hot. Is this an everyday act of war, a homicidal temper tantrum, a territorial skirmish, or something else? Burn 2 TECH and 8 STEEL to destroy, capture, or repel The Concatenation of Embers, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee the thing known as the Velder. What is this entity you're battling? Burn 9 GUILE to win the battle and take +4 STEEL and +4 TECH. If The Cosmic Firecrest is equipped with a prismatic scoop and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a Shirt of Made Things. Update your Logbook. Do you have a Runemaster in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of TECH.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the skyship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Egg rises unexpectedly from a caldera. They're here to offer Frøydis's service as a liaison officer aboard your skyship. NEWCOMER. Does Frøydis adopt a role, e.g. Chaplain, Runemaster, Docker, Yeoman of the Sheet, or something else? They add +2 SPIRIT and +1 GOLD.") (set: $c50b to "Or Jack ♣ : Far below you, wetlands, lagoons, marshes and lakes, and pebble beaches. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the skyship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. Propose an issue. For example: There is a legendary city that we must find. Or, Our supplies are dwindling. Shall we make a detour? Or, What are the ship's needs? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : Below you, a patchwork of all shapes and sizes of hedgerows and wetlands. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Sir Udegbunam, Pen Bonbottle, or someone else? Does it happen in Dawnform, Faunford, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a frost subsystem, reduce the challenge by 2. If you have a Cane of Empathy, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : BATTLE. The Judicious Kite is a Janbulagger Petrel-class drakkar, and it has just betrayed you. Together you were going to hunt down Sir Udegbunam, but now The Judicious Kite has turned its heavy cannon on you. If you use a Cane of Empathy, reduce the challenge by 6. And/or if you use a ceramics kiln, reduce the challenge by 2. Burn 4 TECH and 17 STEEL to destroy, capture, or repel The Judicious Kite, and take +14 GOLD. Or, evade the hostile skyship. Take 3 damage, and reroll any project dice. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto:"Intro")Would you like to play the [[lite version->Main Loop Lite]] (better for phones), or the [[full version->Main Loop]] (which includes tracking tools)? ''Your Crew'' $intro Also mark 6 GOLD and 1 STEEL.{(set: $currentCard to $cardsArray's ($counter)) }(if: $counter<13)[''Chapter One'']{ }(else-if: $counter<40)[''Chapter Two'']{ }(else-if: $counter<53)[''Chapter Three''] (if: $currentCard is 52) [[[Final cards->draw your final cards lite]]] (else:) [(link: "Next Card")[(set: $counter to it +1) (display: "Advance Projects") (goto: "Main Loop Lite")]] (display: (text:$currentCard)) ''*How to Play*'' * Draw each card and choose one of the two prompts * Track your STEEL, GUILE, SPIRIT, TECH, GOLD and DAMAGE * Track the progress of PROJECTS using dice or progress clocks * Sacrifice a crew member to lower any challenge by 2 * $shipName disintegrates at 6 DAMAGE or higher * Interpret the cards and tell the story any way you like * If you like, draw a map and/or a ship schematic * If you like, journal a captain's log * Keep drawing cards till you draw the King of Clubs * See <a href="http://www.sadpress.com">Sad Press</a> for the full rules (link: "Previous Card")[(display: "Regress") (set: $counter to it -1) (goto: "Main Loop Lite")] [[Restart Voyage->Start]] [[About]] (link: "Secret Panel")[Counter: $counter Card ID: (print:$cardsArray's ($counter)) Deck Order: (print: $cardsArray.join(", ")) (link: "Jump to ...")[(set: $counter to (num:(prompt: "Jump to turn no.?", (text:$counter)))) (goto: "Main Loop Lite")]](set:$intro to "The Voyage of The Wandering Nightlight Choose four, a Captain, First Mate, Navigator and Engineer: The Dreamer: Tilly the Boggle The Brash One: Florence the Ursellulan The Haunted One: Lydia the Kolashk The Kid: Emilia the Boggle The Rebellious One: Lila the Bearborn The Sly One: Alicia the Tantalam Swarm Singing and Dancing: Courtney the Banshee") (set: $crew to (a: "Captain Florence", "Lila the First Mate", "Lydia the Navigator", "Emilia the Engineer")) (set:$shipName to "The Wandering Nightlight") (set:$villain to "Hodor Axelsen") (set:$questFigure to "Hodor Axelsen") (set: $c1a to "Ace ♠ : At around midnight you entered Mianyuan airspace. What tyrant rules here? Is it a petulant and bloodthirsty child, a giggling godking, a shapeshifter, or someone else? What are they called? Siro Madelgarde Stoutheart, Hodor Axelsen, Palatine Sluice, Chief Inspector Freshinsk, or something else? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c1b to "Or Ace ♠ : It's said the Captain's last ship met a grisly fate. What happened? Are you sure? What was the ship's name? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c2a to "2 ♠ : How does your skyship move? Is it equipped with a full set of sails, powered by the moon, powered by crystals, powered by biofuels, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Wandering Nightlight has some unusual features. What is its most distinctive feature? E.g. a set of gas masks, a library, a curse-casting arm, a crane of enormous lifting capacity, or something else? When you have augmented your Logbook, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : Someone on board is injured. In what way? When you have finished any discussions and/or Logbook updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : Two of your crew are romantically involved. When did it start? How is it going? When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Banshee Swarm has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Banshee Swarm, take +1 TECH. Or flee the Banshee Swarm. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Knotted Scaramouch is a Urzulan Scathe-class cutter. Why have you decided to attack it? Burn 3 GUILE and 7 STEEL to win the battle The Knotted Scaramouch, and take +7 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. Propose an issue. For example: Is everybody having their voice heard on board? Or, We are being too profligate with one of our resources. Or, Who wants to hear an old story? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Wandering Nightlight carry? E.g. thunderclap bamboo bombs, a foredeck catapult, a fey culverin, some other weapons system, or perhaps no weapons at all? Update the Logbook, and take +1 STEEL.") (set: $c6a to "6 ♠ : You meet Doctor Gininda, who needs your help to expose a conspiracy against a Bonehome Captain of the Guard. Why? You arrange to meet in Glalo in thirty days. What will Doctor Gininda be trying to do meanwhile? After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : You are flying over strange scenery. Where is it? What does it look like? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : One area aboard The Wandering Nightlight has been the focus of some minor bickering. Where is it? The crow's nest, the rigging, the upper decks, the gun deck, the cargo hold, the galley, the steam room, the engine room, the crew's quarters, or somewhere else? NEWCOMER. Before long, Myfanwy also arrives aboard The Wandering Nightlight. How? Who is she? Does she adopt a role, e.g. Captain, First Mate, Gunner, Engineer, Medic, Boatswain, or maybe something else? Add Myfanwy to the Logbook, and adjust the roles aboard The Wandering Nightlight accordingly. Myfanwy adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Wandering Nightlight need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your Logbook, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : Two crew members are definitely flirting. If you wish, The Wandering Nightlight also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : The Captain is brooding over a bad omen. What is it? If you wish, The Wandering Nightlight also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : The truth is, The Wandering Nightlight is a stolen vessel. How did you come to be its crew? After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : You arrive at Cimiriopol for your rendezvous. Is it with the fence Hodor Axelsen? The smuggler Jasper Holen? The corrupt official the Marquise Udegbunam? Or someone else? Are you asking for the whereabouts of Mor Asphardle's Gown of Practical Imbalances, a contact who can install a Mirage Generator, the layout of Palatine Sluice's villa in Ubá, the source of the mysterious plague, or something else? If you wish, burn 2 GOLD to take +1 GUILE. When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : You are enjoying a solitary stroll through the tree-shaded lanes of All Lights, when a hand falls on your shoulder. Who sent these thugs? Was it Palatine Sluice, Unella Gininda, Sister Steeplepike, or someone else? What message do they want to send? That you've got one week to find the money or else? That you should stay out of Ubá if you know what's good for you? That you better spill the beans about Mor Asphardle's Gown of Practical Imbalances, and leave nothing out? Something else? Burn 2 GOLD, or 1 resource of your choosing, or lose a crew member. Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : You are approached by a mysterious figure. They're called Nombolelo, and they're working for Hodor Axelsen, an old acquaintance of the Captain. Hodor Axelsen wants your help to retrieve an item called Mor Asphardle's Gown of Practical Imbalances. NEWCOMER. Add Nombolelo to your ship map as Zookeeper, or as something else. Nombolelo adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : Mor Asphardle's Gown of Practical Imbalances is rumored to be pretty special. Is it the key to Palatine Sluice's Crawling Tower? A cure for the mysterious pestilence that is spreading across the land? A way to rotate the city of Ubá 90 degrees? Or something else? Is Mor Asphardle's Gown of Practical Imbalances all you would need, or is it just one key ingredient? How much do you believe the rumors?") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Eaten Ones. The Eaten Ones is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Eaten Ones, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Long Pearl is a Southerner Endless-class patrol pinnace, bearing down with weapons hot. Is this an everyday act of war, a mission of liberation, seemingly a drunken assault, or something else? Burn 1 TECH and 10 STEEL to destroy, capture, or repel The Long Pearl, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : The town of Orist Apis appears on the horizon. Here in the town of Orist Apis, emotions are edible. What brings you here? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : The great city of Vinluçon spreads on the horizon. Here in the great city of Vinluçon, they have a very strange and curious conception of authority. This is also where the Engineer's secret sibling lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Vinluçon, you may pay 4 GOLD to install enchanted prehensile tool tethers and take +1 TECH, +1 STEEL, or pay 6 GOLD to install a frost wings and take +2 TECH, +1 GUILE. If you have an enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak that has not yet been awoken, you can sell it for 7 GOLD. ") (set: $c14a to "Ace ♥ : The town of Unvár shimmers on the horizon. Here in the town of Unvár, there are no prisons or police or magistrates, and yet there is justice. Do you explore? What is it like? What happens? TRADING POST. While you are docked in Unvár, you may sell any CARGO you are carrying and make twice whatever you paid, or burn 4 GUILE and make triple whatever you paid for them. You may also rent a berth to complete any PROJECTS. For each GOLD you burn, you may reduce one project die by one. ") (set: $c14b to "Or Ace ♥ : A settlement appears on the horizon. Upon arrival, you learn that this is the city of Orist Eprofsey. It seems that in the city of Orist Eprofsey, there is no concept of hierachy. What do you soon come across? A tournament, a festival, a rapidly-spreading fire, someone called Jebediah Narrow who has a message from Palatine Sluice, and/or something else? SHIPYARD. In the workshops of Orist Eprofsey you may burn 5 GOLD or 2 TECH to add a control spike to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Wandering Nightlight by 1.") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : The great city of Vraphiss raises its towers on the horizon. You have heard that in Vraphiss the Talking Beasts have woken a battalion of ancient mechs, and mean to make war on the Capitol. What do you soon come across? A tech expo, a witch-hunt, a counter-revolution, someone called Gundradis Cutton who has a message from Stoneface Sigfinnsson, and/or something else? SHIPYARD. If you need it, the people of Vraphiss will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c16a to "3 ♥ : A floating city appears on the horizon. Upon arrival, you learn that this is the great city of Urzula. It seems that in the great city of Urzula, the people eat, but do not excrete, and have little familiarity with the latter practice, let alone any infrastructure to support it. They are said to be a sensitive and highly-strung people, yet very hospitable, and with a habit of holding lavish feasts for foreign visitors. What do you soon come across? An auction, flooding, an uprising, someone called Jerry Gaukrogers who has a message from Palatine Sluice, and/or something else? SHIPYARD. If you need it, the people of Urzula will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c16b to "Or 3 ♥ : ARTIFACT. Buried in the sand you find a Culverin of Basic Enhancements. Update your Logbook. Do you have Nadia in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 STEEL.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a calendrical ram, a scrap recovery arm, extispicy jammers, an ocular helm, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : The White Forest looms on the horizon. Here in the White Forest, it is customary to have one name in the summer, and one in the winter. What brings you here? SHIPYARD. While you are docked in the White Forest, you may pay 10 GOLD to install a pair of onagers and take +2 TECH, +4 STEEL, and/or pay 25 GOLD to install bamboozling bazookas and take +5 TECH, +10 STEEL. Sell any enchanted wand, sword, amulet, pendant, orb, necklace, brooch, bracelet, helm, or scroll for 7 GOLD. ") (set: $c18a to "5 ♥ : BATTLE. Fight or flee the thing known as the Velder. What is this entity you're battling? Burn 4 SPIRIT to win the battle and take +2 STEEL and +2 TECH. If you win the battle, you also acquire a quantity of musical instruments which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee the Furious Child. How did you get into this predicament? Burn 4 STEEL to win the battle and take +2 SPIRIT and +2 GUILE. If you win the battle, you also acquire a quantity of sunstone which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Lofted Pigeon is a Urzulan Scathe-class cutter, drawing abreast, readying its broadside. Is this a prearranged duel, police brutality, gladiatorial combat, or something else? Burn 1 TECH and 6 STEEL to destroy, capture, or repel The Lofted Pigeon, and take +5 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee the Mammoth-Moth. Record scratch. Yup, that's you. How did you get into this situation? Burn 10 STEEL to win the battle and take +5 TECH and +5 SPIRIT. If The Wandering Nightlight is equipped with a calendrical ram and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a lunar tube, a holy hook, a salvage arm, a singularity ichor, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : The town of Orist Tralar hovers on the horizon. It is said that in Orist Tralar lies are used in place of law and order. Do you investigate? SHIPYARD. In the workshops of Orist Tralar you may burn 10 GOLD to install a crystal automaton and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a foredeck catapult and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Wandering Nightlight by 1.") (set: $c21a to "8 ♥ : The city of Orist Yluetol spreads on the horizon. Here in the city of Orist Yluetol, there is a fragile equillibrium where multiple self-reproducing automata cataclysms collide. Is the city as you expected? Why or why not? SHIPYARD. While you are docked in Orist Yluetol, you may burn as much GOLD as you like to fix up the ship. For every GOLD spent, reduce DAMAGE to The Wandering Nightlight by 1. Here at Orist Yluetol, you may also hire an expert to awaken any magic artifact, or install any ship system, for a bargain price of 2 GOLD.") (set: $c21b to "Or 8 ♥ : ARTIFACT QUEST. A Vigilant Tail is kept deep within Dragonspire Stronghold. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What unexpected fact do you confront once you're inside? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 STEEL. ") (set: $c22a to "9 ♥ : BATTLE. The Goose is a Southerner Endless-class patrol pinnace, currently casting its grapples over your gunwales and preparing to board. Is this an everyday act of war, pure senseless violence, a test of a new armament, or something else? Burn 4 TECH and 6 STEEL to destroy, capture, or repel The Goose, and take +5 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The Tizzy Solidarity is a Southerner Unspeakable-class bat, bearing down with weapons hot. Is this an act of piracy, a betrayal, a blockade, or something else? Burn 3 TECH and 8 STEEL to destroy, capture, or repel The Tizzy Solidarity, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : If you wish, burn 2 TECH, or 2 GUILE, or 4 GOLD to save Aaron from imminent execution. NEWCOMER. Once rescued, Aaron joins The Wandering Nightlight. Who are they? Do they adopt a role — Gunner, Boatswain, Deck Hand, or something else? Aaron adds +2 GOLD and +1 SPIRIT. Add them to your Logbook.") (set: $c23b to "Or 10 ♥ : Far below you, flamingos skir high above the prairie. You observe the progress of a covered wagon, pulled by bulging, hissing pantomime horses, probably Boggle, dowsing for ores. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c24a to "Jack ♥ : NEWCOMER. You track down your old comrade Nikolai. At first Nikolai has no interest in joining the crew of The Wandering Nightlight. What gives them a change of heart? Add them to the Logbook. Nikolai adds +2 TECH and +1 GUILE.") (set: $c24b to "Or Jack ♥ : Below you, gently undulating hills, with scattered oak and poplar. A ratcatchercatcher airship chugs unsteadily through the sky nearby, belching yellow and green smoke. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c25a to "Queen ♥ : There is a fresh development of an earlier discussion. What is it? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : Far below, a huge herd of skeleton pegasuses lumber through the tallgrass prairie. You can make out a party of red-trousered gallyjurts, probably Boggle, displaced by the Wellwight armies. PROJECT. You have a little time to start something new. If you wish, burn 8 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +7 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : This episode is about the Navigator. What's on their mind? What are they up to? Can we learn more about their backstory? How are they different now, compared to five years ago? After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : You fly low, where a great ivied tree stands alone in a vast field of moss. A ratcatchercatcher airship chugs unsteadily through the sky nearby, belching yellow and green smoke. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : What can you see through your telescope? Is it a spooky mansion, an iron mine, a tower, or something else? Do you investigate now, or mark it on your map, perhaps to return later? ") (set: $c27b to "Or Ace ♦ : The First Mate sees a good omen. What is it?") (set: $c28a to "2 ♦ : BATTLE. The Pale Olm is a Southerner Unspeakable-class bat, currently casting its grapples over your gunwales and preparing to board. Is this an act of piracy, an incident in a revolutionary uprising, an attempted kidnapping, or something else? Burn 2 TECH and 12 STEEL to destroy, capture, or repel The Pale Olm, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Power Smew is a Urzulan Enthral-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this an everyday act of war, a homicidal temper tantrum, a panicked misunderstanding, or something else? Burn 1 TECH and 9 STEEL to destroy, capture, or repel The Power Smew, and take +9 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : You are in a cool, softly lit tavern. The floor is stone flagged, the tables are dark oak, and in the low rafters, small fox gremlins scamper and cavort. Here you meet Wesley Shadowwinkle, who has been caring for a creature called a freit, which has just had six little ones. They will sell you the litter for 2 GOLD, a price you can double at the Alchemist Gildenhuis, or on the market in Ubá, Glalo, or Backleigh. Make a decision, update your Logbook if you want, and draw the next card. ") (set: $c29b to "Or 3 ♦ : Today is going particularly well. Why is that? After you have drawn and read the next card, you may choose to simply fly on and skip it.") (set: $c30a to "4 ♦ : The city of Ubá gradually coalesces on the horizon. It is said that in Ubá, pale peacocks as tall as a person strut the piazzas, lit at night by multicolored lanterns, and by day by water jetting sunlit white in rills of lapis lazuli and amethyst. Ubá is known for its fencing instructors, who spar with unusually small foils, and its parasol makers, who fashion unusually large domes, for the perpetual flowing and folding life of its fountains and its rills and of its pale tall peacocks. Yet you arrive to find the city one big bonfire. An armada of Wellwight ships moves sluggishly over the horizon, heavy with loot. Drooping over the gunwales of a pair of laggard gun-brigs, you observe the broken necks of peacocks. They were truly as tall as the stories all said. Take +2 STEEL, and continue your voyage.") (set: $c30b to "Or 4 ♦ : Ulder's Light gradually coalesces on the horizon. You have heard that in Ulder's Light strange glowing colors take the place of mathematics. Are you searching for someone here? Who? Do you find them, or perhaps a clue to their whereabouts? When you eventually set off again, take +1 TECH.") (set: $c31a to "5 ♦ : Someone on the The Wandering Nightlight has sworn a solemn oath. Who is it? What is the oath? E.g. to understand dark magic, to gain a noble title, to resurrect the loved one you lost, or something else? NEWCOMER. Nadia is willing to join your crew. Do they adopt a role, e.g. Boatswain, Deck Hand, Zookeeper, Medic, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT QUEST. A Dom-Rod is kept deep within Palatine Sluice's Fortress Swarm. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What's a close shave you have during this adventure? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 GUILE. ") (set: $c32a to "6 ♦ : Glalo glows on the horizon. You have arrived just in time to rescue Doctor Gininda from a perilous circumstances. Are they surrounded by Wellwight guards? About to be taken prisoner by Palatine Sluice? Being pursued by an angry Banshee mob? Or something else? Decide what the incident is, and play it out. NEWCOMER. If you wish, burn 2 STEEL or 2 GUILE for Doctor Gininda to join the crew. Doctor Gininda adds 2 SPIRIT and 1 GOLD. Add them to your Logbook.") (set: $c32b to "Or 6 ♦ : From a thick bank of cloud comes a great gout of cannon. Burn 1 STEEL or take 1 DAMAGE. You come about, preparing for battle, but your attackers have vanished. The First Mate swears he glimpsed The Leafy Whisper's figurehead in the swirling cloud. Others claim it was The Steel Pod. ") (set: $c33a to "7 ♦ : BATTLE. Fight or flee a pack of flight-augmented Wellwight attackers. How did you get into this predicament? Burn 6 TECH to win the battle and take +3 STEEL and +3 SPIRIT. If you win the battle, you also acquire a quantity of sunstone which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee a pack of wyvern-rider Wellwight attackers. Record scratch. Yup, that's you. How did you get into this situation? Burn 8 STEEL to win the battle and take +4 SPIRIT and +4 GUILE. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c34a to "8 ♦ : ARTIFACT QUEST. An Amulet of Vitality is kept deep within Palatine Sluice's Castle Steady. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What do you learn about yourself during this perilous process? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 TECH. ") (set: $c34b to "Or 8 ♦ : The city of Ufin looms on the horizon. You have heard that in Ufin there are no children, and everyone who lives there is immortal unless destroyed by violence. Are you searching for someone here? Who? Do you find them, or perhaps a clue to their whereabouts? SHIPYARD. In the workshops of Ufin you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Wandering Nightlight by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c35a to "9 ♦ : BATTLE. The Pewter Lapwing is a Mianyuan Imperator-class scout, drawing abreast, readying its broadside. Is this an ambush, pure senseless violence, sky-road rage, or something else? Burn 1 TECH and 13 STEEL to destroy, capture, or repel The Pewter Lapwing, and take +11 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee a Jemmy-burtie. Really? How did you get into this predicament? Burn 9 TECH to win the battle and take +4 STEEL and +4 SPIRIT. If The Wandering Nightlight is equipped with a lunar tube and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c36a to "10 ♦ : A mysterious city appears on the horizon. Upon arrival, you learn that this is the city of Bonehome. It seems that in the city of Bonehome, the Grand Gildenhuis of the Worshipful Company of Alchemists, Etherealists and Workshoppists is always busy with research. It is an ornate, somewhat dilapidated little palace, with strange-hued smokes emerging from its chimneystacks. The alchemists of Bonehome will buy any magic object, provided it has not yet been awoken, for 7 GOLD. The alchemists are also in dire need of malachite, artisan tools, and tumeric. If you are carrying any of this CARGO, you may sell it for four times what you paid, or gift it to take +6 SPIRIT and +2 GUILE. Other crew members may wish to explore the rest of Bonehome. What do you soon come across? A market, a festival, a strike, someone called Bart Emberwind who has a message for the Deck Hand, and/or something else? SHIPYARD. In the workshops of Bonehome you may burn 10 GOLD to install a mirror telemetry suite and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a harpax catapult-shot grapnel and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Wandering Nightlight by 1.") (set: $c36b to "Or 10 ♦ : Below you, forests and rivers. A ratcatchercatcher airship chugs unsteadily through the sky nearby, belching yellow and green smoke. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c37a to "Jack ♦ : You are being followed by a pack of Wellwight Marauders. They seem unsure whether to attack. How do you resolve the situation? If you use force or intimidation, take +1 STEEL. If you use diplomacy or charm, take +1 SPIRIT. If you use cunning or stealth, take +1 GUILE. If you use technology or magic, take +1 TECH.") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Zugmunk, a Wumpa, a Woabie, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Palatine Sluice, a minion of Hodor Axelsen, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. Propose an issue. For example: There were too many close shaves in that last battle. We need to hone our skills. Or, The Navigator is worried about the First Mate. Or, Shall we try to land to make repairs? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : Far below you, tall mountains littered with glacial debris. PROJECT. You have a little time to start something new. If you wish, burn 9 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +8 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Skull is a Southerner Slaad-class battlebarge. Why have you decided to attack it? Burn 1 GUILE and 8 STEEL to win the battle The Skull, and take +6 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Snuggly Tittynope is a Southerner Endless-class patrol pinnace. Why have you decided to attack it? Burn 4 GUILE and 11 STEEL to win the battle The Snuggly Tittynope, and take +9 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : While sheltering from a storm you discover some machinery buried in the sand. What was it originally? Then what was it? What might it be useful for next?") (set: $c40b to "Or Ace ♣ : Entejo hovers on the horizon. Here in Entejo, all things are held in common, and their use is governed by the people as a whole. As you approach, someone in your crew grows angry. Who? In what way? Before long there is some accident, conflict, or misunderstanding. What happens? How does it resolve? SHIPYARD. While you are docked in Entejo, you may burn 6 GOLD to repair all damage to the skyship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in Entejo pays well. Burn 2 GUILE or 2 SPIRIT to take +6 GOLD.") (set: $c41a to "2 ♣ : A city appears on the horizon. Upon arrival, you learn that this is New Gaiman's Gammon. It seems that in New Gaiman's Gammon, everyone has two forms, and can shift between them effortlessly. Are you looking for something here? What do you learn? SHIPYARD. In the workshops of New Gaiman's Gammon you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c41b to "Or 2 ♣ : The city of Ahechakos hovers on the horizon. It is said that in Ahechakos acts of compassion and attention are used in place of money. Someone asks for your help. What do you do? When you eventually set off again, take +1 STEEL.") (set: $c42a to "3 ♣ : BATTLE. Fight or flee the Leviathan. If you have a Zookeeper aboard, you can skip this card without penalty. Burn 9 GUILE to win the battle and take +4 TECH and +4 SPIRIT. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Sitch is a Urzulan Enthral-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this an act of piracy, an incident in a revolutionary uprising, revenge, or something else? Burn 2 TECH and 7 STEEL to destroy, capture, or repel The Sitch, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : Far below, impala graze over the steppe. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : Montaubéliard raises its towers on the horizon. The Navigator has travelled this part of the world before. They have gathered that in Montaubéliard, there is no concept of expertise. What do you soon come across? A riot, plague doctors, the aftermath of a bloody Wellwight raid, someone called Luke Thimblerot who wants your help, and/or something else? When you eventually set off again, take +1 SPIRIT.") (set: $c44a to "5 ♣ : The city of Glimmerhome glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a caidove, who is in some ways a baker, but in other respects a gladiator. Then there are the volodars, who appear to be a bit like investors, but also quite a lot like auctioneers. Not to mention the norlee, who is not quite a candlemaker, and not quite a roofer. And of course the flintcoat, grorlim, and grar, whom you would say are three different kinds of locksmith, except everyone meets that suggestion with puzzlement or peals of laughter. You find yourself in a tavern with a grar and a themyar. They are as baffled by your words as you are by theirs. Eventually you understand each other. What is it you understand? When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : ARTIFACT QUEST. Where is Mor Asphardle's Gown of Practical Imbalances held? The Boggle Ducal Palace? Blaise Palace? The Dank Bank? Navarch Mouth's Red Keep? Or somewhere else? What is your plan to extract Mor Asphardle's Gown of Practical Imbalances? Do you have someone on the inside (e.g. Nombolelo, Stoneface Sigfinnsson, Doctor Gininda, Palatine Sluice themself)? Once the plan is in motion, roll two dice. One die is the amount of GUILE you need to burn. The other is the amount of TECH you need to burn. If your plan utilizes a cursed torpedo system or a Looking Glass of Fairness Theater, you may reroll one die and keep the best result. Unlike a normal challenge, you can't 'sacrifice' a crew member to lower the difficulty by 2. However, if a crew member (e.g. Nombolelo, Aaron) double-crosses The Wandering Nightlight, but the rest of the crew predicted the betrayal all along and secretly incorporated it into their real plan, you may reroll a die and keep the best result (but lose the crew member). So ... what happens? Is everything the way you expected in there? Does everything go to plan? Are you forced to improvise? If you successfully steal Mor Asphardle's Gown of Practical Imbalances, take +4 GUILE and +4 SPIRIT. You can sell it whenever it suits the story, to Hodor Axelsen, Stoneface Sigfinnsson, Doctor Gininda, or someone else, for 8 GOLD.") (set: $c45a to "6 ♣ : This episode is about Doctor Gininda. How have they changed or grown over the course of the story so far? Are their motives different from when you first met? And/or have you learned something new about them? And/or have they learned something new about themselves? ") (set: $c45b to "Or 6 ♣ : Is the traitor Nombolelo aboard? If so, now is their moment. Are they a spy, trying to steal plans for a Mirage Generator to sell to the Wellwight government? A saboteur working for Palatine Sluice? A bounty hunter or bodyguard on the tail of the Gunner, tasked to take them home? Decide, and then erase Nombolelo from your crew. Also lose another crew member, or a magic artifact, or take 2 DAMAGE. Or if your SPIRIT is 6 or more, you inspire Nombolelo to give up their mission and join yours.") (set: $c46a to "7 ♣ : BATTLE. Fight or flee the Suborbital Ghost. Why does stuff like this keep happening? Burn 6 GUILE to win the battle and take +3 TECH and +3 SPIRIT. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee the Winged Kraken. What is this entity you're battling? Burn 8 TECH to win the battle and take +4 SPIRIT and +4 STEEL. If The Wandering Nightlight is equipped with a cursed torpedo system and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c47a to "8 ♣ : BATTLE. The Pewter Viper is a Southerner Unspeakable-class bat, drawing abreast, readying its broadside. Is this a case of mistaken identity, a homicidal temper tantrum, an extreme overreaction, or something else? Burn 4 TECH and 12 STEEL to destroy, capture, or repel The Pewter Viper, and take +9 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Pewter Viper is a Urzulan Troll-class longboat, bearing down with weapons hot. Is this an everyday act of war, licensed privateering under a letter of marque, a panicked misunderstanding, or something else? Burn 2 TECH and 11 STEEL to destroy, capture, or repel The Pewter Viper, and take +10 GOLD. Or, flee the hostile skyship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Mechanical Lovebird is a Southerner Endless-class patrol pinnace. Why have you decided to attack it? Burn 2 GUILE and 3 STEEL to win the battle The Mechanical Lovebird, and take +4 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee some kind of vast, amorphous, tentacled fiend. Why does stuff like this keep happening? Burn 8 TECH to win the battle and take +4 SPIRIT and +4 STEEL. If The Wandering Nightlight is equipped with a mirror ram and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a set of Cloning Mirrors. Update your Logbook. Do you have a Patterner in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of GUILE.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the skyship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Insectan Rogue rises unexpectedly from a caldera. They're here to offer Anker's service as a liaison officer aboard your skyship. NEWCOMER. Does Anker adopt a role, e.g. Medic, Patterner, Deck Hand, Zookeeper, or something else? They add +2 GOLD and +1 SPIRIT.") (set: $c50b to "Or Jack ♣ : Below you, the Great Forest of Ket rolls endlessly in all directions. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the skyship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. Propose an issue. For example: What needs attention right now? Or, How are we getting on as a group? Or, Our supplies are dwindling. Shall we make a detour? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : Below you, charcoal-dark reindeer canter on pale frosted grasslands. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Palatine Sluice, Hodor Axelsen, or someone else? Does it happen in Ubá, Cabbage Steppe, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a 360 degree rigging system, reduce the challenge by 2. If you have a Looking Glass of Fairness Theater, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : BATTLE. The Sadness is a Southerner Swarm-class sharptail, and it has just betrayed you. Together you were going to hunt down Palatine Sluice, but now The Sadness has turned its heavy cannon on you. If you use a Looking Glass of Fairness Theater, reduce the challenge by 6. And/or if you use a Mirage Generator, reduce the challenge by 2. Burn 2 TECH and 12 STEEL to destroy, capture, or repel The Sadness, and take +12 GOLD. Or, evade the hostile skyship. Take 3 damage, and reroll any project dice. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto:"Intro")(set:$intro to "*The Voyage of The Ash the Letter* Choose four, a Captain, XO, Navigator and Engineer: The Man of Science: Tilly the Ursellulan The Show-Off: Florence the Malkish The Dreamer: George the Glowglummer The Idealist: Emilia the Veldtvolk Anger Issues: Lila the Mianyuan The Prisoner: Alicia the Ursellulan The Crafty One: Courtney the Mianyuan") (set: $crew to (a: "Captain Lila", "George the XO", "Florence the Navigator", "Courtney the Engineer")) (set:$shipName to "The Ash the Letter") (set:$villain to "Ziawk Sucklemusk") (set:$questFigure to "Ziawk Sucklemusk") (set: $c1a to "Ace ♠ : At around dawn you entered Southerner airspace. What tyrant rules here? Is it a severe and uncompromising theocrat, a shadowy high council, a dolorous Tsar, or someone else? What are they called? Elias Holen, Ziawk Sucklemusk, Greatcop Also, Poor Pikestooge, or something else? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c1b to "Or Ace ♠ : What can you see of the land below? What kind of climate is it, and what features can you make out? Is there anything out there you want to explore or to avoid? Do you know the name of this region? Update your Logbook if you wish, take +1 GUILE or +1 TECH, and draw the next card. ") (set: $c2a to "2 ♠ : How does your skyship move? Is it equipped with a full set of sails, buoyed by balloons and bladders, powered by steam, powered by biofuels, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Ash the Letter has some unusual features. What is its most distinctive feature? E.g. a blood submersible, a helpfully haunted helm, a calendrical tube, a hydraulic net, or something else? When you have augmented your Logbook, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : You've acquired some helpful cartographic data. Add some mountains, forests, lakes, and/or other features to your map. When you have finished any discussions and/or Logbook updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : You've acquired information about distant geography. Add a point of interest such as an island, a ruin, a mine, a volcano, a portal, or something else. When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Flenser in Red has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Flenser in Red, take +1 TECH. Or flee the Flenser in Red. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Dancing Bezoar is a Veldtvolk Ache-class scout, drawing abreast, readying its broadside. Is this an everyday act of war, licensed privateering under a letter of marque, a test of a new armament, or something else? Burn 3 TECH and 11 STEEL to destroy, capture, or repel The Dancing Bezoar, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. Propose an issue. For example: Is everybody having their voice heard on board? Or, Are we really where the Navigator says we are? Or, What needs attention right now? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Ash the Letter carry? E.g. a high-pressure hose, a heavy shrapnel cannon, a flak cannon, some other weapons system, or perhaps no weapons at all? Update the Logbook, and take +1 STEEL.") (set: $c6a to "6 ♠ : The Crimson Disillusionment is a Toplander Endless-class jong. What do you know about this skyship and its crew? Add something to the Logbook if you like. After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : One area aboard The Ash the Letter has been the focus of some minor bickering. Where is it? The crow's nest, the rigging, the upper decks, the gun deck, the cargo hold, the galley, the steam room, the engine room, the crew's quarters, or somewhere else? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : Two skyfarers from The Contemned Governor request to come aboard. Who are they? What is the purpose of the visit? NEWCOMER. Before long, Gertrude also arrives aboard The Ash the Letter. How? Who is she? Does she adopt a role, e.g. Captain, XO, Master-At-Arms, Engineer, Chaplain, Boatswain, or maybe something else? Add Gertrude to the Logbook, and adjust the roles aboard The Ash the Letter accordingly. Gertrude adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Ash the Letter need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your Logbook, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : You are followed for some miles by a creature. Do you know what it is? Is it dangerous? If you wish, The Ash the Letter also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : What rules are there aboard The Ash the Letter? Give one or more examples. Are the rules followed to the letter? If you wish, The Ash the Letter also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : There is a ritual or quirk aboard the skyship, passed on by a crew member who has since left. What is it? After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : There are some old conflicts within the XO's family. They're complicated, and they're to do with ... what? Loyalty, broken promises, politics, protection, vocation, and/or something else? When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : While The Ash the Letter is sheltering from a storm, the XO is down in their quarters tinkering with an old family keepsake. What is it? A box? A sword? A lute? A pendant? Suddenly a secret compartment springs open. What is inside? A note? A map? A document covered in indecipherable runes? A shard of something bigger? A daguerrotype of the XO's father together with Greatcop Also? When the XO's niblinggave them the keepsake, did they know about the secret inside? Before the storm subsides, The Ash the Letter takes a terrible lashing. Burn 1 TECH or take 2 DAMAGE. Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : You are joined by Gwendolyn, who is the XO's sister. How does the XO greet them? An embrace? A stiff handshake? Or do they refuse to even look at them? NEWCOMER. Add Gwendolyn to your ship map as Purser, or as something else. Gwendolyn adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : There's a Glowglummer Cockatrice-class cutter nearby, and it's up to something. Is it enforcing a checkpoint, destroying crops, firebombing a structure, or something else? If you wish, burn 1 GUILE to spy on their set-up and take +2 TECH.") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Winked-Too-Hard. The Winked-Too-Hard is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Winked-Too-Hard, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Correct Kite is a Glowglummer Nue-class karvi, currently casting its grapples over your gunwales and preparing to board. Is this an everyday act of war, licensed privateering under a letter of marque, a test of a new armament, or something else? Burn 2 TECH and 3 STEEL to destroy, capture, or repel The Correct Kite, and take +4 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : The town of Spit spreads on the horizon. Here in the town of Spit, dwellings and workshops and grand halls mingle with rich lush orchards and gardens and forests. Do you disembark? What do you find? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : Lost Adresin Sarwenys gradually coalesces on the horizon. Here in Lost Adresin Sarwenys, there are no sounds. This is also where the XO's secret tertiary partner lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Lost Adresin Sarwenys, you may pay 5 GOLD to install a high-pressure hose and take +1 TECH, +1 STEEL, or pay 8 GOLD to install a cursed mangonel and take +3 TECH, +3 STEEL. If you have an enchanted wand, sword, amulet, pendant, orb, necklace, brooch, bracelet, helm, or scroll that you haven't yet awoken, you can sell it for 7 GOLD. ") (set: $c14a to "Ace ♥ : The town of Greyday spreads on the horizon. Here in the town of Greyday, there has never been such a thing as religion, until about a year ago. This is also where the Captain's father lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Greyday, you may burn 6 GOLD to repair all damage to the skyship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in Greyday pays well. Burn 2 GUILE or 2 SPIRIT to take +6 GOLD.") (set: $c14b to "Or Ace ♥ : A city appears on the horizon. Upon arrival, you learn that this is the town of Żowice. It seems that in the town of Żowice, machines have slipped the leash and evolved into monstrous and marvelous ecosystems. Why have you come here? What happens next? SHIPYARD. In the workshops of Żowice you may burn 5 GOLD or 2 TECH to add a water purifier to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Ash the Letter by 1.") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : The great city of Iguruyi gradually coalesces on the horizon. It is said that in Iguruyi the day / night cycle lasts only twenty minutes. Do you disembark? What do you find? When you eventually set off again, take +1 GOLD.") (set: $c16a to "3 ♥ : Glen Cerulle appears on the horizon. The Master-At-Arms knows this part of the world. They have gathered that in Glen Cerulle, a new monarch is crowned every morning, picked almost at random. Are you searching for someone here? Who? Do you find them, or perhaps a clue to their whereabouts? SHIPYARD. In the workshops of Glen Cerulle you may burn 5 GOLD or 2 TECH to add a pax buds to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Ash the Letter by 1.") (set: $c16b to "Or 3 ♥ : ARTIFACT. Buried in the sand you find a Chuckling Shroud. Update your Logbook. Do you have Frøydis in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 GUILE.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a drop-down harvesting scoop, a temporal glitch manipulator palps system, a giant harp, a walkable shriek, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : Glumflower hovers on the horizon. Here in Glumflower, the people are all strangers. They treat one another as strangers do, with politeness, curiosity, indifference, rudeness, secret longing. Many of them live in homes together. Some of them even share beds together. But they are all strangers. Do you disembark? What do you find? SHIPYARD. While you are docked in Glumflower, you may install a sentient sail to take +2 TECH, +2 STEEL, +2 GUILE, for a price of 10 GOLD, and/or a giant insect countermeasures suite to take +5 TECH, +5 STEEL, +5 GUILE at a price of 25 GOLD. Or sell any enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak for 7 GOLD. ") (set: $c18a to "5 ♥ : BATTLE. Fight or flee the Leviathan. What is this entity you're battling? Burn 8 SPIRIT to win the battle and take +4 STEEL and +4 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee the Necrotic Dreadnaught. What is this entity you're battling? Burn 5 TECH to win the battle and take +2 SPIRIT and +2 STEEL. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Greatstomp Cloudshod is a Glowglummer Cockatrice-class snekkja, bearing down with weapons hot. Is this a prearranged duel, police brutality, revenge, or something else? Burn 3 TECH and 9 STEEL to destroy, capture, or repel The Greatstomp Cloudshod, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee a pack of gryphon-mounted Korigan attackers. Burn 6 STEEL to win the battle and take +3 SPIRIT and +3 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a revenant manipulator palps system, a demon-grade brig, a frost sail, a sonic armored keel, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : A mysterious city appears on the horizon. Upon arrival, you learn that this is Bura. It seems that in Bura, no two animals are even remotely similar. Why have you come here? What happens next? When you eventually set off again, take +1 GOLD.") (set: $c21a to "8 ♥ : The city of Magic Friends hovers on the horizon. Here in the city of Magic Friends, dwellings and workshops and grand halls mingle with rich lush orchards and gardens and forests. Before long there is some accident, conflict, or misunderstanding. What happens? How does it resolve? TRADING POST. While you are docked in Magic Friends, you may sell any CARGO you are carrying. Sell goods for twice whatever you paid for them. Or burn 4 GUILE to sell your goods for triple whatever you paid for them. ") (set: $c21b to "Or 8 ♥ : ARTIFACT. While exploring an abandoned moss-covered skyship deep in the forest, you discover a Choker of Fortuna. This relic may be used once on your voyage, and only by a Aetherist, Engineer, or Chaplain. It allows you to burn SPIRIT as GUILE, or vice-versa.") (set: $c22a to "9 ♥ : BATTLE. The Contumacious Owl is a Glowglummer Nue-class karvi, drawing abreast, readying its broadside. Is this a case of mistaken identity, putting you in your place, payback for earlier, or something else? Burn 3 TECH and 8 STEEL to destroy, capture, or repel The Contumacious Owl, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The Wren is a Veldtvolk Ache-class scout, bearing down with weapons hot. Is this a prearranged duel, putting you in your place, a test of a new armament, or something else? Burn 4 TECH and 12 STEEL to destroy, capture, or repel The Wren, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : NEWCOMER. Aoibh arrives aboard The Ash the Letter. How? Do they adopt a role — Master-At-Arms, Boatswain, Merchant, or something else? They bring +2 TECH and +1 GOLD. Add them to your Logbook.") (set: $c23b to "Or 10 ♥ : Below you, a huge herd of lushly feathered caribou lumber on fawn-colored grasslands. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c24a to "Jack ♥ : NEWCOMER. Oddbjørg arrives aboard The Ash the Letter. How? Do they adopt a role: Master-At-Arms, Chaplain, Aetherist, or something else? They bring +2 TECH and +1 SPIRIT. Add them to your Logbook.") (set: $c24b to "Or Jack ♥ : Below you, doves fly high above the steppe, before veering off, and dipping toward a lake. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c25a to "Queen ♥ : Gwendolyn used to work aboard The Contemned Governor. What was their time there like? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : You soar high over jagged mountains and snow. PROJECT. You have a little time to start something new. If you wish, burn 8 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +7 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : There is a strange smell aboard The Ash the Letter. Do you find the source? After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : Far below you, grassland, scattered with spinneys of firs, apples, and pear trees. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : Today you are recovering a cache of something you hid earlier. What is it? Do you find it easily? Is it as you expected? When you have decided, you may take +2 of any resource.") (set: $c27b to "Or Ace ♦ : What can you see through your telescope? Is it an auragentum mine, the ocean shore, a pyramid, or something else? Do you investigate now, or mark it on your map, perhaps to return later? ") (set: $c28a to "2 ♦ : BATTLE. The Coal Hare is a Glowglummer Nue-class karvi, currently casting its grapples over your gunwales and preparing to board. Is this a prearranged duel, a betrayal, an extreme overreaction, or something else? Burn 2 TECH and 5 STEEL to destroy, capture, or repel The Coal Hare, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. Le Serpent à Plumes is a Mianyuan Feather-class needleship, bearing down with weapons hot. Is this an everyday act of war, putting you in your place, an extreme overreaction, or something else? Burn 3 TECH and 10 STEEL to destroy, capture, or repel Le Serpent à Plumes, and take +9 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : Today you are recovering a cache of something you hid earlier. What is it? Do you find it easily? Is it as you expected? When you have decided, you may take +2 of any resource.") (set: $c29b to "Or 3 ♦ : What can you see through your telescope? Is it a brick road, a monument, a quicksand, or something else? Do you investigate now, or mark it on your map, perhaps to return later? ") (set: $c30a to "4 ♦ : Late one night the XO and their sister sit up talking about the past. There's something each remembers quite differently. What is it? Why the XO's father went away? Grandfather's harebrained scheme to speak with inanimate objects? When the XO's nibling was killed? Whose idea it was to hunt for the artifact? What they overheard from the top of the stairs? What they glimpsed thrown into the flames? Or something else? ") (set: $c30b to "Or 4 ♦ : Forever Goat's Gate glows on the horizon. It is said that in Forever Goat's Gate most of the inhabitants are Jackals, Ferrets, and Ferrets. What do you soon come across? A tech expo, search parties everywhere, a counter-revolution, someone called Nomagugu Ntshalintshali who has a story that doesn't add up, and/or something else? SHIPYARD. If you need it, the people of Forever Goat's Gate will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c31a to "5 ♦ : Someone on the The Ash the Letter has sworn a solemn oath. Who is it? What is the oath? E.g. to convert others to the true faith, to captain the greatest skyship in the land, to discover a legendary city, or something else? NEWCOMER. Wang Shu is willing to join your crew. Do they adopt a role, e.g. Boatswain, Merchant, Purser, Chaplain, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT. Buried in the sand you find Breeches of Crystal Contradictions. Update your Logbook. Is the Chaplain part of your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 TECH.") (set: $c32a to "6 ♦ : Think of an incident from earlier. How might it develop now? Does it relate to Bloodsky, The Crimson Disillusionment, Ziawk Sucklemusk, Councillor Dallowwhelk, Greatcop Also, or something else?") (set: $c32b to "Or 6 ♦ : Are there any recent new members of the crew? This episode is about one of them.") (set: $c33a to "7 ♦ : BATTLE. Fight or flee a pack of gryphon-mounted Korigan attackers. How did you get into this predicament? Burn 7 STEEL to win the battle and take +3 SPIRIT and +3 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee the thing known as the Velder. If you have a Zookeeper aboard, you can skip this card without penalty. Who started it? Burn 7 STEEL to win the battle and take +3 SPIRIT and +3 GUILE. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c34a to "8 ♦ : ARTIFACT QUEST. The Deck of Aqua is kept deep within Viceroy Phlogiston's Castle Bloodstone. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What's a close shave you have during this adventure? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 GUILE. ") (set: $c34b to "Or 8 ♦ : A shimmering city appears on the horizon. Upon arrival, you learn that this is the city of Ghouldgold. It seems that in the city of Ghouldgold, your size changes according to what part of town you are in, a peculiar circumstance that most of the time goes unnoticed. Even if you have arrived by accident, perhaps there is something here that you've been seeking? SHIPYARD. In the workshops of Ghouldgold you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 SPIRIT.") (set: $c35a to "9 ♦ : BATTLE. The Lofted Loon II is a Glowglummer Cockatrice-class snekkja, bearing down with weapons hot. Is this an ambush, an incident in a revolutionary uprising, a territorial skirmish, or something else? Burn 1 TECH and 10 STEEL to destroy, capture, or repel The Lofted Loon II, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee a pack of glider-equipped Korigan attackers. How did you get into this predicament? Burn 10 GUILE to win the battle and take +5 STEEL and +5 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c36a to "10 ♦ : A set of twinkling lights appears on the horizon. Upon arrival, you learn that this is the great city of Maetgow. It seems that in the great city of Maetgow, everyone has two forms, and can shift between them effortlessly. What do you soon come across? A protest, mourners, an uprising, someone called Sifu Thornywick who offers to be your guide, and/or something else? SHIPYARD. In the workshops of Maetgow you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 SPIRIT.") (set: $c36b to "Or 10 ♦ : Far below, the shadow of The Ash the Letter furls and morphs on the face of the cumulus. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c37a to "Jack ♦ : You are being followed by a pack of Korigan Marauders. They seem unsure whether to attack. How do you resolve the situation? If you use force or intimidation, take +1 STEEL. If you use diplomacy or charm, take +1 SPIRIT. If you use cunning or stealth, take +1 GUILE. If you use technology or magic, take +1 TECH.") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Bugnug, a Bumpmuggle, a Snrfflgrk, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Greatcop Also, a minion of Ziawk Sucklemusk, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. Propose an issue. For example: The Navigator is worried about the XO. Or, We are being too profligate with one of our resources. Or, Where are we headed? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : Below you, shrubland filled with a network of sun-flashing canals. PROJECT. You have a little time to start something new. If you wish, burn 8 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +7 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Bungling Gecko is a Glowglummer Silverscale-class karvi, currently casting its grapples over your gunwales and preparing to board. Is this an ambush, police brutality, payback for earlier, or something else? Burn 1 TECH and 7 STEEL to destroy, capture, or repel The Bungling Gecko, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Cassowary is a Glowglummer Silverscale-class karvi, bearing down with weapons hot. Is this an act of piracy, police brutality, a sudden unprovoked attack, or something else? Burn 2 TECH and 10 STEEL to destroy, capture, or repel The Cassowary, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : The Aetherist sees a good omen. What is it?") (set: $c40b to "Or Ace ♣ : The City of Fenton's Run spreads on the horizon. Here in the City of Fenton's Run, the Grand Gildenhuis of the Worshipful Company of Alchemists, Etherealists and Workshoppists is always busy with research. It is an ornate, somewhat dilapidated little palace, with strange-hued smokes emerging from its chimneystacks. The alchemists of the City of Fenton's Run will buy any magic object, provided it has not yet been awoken, for 7 GOLD. The alchemists are also in dire need of bio oil, agate, and tin salt. If you are carrying any of this CARGO, you may sell it for four times what you paid, or gift it to take +6 SPIRIT and +2 GUILE. Other crew members may wish to explore the rest of the City of Fenton's Run. This is also where the Navigator's blackmailer lives. Perhaps you'll pay a visit? TRADING POST. While you are docked in the City of Fenton's Run, you may sell any CARGO you are carrying and make twice whatever you paid, or burn 4 GUILE and make triple whatever you paid for them. You may also rent a berth to complete any PROJECTS. For each GOLD you burn, you may reduce one project die by one. ") (set: $c41a to "2 ♣ : A city appears on the horizon. Upon arrival, you learn that this is the city of Evenly Ravened. It seems that in the city of Evenly Ravened, the singing of songs replaces dreams. What do you soon come across? A protest, a sermon, an opening ceremony, someone called Penny Humberheaven who has a message from Thandeka Winterkin, and/or something else? SHIPYARD. In the workshops of Evenly Ravened you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Ash the Letter by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c41b to "Or 2 ♣ : A floating island appears on the horizon. Upon arrival, you learn that this is Numinous Gladness. It seems that in Numinous Gladness, somewhere there is an innocuous wooden door that leads to the pocket dimension of Alchemy Town. If you wish, burn 2 SPIRIT to find this portal. The alchemists are eager for chrome yellow, beets, and artworks. If have any such items among your CARGO, you may sell them for four times what you paid, or donate them to the alchemists to take +4 SPIRIT and +4 GUILE. The alchemists will also buy any unawakened magic item for 15 GOLD, or (for some reason) 10 GOLD if it is accompanied by the appropriate certification and licensing information.. You have scarcely arrived when the Incident occurs. What is it? How does it resolve? SHIPYARD. If you need it, the people of Numinous Gladness will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c42a to "3 ♣ : BATTLE. Fight or flee a pack of bloatball-riding Korigan attackers. Really? How did you get into this predicament? Burn 7 SPIRIT to win the battle and take +3 STEEL and +3 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Contemned Governor is a Glowglummer Nue-class karvi, currently casting its grapples over your gunwales and preparing to board. Is this a prearranged duel, an incident in a revolutionary uprising, gladiatorial combat, or something else? Burn 2 TECH and 9 STEEL to destroy, capture, or repel The Contemned Governor, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : From the prow of The Ash the Letter, you watch steppe scarred here and there by fire. You watch the passage of a glowing gaggle of violet-cloaked hoggles, probably Ursellulan panning for pixie dust. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : Squelchy Orist Uba shimmers on the horizon. It is said that in Squelchy Orist Uba all things are held in common, and their use is governed by the people as a whole. As you approach, someone in your crew grows angry. Who? In what way? Are you looking for something here? What do you learn? When you eventually set off again, take +1 STEEL.") (set: $c44a to "5 ♣ : The city of Greenstone glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a illianaros, who is in some ways a ratcatcher, but in other respects a linguist. Then there are the yelwraeks, who appear to be a bit like kurzahs, whatever those are, while also acting as the city's advocates for children. Not to mention the themyar, who is not quite a cotton-picker, and not quite a collier. And of course the taenran, swaller, and rurn, whom you would say are three different kinds of parlormaid, except everyone meets that suggestion with puzzlement or peals of laughter.You find yourself in a tavern with a bolgror and a norlee. The bolgror is very old, and remembers the time before the revolution, and how it all changed. How did it all change? When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : There is a rumor that the XO's great-grandmother was trying to clone the soul. You discover something that proves or disproves this rumor, or shows that it's only part of the true story. What do you discover? ") (set: $c45a to "6 ♣ : Think of an event from earlier, e.g. a new crew member, a city you visited, an artifact you found, and develop the story in some way. Maybe all is not as it seems. Maybe someone was not who they pretended to be. Perhaps you were followed from one of the cities, or you have a stowaway on board. What happens next?") (set: $c45b to "Or 6 ♣ : Someone on board experiences a vision. Is it the XO, the Chaplain, the Aetherist, or someone else? What do they see? What might it mean?") (set: $c46a to "7 ♣ : BATTLE. Fight or flee a pack of gryphon-mounted Korigan attackers. How did you get into this predicament? Burn 4 STEEL to win the battle and take +2 TECH and +2 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee a pack of bloatball-riding Korigan attackers. Really? How did you get into this predicament? Burn 10 SPIRIT to win the battle and take +5 GUILE and +5 STEEL. If The Ash the Letter is equipped with a revenant manipulator palps system and you can think of a way to use it now, take +3 of any resource before the battle begins. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c47a to "8 ♣ : BATTLE. The Golden Spark is a Glowglummer Silverscale-class karvi, currently casting its grapples over your gunwales and preparing to board. Is this an act of piracy, a mission of liberation, gladiatorial combat, or something else? Burn 1 TECH and 8 STEEL to destroy, capture, or repel The Golden Spark, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Golden Spark is a Glowglummer Bittern-class drakkar, bearing down with weapons hot. Is this an everyday act of war, a betrayal, a savage and inexplicable assault, or something else? Burn 3 TECH and 13 STEEL to destroy, capture, or repel The Golden Spark, and take +10 GOLD. Or, flee the hostile skyship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Golden Spark is a Glowglummer Cockatrice-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this an act of piracy, a betrayal, a sudden unprovoked attack, or something else? Burn 3 TECH and 13 STEEL to destroy, capture, or repel The Golden Spark, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee a pack of gryphon-mounted Korigan attackers. Burn 8 STEEL to win the battle and take +4 SPIRIT and +4 GUILE. If The Ash the Letter is equipped with a set of smuggler compartments and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a Corset of Kindness. Update your Logbook. Do you have a Aetherist in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of SPIRIT.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the skyship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Crimson Disillusionment rises unexpectedly from a caldera. They're here to offer Frøydis's service as a liaison officer aboard your skyship. NEWCOMER. Does Frøydis adopt a role, e.g. Chaplain, Aetherist, Merchant, Purser, or something else? They add +2 GOLD and +1 TECH.") (set: $c50b to "Or Jack ♣ : You soar high over jagged mountains, ice and snow. A pixie with pickled-egg eyes goobles past you on higgledy-piggledy legs. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the skyship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. Propose an issue. For example: There was an uncomfortable incident involving the Captain. Can we get to the bottom of it? Or, The Engineer's drinking is becoming a problem. Or, There were too many close shaves in that last battle. We need to hone our skills. Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : Far below, the shadow of The Ash the Letter furls and morphs on the face of the clouds. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Greatcop Also, Ziawk Sucklemusk, or someone else? Does it happen in Bloodsky, Kale Haven, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a solar sail, reduce the challenge by 2. If you have Breeches of Crystal Contradictions, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : BATTLE. The Numinous Fox is a Mianyuan Fox-class ghurab, and it has pursued you to the skies above Bloodsky. Meanwhile, just when The Ash the Letter needs them most, the XO has vanished. Cut to XO's tumbledown childhood home at the outskirts of Bloodsky. What are they looking for here? Answers? Proof? Redemption? Treasure? The truth, once and for all? Something else? How does all this play out? Burn 10 SPIRIT and 5 STEEL for the crew of The Ash the Letter to come to their aid just in time, or vice-versa. Or face your challenges seperately, and take 3 DAMAGE or lose two crew members. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto: "Intro")Display Entire Voyage ~ Start Again (set:$intro to "The Voyage of The Stormfront Tern Choose four, a Captain, First Mate, Navigator and Engineer: 'There is a rational explanation for everything!': Kwame the Rotterling The Joker: Courtney the Kolashk Troubled by Visions: Ghasem the Wynnish The Ingenue: Alina the Yarrowborn The Caring One: Ekon the Rotterling 'I Must Have My Pills': Alicia the Malkish The Romantic: Lydia the Mellalalurian") (set:$shipName to "The Stormfront Tern") (set:$villain to "Professor Quailcrumble") (set:$questFigure to "Professor Quailcrumble") (set: $c1a to "Ace ♠ : At around midnight you entered Brokenborn airspace. What tyrant rules here? Is it a severe and uncompromising theocrat, the fatcat boss of a megacorporation, a wicked regent who keeps the true ruler imprisoned, or someone else? What are they called? Lady Blisspetty, Professor Quailcrumble, Navarch Ock, Cardinal Carious, or something else? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c1b to "Or Ace ♠ : A few days ago you spotted a famous skyship. Why is it famous? What is its name? Is it The Salacious Lovebird, The Wren, The Yellow Dart, The Swooper, The Shrike, or something else? Decide and take +1 GUILE or +1 TECH.") (set: $c2a to "2 ♠ : How does your skyship move? Is it equipped with a full set of sails, picking carefully across a lattice of eldritch energy on a lacework of puppeteered legs, powered by biofuels, powered by steam, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Stormfront Tern has some unusual features. What is its most distinctive feature? E.g. a back-up engine system, a solar shield, a working massicot manufactory, a fire hose, or something else? When you have augmented your Logbook, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : The Captain is brooding over a bad omen. What is it? When you have finished any discussions and/or Logbook updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : One area aboard The Stormfront Tern has been the focus of some minor bickering. Where is it? The crow's nest, the rigging, the upper decks, the gun deck, the cargo hold, the galley, the steam room, the engine room, the crew's quarters, or somewhere else? When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Leech Swarm has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Leech Swarm, take +1 TECH. Or flee the Leech Swarm. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Yellow Lizard is a Ursellulan Host-class battlebarge, currently casting its grapples over your gunwales and preparing to board. Is this an everyday act of war, a betrayal, a test of a new armament, or something else? Burn 1 TECH and 9 STEEL to destroy, capture, or repel The Yellow Lizard, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. Propose an issue. For example: Where are we headed? Or, Our supplies are dwindling. Shall we make a detour? Or, What needs attention right now? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Stormfront Tern carry? E.g. bomb hatches and powder kegs, a basic ballista on an articulated arm, a pair of onagers, some other weapons system, or perhaps no weapons at all? Update the Logbook, and take +1 STEEL.") (set: $c6a to "6 ♠ : The Swooper is a Boggle Prince-class stormbreaker. What do you know about this skyship and its crew? Add something to the Logbook if you like. After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : The Engineer does a Tarot reading for the First Mate. What do the cards say? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : Tomorrow you are entering a new area. There are disturbing legends about it. What do they say? NEWCOMER. Before long, Sadah also arrives aboard The Stormfront Tern. How? Who is she? Does she adopt a role, e.g. Captain, First Mate, Master-At-Arms, Engineer, Druid, Pilot, or maybe something else? Add Sadah to the Logbook, and adjust the roles aboard The Stormfront Tern accordingly. Sadah adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Stormfront Tern need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your Logbook, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : The skyship is far from adequately equipped. What tool(s) or supplies are you lacking? If you wish, The Stormfront Tern also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : You are passing near to an intriguing geographical feature. What is it? Draw something as a reminder it's there. If you wish, The Stormfront Tern also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : What are rules like aboard The Stormfront Tern? Everyone with a well-defined area of authority? A strict chain of command? Lots of all crew discussions? A complex Kafkaesque bureaucracy? An occasionally onerous but ultimately elegant bureaucracy? Or something else? And/or, how are conflicts resolved? After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : You arrive at Theodmer Keltris for your rendezvous. Is it with the collector Professor Quailcrumble? The smuggler Berthild Gardner? The corrupt official Poor Phlogiston? Or someone else? Why are you sniffing after leads? To find the Lost Library of Zandui? To discover the whereabouts of the Mibobura Staff? To improve the resilience of the local crops? Or something else? If you wish, burn 2 GOLD to take +1 GUILE. When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : You are enjoying a solitary stroll through the tree-shaded lanes of Ahechakos, when a hand falls on your shoulder. Who sent these thugs? Was it Navarch Ock, Penelope Thornwand, Stadtholder Sonnow, or someone else? What message do they want to send? That you've got one week to find the money or else? That you should stay out of Vraphiss if you know what's good for you? That you better spill the beans about something called the Mibobura Staff? Something else? Burn 2 GOLD, or 1 resource of your choosing, or lose a crew member. Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : Today's the day it all changes. Today's the day Obasie comes aboard, altering forever the fate of The Stormfront Tern and all its crew. Who is Obasie, and how do they first come aboard? Are their intentions known to the whole crew, only to one or two, or only to themselves? Obasie needs The Stormfront Tern's help to find the Lost Library of Zandui — what makes this a less than straightforward task? NEWCOMER. Add Obasie to your ship map as Oiler, or as something else. Obasie adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : There's a Ursellulan Hell-class patrol ship nearby, and it's up to something. Is it armed robbery, escorting Navarch Ock somewhere, guarding a mysterious construction site, or something else? If you wish, burn 1 GUILE to spy on their set-up and take +2 TECH.") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Furious Child. The Furious Child is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Furious Child, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Resistance is Fertile is a Urzulan Petrel-class karvi, bearing down with weapons hot. Is this a case of mistaken identity, an incident in a revolutionary uprising, gladiatorial combat, or something else? Burn 3 TECH and 10 STEEL to destroy, capture, or repel The Resistance is Fertile, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : The city of Onawell gradually coalesces on the horizon. Here in the city of Onawell, everyone has been occupied for centuries in the construction of a vast dungeon. What brings you here? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : The City of Zeira gradually coalesces on the horizon. Here in the City of Zeira, cats take the place of government. Why have you come here? What happens next? SHIPYARD. While you are docked in the City of Zeira, you may burn 4 GOLD to repair all damage to the skyship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in the City of Zeira pays well. Burn 1 GUILE or 1 SPIRIT to take +3 GOLD.") (set: $c14a to "Ace ♥ : The great city of Entejo spreads on the horizon. Here in the great city of Entejo, cats take the place of war. Is the city as you expected? Why or why not? SHIPYARD. While you are docked in Entejo, you may pay 10 GOLD to install a piston naphtha flamethrower and take +2 TECH, +4 STEEL, and/or pay 25 GOLD to install a motley assortment of pitchforks, staves and blacksmith tools and take +5 TECH, +10 STEEL. Sell any enchanted wand, sword, amulet, pendant, orb, necklace, brooch, bracelet, helm, or scroll for 7 GOLD. ") (set: $c14b to "Or Ace ♥ : Sweet Orist Apis gradually coalesces on the horizon. The Navigator has travelled this part of the world before. Apparently, in Sweet Orist Apis, they have a very strange and curious conception of punishment. What do you soon come across? A tournament, a feast, a rapidly-spreading fire, someone called Mrs. Amberbone who is in distress, and/or something else? SHIPYARD. If you need it, the people of Sweet Orist Apis will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : A floating city appears on the horizon. Upon arrival, you learn that this is the See of Brukken Mar. It seems that in the See of Brukken Mar, Platonic forms take the place of law and order. Do you investigate? SHIPYARD. In the workshops of the See of Brukken Mar you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Stormfront Tern by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c16a to "3 ♥ : A shadowy mass appears on the horizon. Upon arrival, you learn that this is the city of Orist Eprofsey. It seems that in the city of Orist Eprofsey, they are still trying to heal after the War with the Dead. Even if you have arrived by accident, perhaps there is something here that you've been seeking? SHIPYARD. In the workshops of Orist Eprofsey you may burn 5 GOLD or 2 TECH to add a water purifier to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Stormfront Tern by 1.") (set: $c16b to "Or 3 ♥ : ARTIFACT. Buried in the sand you find a Repair Sphere. Update your Logbook. Do you have Ivan in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 STEEL.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a curse-casting torpedo system, aerial refueling tube system, a ship-to-ship defensive suite including chaff, fog bombs, and flares, an amber coiffeur, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : The Chiefdom of Glalo appears on the horizon. Here in the Chiefdom of Glalo, there is no such concept as obligation. Before long there is some accident, conflict, or misunderstanding. What happens? How does it resolve? SHIPYARD. While you are docked in the Chiefdom of Glalo, you may burn 6 GOLD to repair all damage to the skyship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in the Chiefdom of Glalo pays well. Burn 2 GUILE or 2 SPIRIT to take +6 GOLD.") (set: $c18a to "5 ♥ : BATTLE. Fight or flee a pack of flight-augmented Pendrassil attackers. Why does stuff like this keep happening? Burn 6 GUILE to win the battle and take +3 TECH and +3 SPIRIT. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee the Hungry Hungry Hippodrome. What is this entity you're battling? Burn 4 STEEL to win the battle and take +2 TECH and +2 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Turquoise Lark is a Ursellulan Gryphon-class patrol pinnace. Why have you decided to attack it? Burn 4 GUILE and 3 STEEL to win the battle The Turquoise Lark, and take +4 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee a pack of wyvern-rider Pendrassil attackers. How did you get into this predicament? Burn 7 GUILE to win the battle and take +3 STEEL and +3 TECH. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it an anti-ramming corvus system, a molten torpedo system, a hydraulic scanner, a frost sail, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : An unknown city appears on the horizon. Upon arrival, you learn that this is the Kingdom of Lyyevka. It seems that in the Kingdom of Lyyevka, half of the streets are perpetual day, half in perpetual night. But the stories that are told about this place aren't quite true. In what ways are they misleading? SHIPYARD. If you need it, the people of the Kingdom of Lyyevka will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c21a to "8 ♥ : The city of Kisföld glows on the horizon. Here in the city of Kisföld, strange glowing colors take the place of government. Before long there is some accident, conflict, or misunderstanding. What happens? How does it resolve? TRADING POST. While you are docked in Kisföld, you may burn any amount of GOLD to purchase CARGO, mostly rainbow clockwork and ceramic tiles, to trade further on. If so, record what you've bought and how much much GOLD you have invested. ") (set: $c21b to "Or 8 ♥ : ARTIFACT. Buried in the sand you find a set of Dimensional Pockets. Update your Logbook. Do you have Ivan in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 SPIRIT.") (set: $c22a to "9 ♥ : BATTLE. The Sky Goat is a Urzulan Fly-class cutter, drawing abreast, readying its broadside. Is this an everyday act of war, putting you in your place, gladiatorial combat, or something else? Burn 1 TECH and 6 STEEL to destroy, capture, or repel The Sky Goat, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. Le Serpent à Plumes is a Urzulan Cockatrice-class karvi, bearing down with weapons hot. Is this a case of mistaken identity, pure senseless violence, an assassination attempt, or something else? Burn 1 TECH and 13 STEEL to destroy, capture, or repel Le Serpent à Plumes, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : NEWCOMER. Siyabonga arrives aboard The Stormfront Tern. How? Do they adopt a role — Master-At-Arms, Pilot, Ecologist, or something else? They bring +2 TECH and +1 GUILE. Add them to your Logbook.") (set: $c23b to "Or 10 ♥ : Below you, shrikes, warblers, and tanagers fly high above the foothills, before banking and dropping into some trees. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c24a to "Jack ♥ : NEWCOMER. Ivan arrives aboard The Stormfront Tern. How? Do they adopt a role: Master-At-Arms, Druid, Aetherist, or something else? They bring +2 STEEL and +1 GOLD. Add them to your Logbook.") (set: $c24b to "Or Jack ♥ : From the prow of The Stormfront Tern, you watch canary-yellow theropods pick over fawn-colored grasslands. A freaked-out owl flaps past. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c25a to "Queen ♥ : The Pendrassil Fastness here has a bounty on the First Mate's head. Why? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : Below you, jagged mountains, ice and snow. You observe the progress of a covered wagon, pulled by bulging, hissing pantomime horses, probably Wynnish, displaced by the Pendrassil armies. PROJECT. You have a little time to start something new. If you wish, burn 9 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +8 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : There is a strange item aboard that is a symbol of your mission. What is it? After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : Far below, gently undulating hills, with scattered prickly pears and white mangroves PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : You are in a cool, softly lit tavern. The floor is stone flagged, the tables are dark oak, and in the low rafters, small fox gremlins scamper and cavort. Here you meet Thandeka Ventleson, who has been caring for a creature called a owlwolf, which has just had six little ones. They will sell you the litter for 2 GOLD, a price you can double at the Alchemist Gildenhuis, or on the market in Vraphiss, Greyday, or l'Île de Wireo. Make a decision, update your Logbook if you want, and draw the next card. ") (set: $c27b to "Or Ace ♦ : Today you are recovering a cache of something you hid earlier. What is it? Do you find it easily? Is it as you expected? When you have decided, you may take +2 of any resource.") (set: $c28a to "2 ♦ : BATTLE. The Assumption of Flesh is a Ursellulan Harpy-class bat, bearing down with weapons hot. Is this an ambush, a homicidal temper tantrum, an assassination attempt, or something else? Burn 2 TECH and 11 STEEL to destroy, capture, or repel The Assumption of Flesh, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Stormfront Leek is a Ursellulan Harpy-class bat, currently casting its grapples over your gunwales and preparing to board. Is this an everyday act of war, pure senseless violence, an assassination attempt, or something else? Burn 1 TECH and 9 STEEL to destroy, capture, or repel The Stormfront Leek, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : There is a fire aboard the ship. Fortunately it's not too serious. How did it start? What was damaged or destroyed?") (set: $c29b to "Or 3 ♦ : The Nearly Top Hat is bearing down on you, its crew swarming to the guns. But then a flag of truce goes up, and an offer of parley. How does this one play out? ") (set: $c30a to "4 ♦ : It's time to reveal the details of Obasie's story. Why exactly do they want to find the Lost Library of Zandui? Why are the odds now stacked against The Stormfront Tern? Where will you head next? Vraphiss? Hierodeacon Cressel's maximum security facility? Navarch Ock's manor deep in the Iron Hills? The Copper Swarm enclave deep in the midst of Banshee?") (set: $c30b to "Or 4 ♦ : Zoga shimmers on the horizon. You have heard that in Zoga there is a word you can utter, known to everyone, which will whisk you to some perfectly random place elsewhere in Zoga. What do you soon come across? A market, a religious rite, the aftermath of a bloody Pendrassil raid, someone called Agnes Fontlebeard who has a message from Mortimer Sugarspike, and/or something else? SHIPYARD. In the workshops of Zoga you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c31a to "5 ♦ : Someone on the The Stormfront Tern has sworn a solemn oath. Who is it? What is the oath? E.g. to understand dark magic, to free the golems, to resurrect the loved one you lost, or something else? NEWCOMER. Nadia is willing to join your crew. Do they adopt a role, e.g. Pilot, Ecologist, Oiler, Druid, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT. Buried in the sand you find a Horn of Estrangement. Update your Logbook. Is the Aetherist part of your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 STEEL.") (set: $c32a to "6 ♦ : Think of an incident from earlier. How might it develop now? Does it relate to Vraphiss, The Swooper, Professor Quailcrumble, Nomandla Wanderpin, Navarch Ock, or something else?") (set: $c32b to "Or 6 ♦ : In a few days, you'll be flying near to a giant artificial structure. What is it? Why was it abandoned?") (set: $c33a to "7 ♦ : BATTLE. Fight or flee a pack of glider-equipped Pendrassil attackers. Who started it? Burn 8 STEEL to win the battle and take +4 TECH and +4 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee the Stone Storm. Who started it? Burn 10 STEEL to win the battle and take +5 SPIRIT and +5 GUILE. If The Stormfront Tern is equipped with an anti-ramming corvus system and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c34a to "8 ♦ : ARTIFACT. Buried in the sand you find an Energy Converter. Update your Logbook. Is the Druid part of your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 STEEL.") (set: $c34b to "Or 8 ♦ : A settlement appears on the horizon. Upon arrival, you learn that this is the city of Nope and a Prayer. It seems that in the city of Nope and a Prayer, the people are always striving to make their city less like a city and more like something else. During one century, they tried to make it like a mountain. During another, like a river. During another, like dew on leaves. What have they been up to recently? Do you disembark? What do you find? When you eventually set off again, take +1 GOLD.") (set: $c35a to "9 ♦ : BATTLE. The Silver Rook is a Ursellulan Harpy-class bat, drawing abreast, readying its broadside. Is this a case of mistaken identity, putting you in your place, a sudden unprovoked attack, or something else? Burn 3 TECH and 7 STEEL to destroy, capture, or repel The Silver Rook, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee the Hornwing Bandersnatch. What is this entity you're battling? Burn 7 STEEL to win the battle and take +3 SPIRIT and +3 TECH. If The Stormfront Tern is equipped with a mirror crystal and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c36a to "10 ♦ : A floating island appears on the horizon. Upon arrival, you learn that this is the city of Irium. It seems that in the city of Irium, they have a completely different concept of the commons. Are you searching for someone here? Who? Do you find them, or perhaps a clue to their whereabouts? When you eventually set off again, take +1 SPIRIT.") (set: $c36b to "Or 10 ♦ : Far below you, a patchwork of meadows and wetlands. A pixie with pickled-egg eyes goobles past you on higgledy-piggledy legs. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c37a to "Jack ♦ : You are being followed by a pack of Pendrassil Marauders. They seem unsure whether to attack. How do you resolve the situation? If you use force or intimidation, take +1 STEEL. If you use diplomacy or charm, take +1 SPIRIT. If you use cunning or stealth, take +1 GUILE. If you use technology or magic, take +1 TECH.") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Hugs Benuggins, a Wumpa, a Snrfflgrk, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Navarch Ock, a minion of Professor Quailcrumble, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. Propose an issue. For example: Who wants to hear an old story? Or, Does anybody need advice right now about their ideas or decisions? Or, What are our goals right now? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : Below you, jagged mountains, forests, and high dark lakes. You watch the passage of a glowing gaggle of violet-cloaked hoggles, probably Bellowborn, dowsing for ores. PROJECT. You have a little time to start something new. If you wish, burn 10 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +9 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Jemble Glove II is a Ursellulan Host-class battlebarge, bearing down with weapons hot. Is this an ambush, a homicidal temper tantrum, trial by combat, or something else? Burn 3 TECH and 7 STEEL to destroy, capture, or repel The Jemble Glove II, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The More of a Comment than a Question is a Ursellulan Gryphon-class patrol pinnace, drawing abreast, readying its broadside. Is this an ambush, a homicidal temper tantrum, trial by combat, or something else? Burn 4 TECH and 9 STEEL to destroy, capture, or repel The More of a Comment than a Question, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : Drifting over the sea, you spot something marvelous peeping among the waves. What is it?") (set: $c40b to "Or Ace ♣ : Forfuel spreads on the horizon. Here in Forfuel, painting and art performs the function of long-distance transport. This is also where the Engineer's former neighbor lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Forfuel, you may install a holy jaws system to take +2 TECH, +2 STEEL, +2 GUILE, for a price of 10 GOLD, and/or a propeller sync wand to take +5 TECH, +5 STEEL, +5 GUILE at a price of 25 GOLD. Or sell any enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak for 7 GOLD. ") (set: $c41a to "2 ♣ : The city of Numerous looms on the horizon. It is said that in Numerous everyone is accompanied by their Soul in animal form. What do you soon come across? A tournament, search parties everywhere, someone going into labor, someone called Ambassador Gormen who has a message for the Ecologist, and/or something else? SHIPYARD. In the workshops of Numerous you may burn 5 GOLD or 2 TECH to add a set of clawed gauntlets to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Stormfront Tern by 1.") (set: $c41b to "Or 2 ♣ : The great city of Weepheart gradually coalesces on the horizon. You have heard that in Weepheart for many centuries they have scrupulously stuck to their custom that the skeletons of hanged criminals should be left undisturbed, as a warning to others. As the birds are too frail to get at the marrow, and there are no dogs, and the valley is sheltered from strong winds, Weepheart is now a city of boulevards clogged with complex lattices of bone and rope. The people when they commute or go for a stroll act like trapeze artists, and like spiders clambering about the mouldering bones of ancestors, or the freshly picked white ones of all the foes and loved ones they have lately lost. Even if you have arrived by accident, perhaps there is something here that you've been seeking? SHIPYARD. In the workshops of Weepheart you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c42a to "3 ♣ : BATTLE. Fight or flee a pack of gryphon-mounted Pendrassil attackers. Burn 7 SPIRIT to win the battle and take +3 TECH and +3 GUILE. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Sprout is a Urzulan Fly-class snekkja, bearing down with weapons hot. Is this an act of piracy, an incident in a revolutionary uprising, a sudden unprovoked attack, or something else? Burn 4 TECH and 9 STEEL to destroy, capture, or repel The Sprout, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : You follow the course of the Great River of Ket. A ratcatchercatcher airship chugs unsteadily through the sky nearby, belching yellow and green smoke. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : The city of Palsdra spreads on the horizon. You have heard that in Palsdra special plants take the place of government. Do you disembark? What do you find? SHIPYARD. In the workshops of Palsdra you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c44a to "5 ♣ : The city of Ambercastle glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a kurzah, who is in some ways a glassblower, but in other respects a banker. Then there are the ievises, who appear to be a bit like criminals, but also quite a lot like court advisors. Not to mention the norlee, who is not quite a gong farmer, and not quite a knocker-upper. And of course the flintcoat, swaller, and rurn, whom you would say are three different kinds of sword-maker, given that they spend all their time making swords, except everyone meets that suggestion with puzzlement or peals of laughter.You find yourself in a tavern with a bolgror and a taenran. You think you are almost getting it, till the bolgror says, 'Can we not talk about work?' When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : Obasie is ... missing. Where might they have gone? What could have led to this? Remove Obasie from the skyship for now. It's up to you whether they return. ") (set: $c45a to "6 ♣ : Think of an event from earlier, e.g. a new crew member, a city you visited, an artifact you found, and develop the story in some way. Maybe all is not as it seems. Maybe someone was not who they pretended to be. Perhaps you were followed from one of the cities, or you have a stowaway on board. What happens next?") (set: $c45b to "Or 6 ♣ : You are caught in a great tempest. By good fortune and great skill, you come through completely unscathed. Describe what happens, then take the next card.") (set: $c46a to "7 ♣ : BATTLE. Fight or flee a pack of flight-augmented Pendrassil attackers. Really? How did you get into this predicament? Burn 8 GUILE to win the battle and take +4 SPIRIT and +4 TECH. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee a pack of gryphon-mounted Pendrassil attackers. Burn 10 STEEL to win the battle and take +5 SPIRIT and +5 TECH. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c47a to "8 ♣ : BATTLE. The Salubrious Sadness is a Urzulan Fly-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this a case of mistaken identity, licensed privateering under a letter of marque, payback for earlier, or something else? Burn 1 TECH and 8 STEEL to destroy, capture, or repel The Salubrious Sadness, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Salubrious Sadness is a Urzulan Gunnhildr-class drakkar, bearing down with weapons hot. Is this an act of piracy, a mission of liberation, a panicked misunderstanding, or something else? Burn 4 TECH and 10 STEEL to destroy, capture, or repel The Salubrious Sadness, and take +9 GOLD. Or, flee the hostile skyship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Salacious Lovebird is a Urzulan Fly-class snekkja, bearing down with weapons hot. Is this a prearranged duel, a homicidal temper tantrum, trial by combat, or something else? Burn 3 TECH and 11 STEEL to destroy, capture, or repel The Salacious Lovebird, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee a pack of glider-equipped Pendrassil attackers. Burn 8 SPIRIT to win the battle and take +4 STEEL and +4 TECH. If The Stormfront Tern is equipped with lunar panels and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a Pendant of Average Vengeance. Update your Logbook. Do you have a Aetherist in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of GUILE.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the skyship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Swooper rises unexpectedly from a caldera. They're here to offer Ivan's service as a liaison officer aboard your skyship. NEWCOMER. Does Ivan adopt a role, e.g. Druid, Aetherist, Ecologist, Oiler, or something else? They add +2 SPIRIT and +1 GOLD.") (set: $c50b to "Or Jack ♣ : Far below, a broad river running into the sea, and the alabaster strand PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the skyship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. Propose an issue. For example: The First Mate claims we have a spy in our midst. Can it be true? Or, Are we really where the Navigator says we are? Or, Is everybody having their voice heard on board? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : You fly low over gently undulating hills, with scattered babuland ash PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Navarch Ock, Professor Quailcrumble, or someone else? Does it happen in Vraphiss, Wrightly, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a magma-based arm, reduce the challenge by 2. If you have the Mibobura Staff, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : An unexpected twist. Does it relate to Navarch Ock, Professor Quailcrumble, or someone else? Does it happen in Vraphiss, Wrightly, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a magma-based arm, reduce the challenge by 2. If you have the Mibobura Staff, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto: "Intro")Take a moment to think back over all you've seen and done. Ask, “How does this story end?” Decide what your FINAL CHALLENGE will be. A (either: "moonlit", "moonlit", "gloomy", "twilight", "sunset", "midnight", "fiery", "cataclysmic", "ferocious", "spectacular", "surprising", "magnificent", "sparkling", "cat-and-mouse", "spooky", "desperate") showdown with $villain in their (either: "", "", "", "swanky", "elegant", "shimmering", "glittering", "sprawling ", "secret ", "hidden ", "shadowy ", "reality-bending", "illusion-filled", "trap-filled", "jagged") (either: "crystal", "iron", "iron", "emerald", "auragentum", "obsidian", "chrome", "high-tech", "maximum security", "opulent", "crumbling", "gemstone", "flying", "fairy", "alchemical", "stone", "glass", "plastic", "marble", "granite") (either: "fortress", "fortress", "lab", "fastness", "lair", "lair", "forest", "pocket dimension", "skyship", "starship", "dimension ship", "palace", "dungeon", "castle", "villa", "manor", "base", "catacombs", "maze", "sepulchral", "warehouse", "laboratory")? Rescuing Captain Simangaliso Mondise from the great City of Bura and restoring their command of *The Querulous Paranoia*? Is it confessing your love to the smuggler Varys Sin? Is it tearing down the prison walls in the town of Thistle? Realising the truth about the Boots of Empathy and stopping $questFigure before it's too late? Building back the ruins of Zeira better for all? Something completely different? Draw three cards to represent the final challenge. If you are playing on the easy setting, only draw two. If you are playing on the epic setting, draw four. Your final challenge: Burn (random:1,13) TECH. Burn (random:1,13) (either: "STEEL", "SPIRIT", "SPIRIT"). Burn (random:1,13) GUILE. If you are playing in Epic/Tragic mode, you must also: Burn (random:1,13) (either: "SPIRIT", "STEEL", "STEEL", "GOLD"). As usual, a character who sacrifices themselves reduces the challenge level of a card by 2. So . . . have the crew survived? Was the tale of $shipName a happy one? Or a tragic one? Or was it bittersweet? Or does it all depend on your perspective? If you like, you can close the story with a montage. What does $shipName look like now? What is the last we see of the people we met? What is each one doing? And what is the last we see of each crew member? When you feel you’ve said all you need to, end the story, and let the final curtain fall, like a great billowing sail. [[Restart->Start]](set:$intro to "*The Voyage of The Truffling Toadstool* Choose four, a Captain, First Mate, Navigator and Engineer: 'There is a rational explanation for everything!': Jeorg the Wynnish The Show-Off: Kiira the Mianyuan All Business: Olga the Yarrowborn The Idealist: Masika the Southerner The Anxious One: Yuyu the Copper Swarm The Rather Literally Haunted One: Ghasem the Bellowborn The Romantic: Zane the Copper Swarm") (set:$shipName to "The Truffling Toadstool") (set:$villain to "Corbinian Greyspice") (set:$questFigure to "Corbinian Greyspice") (set: $c1a to "Ace ♠ : At around midnight you entered Copper Swarm airspace. What tyrant rules here? Is it a paranoid commissar proactively conducting purges, the fatcat boss of a megacorporation, the Captain's distant cousin, or someone else? What are they called? Mr. Wispcrinkle, Corbinian Greyspice, Von Pistusk, General Gas, or something else? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c1b to "Or Ace ♠ : The Lily is nearby. Who is the Captain of The Lily? Is it Severin Willowyolk, Naledi Sucklerew, Greatcop Beatrice, or someone else? When in the past have you crossed paths, or crossed swords?") (set: $c2a to "2 ♠ : How does your airship move? Is it equipped with a full set of sails, powered by steam, powered by diesel, being levitated by a sorcerer on the ground, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Truffling Toadstool has some unusual features. What is its most distinctive feature? E.g. a flame cannon, a crystal wire, a curse-casting telemetry suite, a stealth mode, or something else? When you have augmented your ship records, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : Someone from The Pitiless Pard requests to come aboard. Who are they? What transpires next? When you have finished any discussions and/or ship records updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : Two skyfarers from The Lily request to come aboard. Who are they? What is the purpose of the visit? When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Eaten Ones has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Eaten Ones, take +1 TECH. Or flee the Eaten Ones. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Scarlet Care is a Southerner Nephele-class cutter. Why have you decided to attack it? Burn 4 GUILE and 6 STEEL to win the battle The Scarlet Care, and take +6 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. Propose an issue. For example: Are we really where the Navigator says we are? Or, What are the ship's needs? Or, What are our goals right now? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Truffling Toadstool carry? E.g. thunderclap bamboo bombs, a roc countermeasures suite, x2 Ballonabwehrkanone fore and aft, some other weapons system, or perhaps no weapons at all? Update the ship records, and take +1 STEEL.") (set: $c6a to "6 ♠ : In some ways, your watch tonight passes uneventfully. In other ways it does not. What is it you think you see? A phantom resembling the Captain? A shadowy shape with a peculiar gait? A light burning where no light should be? Something else? After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : Overhead aboard The Truffling Toadstool. Sometimes a pain in my body is serendipitous. The pain in my heart is a machine trying to make itself, and sometimes a pain in my body gives it just the part it needs. Who said this? What's the context? Discuss if you like, or shrug and draw the next card. After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : How do you make decisions aboard The Truffling Toadstool? Is the Captain the top of a chain of command, first among equals, or just another job like the rest? Do you use majority votes, consensus decision-making, or some other system? NEWCOMER. Before long, Gertrude also arrives aboard The Truffling Toadstool. How? Who is she? Does she adopt a role, e.g. Captain, First Mate, Gunner, Engineer, Surgeon, Aviator, or maybe something else? Add Gertrude to the ship records, and adjust the roles aboard The Truffling Toadstool accordingly. Gertrude adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Truffling Toadstool need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your ship records, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : There are rumors about your airship and crew that are untrue. What are they? If you wish, The Truffling Toadstool also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : There is a ritual or quirk aboard the airship, passed on by a crew member who has since left. What is it? If you wish, The Truffling Toadstool also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : What are rules like aboard The Truffling Toadstool? Everyone with a well-defined area of authority? A strict chain of command? Lots of all crew discussions? A complex Kafkaesque bureaucracy? An occasionally onerous but ultimately elegant bureaucracy? Or something else? And/or, how are conflicts resolved? After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : What legends have you heard about a place called Quern Steppe? Who in the crew believes the legends? Who doesn't? Who thinks Quern Steppe itself is a lie? Who else do you suspect is seeking Quern Steppe, Corbinian Greyspice, Bartholomew Humbergolem, Wise Painless, or someone else? When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : Welcome to the Citadel of Onawell, where you have travelled to find Lord Kwenzakwenkosi, said to have seen Quern Steppe with their own eyes. After a few discreet enquiries, you are approached by the furious Corbinian Greyspice, accompanied by a dozen Glowglummer soldiers, a dust elemental, a rust monster, a cambion and a naga, who all seem highly trained in Discreet Enquirer Countermeasures. You were warned about this last week! growls Corbinian Greyspice. Burn 2 GUILE, or 2 GOLD, or lose a crew member to the jailhouse. Obviously a case of mistaken identity. Who else could be looking for Quern Steppe, and why? Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : Gwendolyn does not know the exact whereabouts of Quern Steppe, but thinks your answer may lie in Corpol. You set a course. NEWCOMER. Add Gwendolyn to your ship map as Yeoman of the Sheet, or as something else. Gwendolyn adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : There's a Bellowborn Sphinx-class patrol ship nearby, and it's up to something. Is it seizing Wynnish ships, escorting Von Pistusk somewhere, firebombing a structure, or something else? If you wish, burn 1 GUILE to spy on their set-up and take +2 TECH.") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Necrotic Dreadnaught. The Necrotic Dreadnaught is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Necrotic Dreadnaught, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Rapacious Pod is a Bellowborn Slaad-class battlebarge. Why have you decided to attack it? Burn 2 GUILE and 3 STEEL to win the battle The Rapacious Pod, and take +6 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : The city of Octavia raises its towers on the horizon. Here in the city of Octavia, money was long ago abolished in most areas of life, although some gold is still set aside for purposes of foreign trade. This is also where the Navigator's long-lost beloved lives. Perhaps you'll pay a visit? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : The great city of Fester glows on the horizon. Here in the great city of Fester, there are purple portals, through which all the refuse and junk from other worlds gets dumped. Is the city as you expected? Why or why not? SHIPYARD. While you are docked in Fester, you may burn as much GOLD as you like to fix up the ship. For every GOLD spent, reduce DAMAGE to The Truffling Toadstool by 1. Here at Fester, you may also hire an expert to awaken any magic artifact, or install any ship system, for a bargain price of 2 GOLD.") (set: $c14a to "Ace ♥ : The city of the Stolen Stone appears on the horizon. Here in the city of the Stolen Stone, almost everything that is done is done as a kind of gift. Before long there is some accident, conflict, or misunderstanding. What happens? How does it resolve? SHIPYARD. While you are docked in the Stolen Stone, you may install a crystal gun to take +2 TECH, +2 STEEL, +2 GUILE, for a price of 10 GOLD, and/or a lunar cannon to take +5 TECH, +5 STEEL, +5 GUILE at a price of 25 GOLD. Or sell any enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak for 7 GOLD. ") (set: $c14b to "Or Ace ♥ : Cimmir shimmers on the horizon. You have heard that in Cimmir a war is raging about the bins. Do you linger to try to better understand this place? Or move off as soon as possible? When you eventually set off again, take +1 GUILE.") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : An uncharted city appears on the horizon. Upon arrival, you learn that this is Orist Tralar. It seems that in Orist Tralar, almost everything is made of diamond and rope. You'd like to stay much longer than you do, but you can't. Why not? When you eventually set off again, take +1 GUILE.") (set: $c16a to "3 ♥ : A mysterious city appears on the horizon. Upon arrival, you learn that this is the City of Inrowbląg. It seems that in the City of Inrowbląg, you must time your journeys carefully, since much of the city is subterannean, and its only source of light are soft-spoken goblins carting wheelbarrows heaped with glowing coals, who appear to have agendas entirely displaced from the pattern of reality you know. Do you linger to try to better understand this place? Or move off as soon as possible? SHIPYARD. If you need it, the people of the City of Inrowbląg will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c16b to "Or 3 ♥ : ARTIFACT. Buried in the sand you find a Gravity Suit. Update your ship records. Is the Alchemist part of your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 STEEL.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a curse-casting armored hull, a hydraulic engine, a helpfully haunted helm, a remote clamp, or something else? Sketch it on your ship records. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : The great city of Kindle looms on the horizon. Here in the great city of Kindle, almost everything that is done is done as a kind of gift. This is also where the Engineer's estranged parent lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Kindle, you may burn 6 GOLD to repair all damage to the airship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in Kindle pays well. Burn 2 GUILE or 2 SPIRIT to take +6 GOLD.") (set: $c18a to "5 ♥ : BATTLE. Fight or flee the Battalion of Bat-Lions. Burn 8 TECH to win the battle and take +4 GUILE and +4 SPIRIT. If you win the battle, you also acquire a quantity of chrysocolla which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee a pack of gryphon-mounted Chaff-Rosie attackers. What is this entity you're battling? Burn 4 GUILE to win the battle and take +2 SPIRIT and +2 TECH. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Smoky Solidarity is a Veldtvolk Prince-class needleship. Why have you decided to attack it? Burn 4 GUILE and 8 STEEL to win the battle The Smoky Solidarity, and take +6 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee the Dysprosium Elemental. If you have a Zookeeper aboard, you can skip this card without penalty. What is this entity you're battling? Burn 9 SPIRIT to win the battle and take +4 STEEL and +4 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the ship records. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a salvage arm, a solar ram, a magma-based manipulator palps system, a golemic anchor, or something else? Sketch it on your ship records. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : A shimmering city appears on the horizon. Upon arrival, you learn that this is the Heights of Ghouldgold. It seems that in the Heights of Ghouldgold, everyone is a twin. What do you soon come across? A perfect illustration of how it all works here, lockdown, a duel, someone called Lord Figbauble who has a story that doesn't add up, and/or something else? When you eventually set off again, take +1 TECH.") (set: $c21a to "8 ♥ : The city of Darkdome spreads on the horizon. Here in the city of Darkdome, everyone is ruled by a cluster of intelligent castles in geosynchronous orbit. This is also where the First Mate's crush lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Darkdome, you may install a blood lens to take +2 TECH, +2 STEEL, +2 GUILE, for a price of 10 GOLD, and/or a space whale harness to take +5 TECH, +5 STEEL, +5 GUILE at a price of 25 GOLD. Or sell any enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak for 7 GOLD. ") (set: $c21b to "Or 8 ♥ : ARTIFACT. Buried in the sand you find a Stinging Baton. Update your ship records. Do you have Moukib in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 TECH.") (set: $c22a to "9 ♥ : BATTLE. The Numinous Lad is a Southerner Nephele-class cutter, bearing down with weapons hot. Is this an ambush, licensed privateering under a letter of marque, sky-road rage, or something else? Burn 3 TECH and 4 STEEL to destroy, capture, or repel The Numinous Lad, and take +6 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The Nuthatch is a Southerner Ghost-class cutter, bearing down with weapons hot. Is this an ambush, a homicidal temper tantrum, an attempted kidnapping, or something else? Burn 3 TECH and 7 STEEL to destroy, capture, or repel The Nuthatch, and take +7 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : NEWCOMER. Lida arrives aboard The Truffling Toadstool. How? Do they adopt a role — Gunner, Aviator, Wiper, or something else? They bring +2 GUILE and +1 GOLD. Add them to your ship records.") (set: $c23b to "Or 10 ♥ : The open sea scrolls ceaselessly below. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical airship. It might also about the relationships of its crew.") (set: $c24a to "Jack ♥ : NEWCOMER. Nolusindiso arrives aboard The Truffling Toadstool. How? Do they adopt a role: Gunner, Surgeon, Alchemist, or something else? They bring +2 GOLD and +1 SPIRIT. Add them to your ship records.") (set: $c24b to "Or Jack ♥ : Far below you, steppe and a few scattered crofts. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c25a to "Queen ♥ : Someone on The Truffling Toadstool has a psychic link with a particular distant individual. Who? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : Far below, salt-marsh and foam twisting on a wine-dark sea. A steamdrone zips around high above you. PROJECT. You have a little time to start something new. If you wish, burn 9 GOLD to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +8 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : Someone goes missing from the crew! Who? What clues are there to how they may have vanished? Burn 1 SPIRIT to locate them and rescue them from their predicament. Otherwise they're gone for good. After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : From the prow of The Truffling Toadstool, you watch a herd of half-translucent unicorns shamble across a quilt of meadows, fields and orchards. You watch the passage of a glowing gaggle of violet-cloaked hoggles, probably Wynnish, on a pilgrimage. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the airship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : From a thick bank of cloud comes a great gout of cannon. Burn 1 STEEL or take 1 DAMAGE. You come about, preparing for battle, but your attackers have vanished. The First Mate swears he glimpsed The Lily's figurehead in the swirling cloud. Others claim it was The Pitiless Pard. ") (set: $c27b to "Or Ace ♦ : This part of the world is a little remote. Is it a rocky isle, starfish-shaped, lashed by the sea or the clouds? A barren and uninhabited coast, thick with pine? A plane of fine purple dust, deadlier than quicksand? A vast glacier, cracking and thawing for the first time in centuries? A morraine strewn with debris? The moss-covered fragments of the capitol of the Ancient Ones's Ancient Ones? The lip of a lava lake? Or somewhere else? What is it called? Om Wrillylands, the Rifted Red? Eibonimmon? Or something else? The Bellowborn established Om Wrillylands Watch House here about twenty years ago, though now it lies in ruins. It's said its true purpose was to study a nearby Anomaly, where reality's laws waver. Whatever the truth of the matter, all those who were stationed here were killed long, long ago by one of their own, who subsequently disappeared, and the site has lain empty ever since. Who will venture into the ruins, and who will stay aboard The Truffling Toadstool and wait? Are there perimeter traps or other security measures still operational? Do you find a diary, or some other message which records their last days? Does whatever killed them still lurk among the ruins? Are they all really dead, or is one still alive? Is one still alive, but changed? What was really going on here? Was waiting on the ship really the safe option it seemed? EXPEDITION. If you decide to venture into the ruins, roll a die. Overcome that number of challenges to emerge alive. The first challenge involves stealth, vigilance, or quick reflexes — burn 2 GUILE and take +1 STEEL. The second challenge involves combat skills or outer or inner strength — burn 3 STEEL and take +1 SPIRIT. The third challenge involves trusting each other or keeping your cool — burn 3 SPIRIT and take +1 GUILE. The fourth challenge involves solving a mystery or building something — burn 1 TECH and take +3 SPIRIT. The fifth challenge involves coming up with a plan of attack, capitalizing on a prior observation, or knowing when to run — burn 1 STEEL and take +3 GUILE. The sixth challenge involves spotting or remembering a detail and making the right call — burn 1 GUILE and take +2 TECH. NEWCOMER. Is Isabis someone you rescued from the ruins, a rival explorer you were forced to join forces with, or someone else? Do they adopt a role, such as Aetherist, Alchemist, Botanist, Cleric, Druid, Mathematician, Meteorologist, Surgeon, Zoologist, or something else? They add +1 GUILE and +1 TECH.") (set: $c28a to "2 ♦ : BATTLE. The Pale Lantern is a Veldtvolk Prince-class needleship, bearing down with weapons hot. Is this an everyday act of war, a betrayal, revenge, or something else? Burn 3 TECH and 9 STEEL to destroy, capture, or repel The Pale Lantern, and take +7 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Ravenous Goose is a Southerner Ghost-class cutter, bearing down with weapons hot. Is this a case of mistaken identity, putting you in your place, a test of a new armament, or something else? Burn 3 TECH and 6 STEEL to destroy, capture, or repel The Ravenous Goose, and take +5 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : Someone confesses to something they did long ago. The Captain, the First Mate, the Gunner, the Surgeon, or someone else?") (set: $c29b to "Or 3 ♦ : You encounter a traveller, who tells you of the home to which they will never return. Apparently, in this place, every single person enjoys great happiness, prosperity, wisdom and fulfilment, with the exception of one. In this place, there is always one person, selected at random, who is imprisoned in darkness, filth, and misery, for their entire lifetime. The traveller claims to be one of those who could neither accept this arrangement, nor seek to overturn it, and so has left forever. The traveller departs, and a heated argument ensues. What do the crew think of this?") (set: $c30a to "4 ♦ : The city of Corpol gradually coalesces on the horizon. You have come here seeking clues about Quern Steppe. What do you find? Who do you meet? Are there others in Corpol who want to find Quern Steppe, or who know its whereabouts and want to prevent you from finding it? Are you being followed? Who can you trust? What is Von Pistusk up to? Corbinian Greyspice? Simangaliso Thunderglug? Joseph Peachgold? Wiper? Do you learn the whereabouts of a Spanner of Aqua? Or discover that Corpol has another name, Cahsall, Strelens, Orifbridge, or something else?") (set: $c30b to "Or 4 ♦ : A settlement appears on the horizon. Upon arrival, you learn that this is the Commonweal of Yeet. It seems that in the Commonweal of Yeet, the inhabitants are periodically prodded and provoked by unseen Meddlers. Do you explore? What is it like? What happens? SHIPYARD. In the workshops of the Commonweal of Yeet you may burn 5 GOLD or 2 TECH to add a mine nanny to your ship records and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Truffling Toadstool by 1.") (set: $c31a to "5 ♦ : Someone on the The Truffling Toadstool has sworn a solemn oath. Who is it? What is the oath? E.g. to be revenged on the aristocrat who wronged you, to gain a noble title, to live forever, or something else? NEWCOMER. Moukib is willing to join your crew. Do they adopt a role, e.g. Aviator, Wiper, Yeoman of the Sheet, Surgeon, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT. While exploring an abandoned solarium deep in the forest, you discover a Crystal Ashtray of Djinn and Juice. This relic may be used once on your voyage, and only by a Alchemist, Navigator, or Surgeon. It allows you to burn SPIRIT as GUILE, or vice-versa.") (set: $c32a to "6 ♦ : The Truffling Toadstool is afflicted with a curious condition. Strange events have been taking place. Go round each player one by one, and mention some small, strange, inexplicable event that you have witnessed. ") (set: $c32b to "Or 6 ♦ : Are there any recent new members of the crew? This episode is about one of them.") (set: $c33a to "7 ♦ : BATTLE. Fight or flee a pack of wyvern-rider Chaff-Rosie attackers. Who started it? Burn 5 TECH to win the battle and take +2 STEEL and +2 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee the Hungry Hungry Hippodrome. Record scratch. Yup, that's you. How did you get into this situation? Burn 8 STEEL to win the battle and take +4 SPIRIT and +4 TECH. If The Truffling Toadstool is equipped with a salvage arm and you can think of a way to use it now, take +3 of any resource before the battle begins. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c34a to "8 ♦ : ARTIFACT. Buried in the sand you find a Spanner of Aqua. Update your ship records. Is the Alchemist part of your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 STEEL.") (set: $c34b to "Or 8 ♦ : Slumton shimmers on the horizon. The Alchemist has travelled this part of the world before. Apparently, in Slumton, there is no such concept as kin. What happens? What stories will you tell about it later? When you eventually set off again, take +1 TECH.") (set: $c35a to "9 ♦ : BATTLE. The Lamb is a Veldtvolk Prince-class needleship. Why have you decided to attack it? Burn 4 GUILE and 11 STEEL to win the battle The Lamb, and take +8 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee some kind of vast, amorphous, tentacled fiend. Really? How did you get into this predicament? Burn 8 GUILE to win the battle and take +4 STEEL and +4 SPIRIT. If The Truffling Toadstool is equipped with a library and you can think of a way to use it now, take +3 of any resource before the battle begins. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c36a to "10 ♦ : The great city of Lyyevka hovers on the horizon. You have heard that in Lyyevka your size changes according to what part of town you are in, a peculiar circumstance that most of the time goes unnoticed. What do you soon come across? A tech expo, a feast, an opening ceremony, someone called Jacob Spearcoal who has a story that doesn't add up, and/or something else? When you eventually set off again, take +1 TECH.") (set: $c36b to "Or 10 ♦ : Far below you, hills and stands of aspens and silverleaf poplar PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c37a to "Jack ♦ : Are there any recent new members of the crew? This episode is about one of them.") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Zugmunk, a Bumpmuggle, a Snrfflgrk, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Von Pistusk, a minion of Corbinian Greyspice, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. Propose an issue. For example: The Engineer's drinking is becoming a problem. Or, There were too many close shaves in that last battle. We need to hone our skills. Or, Our supplies are dwindling. Shall we make a detour? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : From the prow of The Truffling Toadstool, you watch a forest of peepal and vann PROJECT. You have a little time to start something new. If you wish, burn 10 GOLD to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +9 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Thundering Lovebird is a Bellowborn Slaad-class battlebarge. Why have you decided to attack it? Burn 1 GUILE and 6 STEEL to win the battle The Thundering Lovebird, and take +5 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Ravenous Lion is a Bellowborn Unspeakable-class bat, drawing abreast, readying its broadside. Is this an everyday act of war, police brutality, an attempted kidnapping, or something else? Burn 2 TECH and 6 STEEL to destroy, capture, or repel The Ravenous Lion, and take +5 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : Someone has a dark secret. Is it the Captain, the Gunner, the Surgeon, or someone else? What are they hiding? Why can't they just say?") (set: $c40b to "Or Ace ♣ : Balename gradually coalesces on the horizon. Here in Balename, no one is compelled to work who does not desire it, neither by force, nor by want of any necessity. Who among your crew believes such stories? Who does not? Before long there is some accident, conflict, or misunderstanding. What happens? How does it resolve? SHIPYARD. While you are docked in Balename, you may burn as much GOLD as you like to fix up the ship. For every GOLD spent, reduce DAMAGE to The Truffling Toadstool by 1. Here at Balename, you may also hire an expert to awaken any magic artifact, or install any ship system, for a bargain price of 2 GOLD.") (set: $c41a to "2 ♣ : A shadowy mass appears on the horizon. Upon arrival, you learn that this is the Archive. It seems that in the Archive, there are purple portals, through which all the refuse and junk from other worlds gets dumped. Do you linger to try to better understand this place? Or move off as soon as possible? SHIPYARD. If you need it, the people of the Archive will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c41b to "Or 2 ♣ : An arcology appears on the horizon. Upon arrival, you learn that this is the great city of Coranoch. It seems that in the great city of Coranoch, every night at midnight, the souls of the inhabitants are rotated into new bodies, and if you linger, your souls will join the carousel. What do you soon come across? A perfect illustration of how it all works here, a robbery in process, a competition anyone can enter, someone called Sally Snuggernag who offers to be your guide, and/or something else? SHIPYARD. In the workshops of Coranoch you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Truffling Toadstool by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c42a to "3 ♣ : BATTLE. Fight or flee a pack of flight-augmented Chaff-Rosie attackers. Why does stuff like this keep happening? Burn 8 SPIRIT to win the battle and take +4 GUILE and +4 TECH. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c42b to "Or 3 ♣ : BATTLE. The Serpentine Lily is a Southerner Scythe-class snekkja, bearing down with weapons hot. Is this an ambush, a mission of liberation, revenge, or something else? Burn 4 TECH and 4 STEEL to destroy, capture, or repel The Serpentine Lily, and take +5 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : You fly low over an endless forest of pine and sheesham PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : A floating island appears on the horizon. Upon arrival, you learn that this is the city of Argenne. It seems that in the city of Argenne, money was long ago abolished in most areas of life, although some gold is still set aside for purposes of foreign trade. What do you soon come across? A tech expo, search parties everywhere, a competition anyone can enter, someone called Madam Bertram who has a message for the Wiper, and/or something else? SHIPYARD. In the workshops of Argenne you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c44a to "5 ♣ : The city of Ambercastle glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a illianaros, who is in some ways a gardener, but in other respects a delegate. Then there are the yelwraeks, who appear to be a bit like revolutionaries, while also acting as the city's couriers. Not to mention the themyar, who is not quite a fruitier, and not quite a diplomat. And of course the flintcoat, grorlim, and rurn, whom you would say are three different kinds of horse-leech, except everyone meets that suggestion with puzzlement or peals of laughter.You find yourself in a tavern with a bolgror and a flintcoat. You try not to pry, but before long you have learned a lot about the distinctive qualities of the people here, and it all starts making sense. What sense does it make? When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : Flying in strange and uncharted territory, you encounter a creature of myth. Is it a spitted jurk, a shag-foal, a doubled-urchins, or something else? What is it like? Is this creature in some way associated with Quern Steppe, or is that just wishful thinking?") (set: $c45a to "6 ♣ : You think you have discovered the source of some of the mysterious events that have been taking place on board The Truffling Toadstool. Are you carrying a cursed artifact? A wraith? A stowaway? Is one of your magical systems or artifacts malfunctioning? Is someone on board bewitched, or an unknowing bringer of a malison, murrain, or some mysterious condition? Is there some ritual that must be performed, or some presence that must be satisfied? ") (set: $c45b to "Or 6 ♣ : You discover the missing half of something. What is it?") (set: $c46a to "7 ♣ : BATTLE. Fight or flee the Hungry Hungry Hippodrome. Burn 4 STEEL to win the battle and take +2 GUILE and +2 TECH. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee the Banshee Swarm. Record scratch. Yup, that's you. How did you get into this situation? Burn 7 GUILE to win the battle and take +3 STEEL and +3 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the ship records. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c47a to "8 ♣ : BATTLE. The Insalubrious Lizard is a Southerner Scythe-class snekkja, bearing down with weapons hot. Is this a case of mistaken identity, police brutality, a blockade, or something else? Burn 2 TECH and 8 STEEL to destroy, capture, or repel The Insalubrious Lizard, and take +8 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Insalubrious Lizard is a Copper Swarm Emblem-class picket, bearing down with weapons hot. Is this a case of mistaken identity, part of a revolution, a field test of a new weapons system, or something else? Burn 3 TECH and 13 STEEL to destroy, capture, or repel The Insalubrious Lizard, and take +9 GOLD. Or, flee the hostile airship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Nebulous Leaf is a Bellowborn Hell-class patrol pinnace, currently casting its grapples over your gunwales and preparing to board. Is this an everyday act of war, an incident in a revolutionary uprising, a blockade, or something else? Burn 1 TECH and 5 STEEL to destroy, capture, or repel The Nebulous Leaf, and take +6 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee the Bone Dragon. Burn 9 TECH to win the battle and take +4 STEEL and +4 GUILE. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the ship records. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a Gown of Mercyworking. Update your ship records. Do you have a Alchemist in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of STEEL.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the airship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Lady Peacock rises unexpectedly from a caldera. They're here to offer Istavan's service as a liaison officer aboard your airship. NEWCOMER. Does Istavan adopt a role, e.g. Surgeon, Alchemist, Wiper, Yeoman of the Sheet, or something else? They add +2 SPIRIT and +1 GUILE.") (set: $c50b to "Or Jack ♣ : Below you, mountains and snow. Further toward the horizon, a speck-like clockwork tractor chunters, probably Wynnish, tending their farms. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the airship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. Propose an issue. For example: There is a legendary city that we must find. Or, There was an uncomfortable incident involving the Captain. Can we get to the bottom of it? Or, Does anybody need advice right now about their ideas or decisions? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : From the prow of The Truffling Toadstool, you watch sable black reindeer move over the savannah. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the airship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Von Pistusk, Corbinian Greyspice, or someone else? Does it happen in Corpol, the Isthmus of Ponmont, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a curse-casting wire, reduce the challenge by 2. If you have a Spanner of Aqua, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : BATTLE. The Pitiless Loon is a Southerner Scythe-class cruiser, and it has followed you to Quern Steppe. Burn 10 TECH and 5 STEEL to beat the odds and blow them out of the sky. Or burn 10 GUILE and 5 SPIRIT to explain to your assailant at the last minute that Quern Steppe was not what you both believed. How is this place deceptive and/or dangerous? Or perhaps it's not really a place at all, but a person, a thing, a process, an organization, or something else? Or have you already been to Quern Steppe without knowing? If you have a Spanner of Aqua, reduce the challenge level by 5. Or do your best in battle, take 3 DAMAGE or lose two crew members. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto: "Intro")(set:$intro to "*The Voyage of The Gilded Bubble* Choose four, a Captain, First Mate, Navigator and Technician: The Man of Science: Ghasem the Brokenborn The Brash One: Józefa the Rotterling Troubled by Visions: Florence the Southerner The Spy: Natalka the Malkish Rebellious and Vulnerable: Daliah the Glowglummer 'I Must Have My Pills': Amare the Southerner The Crafty One: Kwame the Southerner") (set:$shipName to "The Gilded Bubble") (set:$villain to "Gilly Kruse") (set:$questFigure to "Gilly Kruse") (set: $c1a to "Ace ♠ : At around dawn you entered Glowglummer airspace. What tyrant rules here? Is it a paranoid commissar proactively conducting purges, a once-mighty knight surrounded by flatterers, a shapeshifter, or someone else? What are they called? Thandeka Yellowwand, Gilly Kruse, Divine Adoratrice Pearl, Greyulf Bliss, or something else? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c1b to "Or Ace ♠ : The Albatross is nearby. Who is the Captain of The Albatross? Is it Dorcas Khuyameni, Agnes Droop, Hierophant Obvious, or someone else? When in the past have you crossed paths, or crossed swords?") (set: $c2a to "2 ♠ : How does your skyship move? Is it equipped with a full set of sails, bristling with black-belching crinkle-crankle chimney stacks, solar-powered, powered by promises, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Gilded Bubble has some unusual features. What is its most distinctive feature? E.g. a sentient windlass, a suite of enhanced sensors, a temporal glitch armor augmentation, a blood armored hull, or something else? When you have augmented your Logbook, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : Who has a long-running rivalry with the skyship captain Divine Adoratrice Pearl? The First Mate, the Technician, someone else, the whole crew? How has Divine Adoratrice Pearl betrayed, humiliated, or exploited them in the past? When you have finished any discussions and/or Logbook updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : You've acquired some helpful cartographic data. Add some deserts, tundra, swamps, marshes, and/or other features to your map. When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Furious Child has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Furious Child, take +1 TECH. Or flee the Furious Child. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Chiffchaff is a Glowglummer Minokawa-class karvi, currently casting its grapples over your gunwales and preparing to board. Is this a case of mistaken identity, pure senseless violence, an assassination attempt, or something else? Burn 1 TECH and 9 STEEL to destroy, capture, or repel The Chiffchaff, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. Propose an issue. For example: I think I'm ready to talk a bit more about my loss. Or, How are we getting on as a group? Or, What are our goals right now? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Gilded Bubble carry? E.g. bamboozling bazookas, a howitzer battery, a turntable trebuchet, some other weapons system, or perhaps no weapons at all? Update the Logbook, and take +1 STEEL.") (set: $c6a to "6 ♠ : You have disembarked the skyship and somehow got yourself lost deep in the woods, when your ears fill with the sound of hooves. Who is the mysterious rider? A lithe well-muscled youth with raven locks and piercing green eyes that seldom leave yours? A wild looking elfin femme, with tangled chestnut hair, freckles and endless jests at your expense? A full suit of plate armor big enough for a bear, a pair of dancing hazel eyes and a lilting, teasing tone? An aloof-seeming ranger with a lantern jaw and salt-and-pepper grizzle, who seems to half-ignore you, yet never forgets a word you say? What scrape or adventure do you get into together on your way back to the skyship? As they ride away into the forest when you cry out, Wait! You never told me your name! My name is Lee Yellowcloak, they laugh. Find me in Ravenvalues! After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : A piece of machinery is buried in the sand. What was it originally? Then what was it? What might it be useful for next? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : Two of your crew are romantically involved. When did it start? How is it going? NEWCOMER. Before long, Layaali also arrives aboard The Gilded Bubble. How? Who is she? Does she adopt a role, e.g. Captain, First Mate, Bombadier, Technician, Druid, Aviator, or maybe something else? Add Layaali to the Logbook, and adjust the roles aboard The Gilded Bubble accordingly. Layaali adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Gilded Bubble need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your Logbook, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : You have heard stories about a city that governs itself without any need for police or prisons. What stories have you heard? Who on board believes these stories, and who scoffs at them? If you wish, The Gilded Bubble also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : You are flying over strange scenery. Where is it? What does it look like? If you wish, The Gilded Bubble also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : What does the crew know about Divine Adoratrice Pearl's stronghold? Why is this important? After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : There are some old conflicts within the First Mate's family. They're complicated, and they're to do with ... what? Reputation, violence, crime, silence, a terrible misunderstanding, and/or something else? When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : While The Gilded Bubble is sheltering from a storm, the First Mate is down in their quarters tinkering with an old family keepsake. What is it? A box? A sword? A lute? A pendant? Suddenly a secret compartment springs open. What is inside? A note? A map? A document covered in indecipherable runes? A shard of something bigger? A daguerrotype of the First Mate's mother together with Divine Adoratrice Pearl? When the First Mate's niblinggave them the keepsake, did they know about the secret inside? Before the storm subsides, The Gilded Bubble takes a terrible lashing. Burn 1 TECH or take 2 DAMAGE. Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : You are joined by Chloe, who is the First Mate's half-brother. How does the First Mate greet them? An embrace? A stiff handshake? Or do they refuse to even look at them? NEWCOMER. Add Chloe to your ship map as Ropemaker, or as something else. Chloe adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : There's a Kolashk No-class patrol ship nearby, and it's up to something. Is it enforcing a checkpoint, flytipping, conducting false flag operations, or something else? If you wish, burn 1 GUILE to spy on their set-up and take +2 TECH.") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Banshee Swarm. The Banshee Swarm is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Banshee Swarm, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Dallying Gelt is a Glowglummer Troll-class karvi. Why have you decided to attack it? Burn 3 GUILE and 5 STEEL to win the battle The Dallying Gelt, and take +6 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : The Commonweal of Zeira appears on the horizon. Here in the Commonweal of Zeira, no one is compelled to work who does not desire it, neither by force, nor by want of any necessity. Who among your crew believes such stories? Who does not? This is also where the Navigator's secret father lives. Perhaps you'll pay a visit? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : Brukken Mar appears on the horizon. Here in Brukken Mar, no one is compelled to work who does not desire it, neither by force, nor by want of any necessity. Who among your crew believes such stories? Who does not? Do you disembark? What do you find? TRADING POST. While you are docked in Brukken Mar, you may burn any amount of GOLD to purchase CARGO, mostly ceramics and jade, to trade further on. If so, record what you've bought and how much much GOLD you have invested. ") (set: $c14a to "Ace ♥ : The town of Ons glows on the horizon. Here in the town of Ons, somewhere there is an innocuous wooden door that leads to the pocket dimension of Alchemy Town. If you wish, burn 2 SPIRIT to find this portal. The alchemists are eager for amber, grimoires, and calomel. If have any such items among your CARGO, you may sell them for four times what you paid, or donate them to the alchemists to take +4 SPIRIT and +4 GUILE. The alchemists will also buy any unawakened magic item for 15 GOLD, or (for some reason) 10 GOLD if it is accompanied by the appropriate certification and licensing information.. Do you explore? What is it like? What happens? SHIPYARD. While you are docked in Ons, you may install a frost engine to take +2 TECH, +2 STEEL, +2 GUILE, for a price of 10 GOLD, and/or lunar panels to take +5 TECH, +5 STEEL, +5 GUILE at a price of 25 GOLD. Or sell any enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak for 7 GOLD. ") (set: $c14b to "Or Ace ♥ : Abolition of the Heart shimmers on the horizon. It is said that in Abolition of the Heart strange glowing colors take the place of mathematics. Do you disembark? What do you find? SHIPYARD. In the workshops of Abolition of the Heart you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : The great city of Keryth Magdi raises its towers on the horizon. The Navigator knows of it. They have gathered that in Keryth Magdi, everyone is a twin. Someone asks for your help. What do you do? SHIPYARD. In the workshops of Keryth Magdi you may burn 10 GOLD to install a sentient armored hull and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a lunar bombard and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Gilded Bubble by 1.") (set: $c16a to "3 ♥ : An unknown city appears on the horizon. Upon arrival, you learn that this is the Fastness of Excellence. It seems that in the Fastness of Excellence, it grows dark in the night, and light by day. Some aboard the crew complain that that is not what is special about the Fastness of Excellence at all, that the Fastness of Excellence is is not called the Fastness of Excellence at all, but the City of Doubts, and it is a place that makes you more and more unsure of everything the closer you draw, and the longer you stay. The Captain doubts that that's the case. Will you risk it? What do you soon come across? An insurrection, search parties everywhere, a duel, someone called Jules Evestone who has a message from Divine Adoratrice Pearl, and/or something else? SHIPYARD. In the workshops of the Fastness of Excellence you may burn 5 GOLD or 2 TECH to add a devitalizer dart to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Gilded Bubble by 1.") (set: $c16b to "Or 3 ♥ : ARTIFACT. While exploring an abandoned watch tower high in the mountains, you discover a Camisole of Substitutiary Locomotion. Burn 3 SPIRIT to awaken it. Once awakened, this relic may be used once on your voyage, and only by a Natural Philosopher, Technician, or Druid. It allows you to see the next card before making any decisions about the active card.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it an alchemist's workshop, a skyfarer's timepiece, a curse-casting wire, a mouth of the host, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : The city of Żowice appears on the horizon. Here in the city of Żowice, ludic rituals take the place of law. Do you stop here? What is it like? What happens? SHIPYARD. While you are docked in Żowice, you may burn 6 GOLD to repair all damage to the skyship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in Żowice pays well. Burn 2 GUILE or 2 SPIRIT to take +6 GOLD.") (set: $c18a to "5 ♥ : BATTLE. Fight or flee the Suborbital Ghost. If you have a Zookeeper aboard, you can skip this card without penalty. Burn 5 STEEL to win the battle and take +2 SPIRIT and +2 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee the Fire Elemental. Really? How did you get into this predicament? Burn 4 GUILE to win the battle and take +2 SPIRIT and +2 TECH. If you win the battle, you also acquire a quantity of hexanisms which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Impecunious Skittle is a Glowglummer Minokawa-class karvi, drawing abreast, readying its broadside. Is this an act of piracy, pure senseless violence, an extreme overreaction, or something else? Burn 1 TECH and 12 STEEL to destroy, capture, or repel The Impecunious Skittle, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee a pack of wyvern-rider Torn One attackers. What is this entity you're battling? Burn 7 TECH to win the battle and take +3 STEEL and +3 SPIRIT. If The Gilded Bubble is equipped with an alchemist's workshop and you can think of a way to use it now, take +3 of any resource before the battle begins. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it an anechoic chamber, advanced navigational equipment, a sentient gun, a lunar cannon, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : Ubá shimmers on the horizon. It is said that in Ubá strange glowing colors take the place of money. What do you soon come across? A tournament, search parties everywhere, a public debate, someone called Craster Gardner who has a story that doesn't add up, and/or something else? SHIPYARD. In the workshops of Ubá you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Gilded Bubble by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c21a to "8 ♥ : The city of Numinous Gladness looms on the horizon. Here in the city of Numinous Gladness, everything is ravaged by the war between the Saints and the Thinking Engines, but no one ever speaks of it. Do you explore? What is it like? What happens? TRADING POST. While you are docked in Numinous Gladness, you may sell any CARGO you are carrying and make twice whatever you paid, or burn 4 GUILE and make triple whatever you paid for them. You may also rent a berth to complete any PROJECTS. For each GOLD you burn, you may reduce one project die by one. ") (set: $c21b to "Or 8 ♥ : ARTIFACT. While exploring an abandoned watch tower high in the mountains, you discover a Crystal Ashtray of Mutation. This relic may be used once on your voyage, and only by a Natural Philosopher, Ordinary Aviator, or Druid. It heals 2 skyship DAMAGE.") (set: $c22a to "9 ♥ : BATTLE. The Execrable Kiwi is a Glowglummer Troll-class karvi, drawing abreast, readying its broadside. Is this an act of piracy, a betrayal, an extreme overreaction, or something else? Burn 1 TECH and 10 STEEL to destroy, capture, or repel The Execrable Kiwi, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The Bucket is a Glowglummer Troll-class karvi. Why have you decided to attack it? Burn 3 GUILE and 10 STEEL to win the battle The Bucket, and take +8 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : NEWCOMER. Aoibh arrives aboard The Gilded Bubble. How? Do they adopt a role — Bombadier, Aviator, Ordinary Aviator, or something else? They bring +2 STEEL and +1 GOLD. Add them to your Logbook.") (set: $c23b to "Or 10 ♥ : Far below, an endless forest of pine and maple. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c24a to "Jack ♥ : NEWCOMER. Sienna arrives aboard The Gilded Bubble. How? Do they adopt a role: Bombadier, Druid, Natural Philosopher, or something else? They bring +2 STEEL and +1 GUILE. Add them to your Logbook.") (set: $c24b to "Or Jack ♥ : You skirt the edge of the High Waste. A ratcatchercatcher airship chugs unsteadily through the sky nearby, belching yellow and green smoke. PROJECT. You have a little time to start something new. If you wish, burn 5 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +7 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c25a to "Queen ♥ : Tension is simmering between two crew members. Who? The Navigator and the First Mate, or a different pair? What is causing it? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : From the prow of The Gilded Bubble, you watch blackbirds fly high above emerald-green moss, before veering off, and dipping toward a lake. PROJECT. You have a little time to start something new. If you wish, burn 7 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +6 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : On the horizon, The Fox and The Albatross are engaged in fiery battle. How do you react? In the end, the encounter is indecisive, as you lose sight of both ships. After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : Below you, a forest of aspens. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : This part of the world is a little remote. Is it a vast stretch of ocean vegetation, thick enough to walk on? A plane of fine purple dust, deadlier than quicksand? The moss-covered fragments of the capitol of the Ancient Ones's Ancient Ones? The lip of a lava lake? Or somewhere else? What is it called? Rainbowendal, the Rint, the Isthmus of Lumwich, or something else? ") (set: $c27b to "Or Ace ♦ : This part of the world is a little remote. Is it a lone peak isolated on the tundra? A plane of fine purple dust, deadlier than quicksand? A vast glacier, cracking and thawing for the first time in centuries? The lip of a lava lake? Or somewhere else? What is it called? Rainbow Green, the Rifted Red, Soft Thundersguard, or something else? The Southerner established Rainbow Green Portalwatch here years ago, though now it lies in ruins. It's said its true purpose was to be Wise Thorn's anti-apocalypse bunker. Whatever the truth of the matter, its inhabitants are all dead, killed three years ago in a fire that spread out of control, and there has been no attempt to repopulate it. Who will venture into the ruins, and who will stay aboard The Gilded Bubble and wait? Are there perimeter traps or other security measures still operational? Do you find a diary, or some other message which records their last days? Does whatever killed them still lurk among the ruins? Are they all really dead, or is one still alive? Is one still alive, but changed? What was really going on here? Was waiting on the ship really the safe option it seemed? Burn 2 SPIRIT and take +2 STEEL, or burn 2 STEEL and take +2 GUILE. Or lose all your crew members, one by one.") (set: $c28a to "2 ♦ : BATTLE. The Heavenscarred Thorn is a Southerner Raven-class needleship, currently casting its grapples over your gunwales and preparing to board. Is this a case of mistaken identity, putting you in your place, sky-road rage, or something else? Burn 1 TECH and 5 STEEL to destroy, capture, or repel The Heavenscarred Thorn, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Brittle Dismay is a Glowglummer Minokawa-class karvi, drawing abreast, readying its broadside. Is this an ambush, a mission of liberation, trial by combat, or something else? Burn 4 TECH and 10 STEEL to destroy, capture, or repel The Brittle Dismay, and take +9 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : This part of the world is a little remote. Is it a desert hovered over by mysterious blobs of static darkness? A plane of fine purple dust, deadlier than quicksand? A morraine strewn with debris? The lip of a lava lake? Or somewhere else? What is it called? Nanyurobi, White Wont, Dramhome, or something else? The Yellowshaddow established Nanyurobi Weather Station here years ago, though now it lies in ruins. It's said its true purpose was a paranormal research institute. Whatever the truth of the matter, all those who were stationed here were killed a few months ago apparently at one-another's hands, an episode shrouded in some confusion. Who will venture into the ruins, and who will stay aboard The Gilded Bubble and wait? Are there perimeter traps or other security measures still operational? Do you find a diary, or some other message which records their last days? Does whatever killed them still lurk among the ruins? Are they all really dead, or is one still alive? Is one still alive, but changed? What was really going on here? Was waiting on the ship really the safe option it seemed? Burn 2 SPIRIT and take +2 STEEL, or burn 2 STEEL and take +2 GUILE. Or lose all your crew members, one by one.") (set: $c29b to "Or 3 ♦ : ARTIFACT QUEST. This part of the world is a little remote. The Rotterling established Cornby Valley Fastness here many years ago, though now it lies in ruins. It's said its true purpose was a necromantic experiment. Whatever the truth of the matter, all those who were stationed here were killed a few months ago by raiding Oct cutthroats, who themselves did not survive the encounter, and there has been no attempt to repopulate it. Who will venture into the ruins, and who will stay aboard The Gilded Bubble and wait? Are there perimeter traps or other security measures still operational? Do you find a diary, or some other message which records their last days? Does whatever killed them still lurk among the ruins? Are they all really dead, or is one still alive? Is one still alive, but changed? What was really going on here? Was waiting on the ship really the safe option it seemed? EXPEDITION. If you decide to venture into the ruins, roll a die. Overcome that number of challenges to emerge alive. The first challenge involves stealth, vigilance, or quick reflexes — burn 2 GUILE and take +1 STEEL. The second challenge involves combat skills or outer or inner strength — burn 3 STEEL and take +1 SPIRIT. The third challenge involves trusting each other or keeping your cool — burn 3 SPIRIT and take +1 GUILE. The fourth challenge involves solving a mystery or building something — burn 1 TECH and take +3 SPIRIT. The fifth challenge involves coming up with a plan of attack, capitalizing on a prior observation, or knowing when to run — burn 1 STEEL and take +3 GUILE. The sixth challenge involves spotting or remembering a detail and making the right call — burn 1 GUILE and take +2 TECH. ARTIFACT. If you make it out, you can bring something back. Is this some gizmo or bit of bric-a-brac you heard about earlier? Something you have been looking for? Is it an Image Projector? Is it a Horn of Rebel Harmony? Is it a Guardian Sphere? Is it the Crystal of Some Things? Or something else? At any point, burn 4 SPIRIT to awaken it and take +4 STEEL and +4 TECH. If you don't want to wake it up, sell it at a SHIPARD or TRADING POST for 5 GOLD.") (set: $c30a to "4 ♦ : Late one night the First Mate and their half-brother sit up talking about the past. There's something each remembers quite differently. What is it? Why the First Mate's mother went away? Grandfather's harebrained scheme to rotate the city of Kogara 90 degrees? When the First Mate's nibling was killed? Why the children were playing such a dangerous game? What they overheard from the top of the stairs? What they glimpsed thrown into the flames? Or something else? ") (set: $c30b to "Or 4 ♦ : The town of Zoga looms on the horizon. The Navigator knows this part of the world. They have gathered that in Zoga, any powerful emotion risks triggering an Event. What do you soon come across? A perfect illustration of how it all works here, an erupting volcano, a vendetta, someone called Sithenjiwe Gininda who has a message for the Ordinary Aviator, and/or something else? When you eventually set off again, take +1 SPIRIT.") (set: $c31a to "5 ♦ : Someone on the The Gilded Bubble has sworn a solemn oath. Who is it? What is the oath? E.g. to understand dark magic, to gain a noble title, to bring riches to your parents, or something else? NEWCOMER. Ansariah is willing to join your crew. Do they adopt a role, e.g. Aviator, Ordinary Aviator, Ropemaker, Druid, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT. While exploring an abandoned solarium on the shores of a large lake, you discover a Crystal Ashtray of Fortuity. Burn 3 SPIRIT to awaken it. Once awakened, this relic may be used once on your voyage, and only by a Natural Philosopher, Ordinary Aviator, or Druid. It allows you to burn SPIRIT as though it were STEEL.") (set: $c32a to "6 ♦ : Once, when lost deep in the forest, one of you encountered a mysterious and somewhat compelling figure, Lee Yellowcloak. The Gilded Bubble is dropping toward Ravenvalues, where one of you hopes to find Lee Yellowcloak again. Before long, your heart falls. You have discovered Lee Yellowcloak is closely connected with your sworn enemies. Who are they? Maybe they are the child of Divine Adoratrice Pearl or Gilly Kruse? The betrothed of the Marquise Steadypike or Dor Armlight? Or a captain in the Torn One elite guard? Or a Janbulagger alchemist? Or something else? Will you try to speak with them nonetheless? Must it be done in secret?") (set: $c32b to "Or 6 ♦ : There is a fire aboard the ship. Fortunately it's not too serious. How did it start? What was damaged or destroyed?") (set: $c33a to "7 ♦ : BATTLE. Fight or flee a pack of bloatball-riding Torn One attackers. Why does stuff like this keep happening? Burn 7 SPIRIT to win the battle and take +3 STEEL and +3 TECH. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee the Necrotic Dreadnaught. How did you get into this predicament? Burn 10 STEEL to win the battle and take +5 TECH and +5 SPIRIT. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c34a to "8 ♦ : ARTIFACT QUEST. A Smart Plastic is kept deep within Tommen Tristan Soren's Fortress Simmer. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What do you learn about yourself during this perilous process? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 STEEL. ") (set: $c34b to "Or 8 ♦ : A shimmering city appears on the horizon. Upon arrival, you learn that this is Weepheart. It seems that in Weepheart, everything that exists within the city walls has a heart and a mind and a voice. Do you disembark? What do you find? SHIPYARD. In the workshops of Weepheart you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 SPIRIT.") (set: $c35a to "9 ♦ : BATTLE. The Aspect is a Glowglummer Fly-class snekkja, bearing down with weapons hot. Is this a prearranged duel, a mission of liberation, a panicked misunderstanding, or something else? Burn 4 TECH and 9 STEEL to destroy, capture, or repel The Aspect, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee a pack of gryphon-mounted Torn One attackers. Record scratch. Yup, that's you. How did you get into this situation? Burn 7 TECH to win the battle and take +3 GUILE and +3 SPIRIT. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c36a to "10 ♦ : Dying Odousta hovers on the horizon. It is said that in Dying Odousta the system of government is strongly determined by the architecture, and in particular by a citywide network of slyly-designed courtyards called 'Gooses,' filled with shadowy cypress trees and murmured intrigues, lit by complicated systems of candles, and affording conditional access to or filtered views of neighbouring Gooses. But the stories that are told about this place aren't quite true. In what ways are they misleading? SHIPYARD. In the workshops of Dying Odousta you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Gilded Bubble by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c36b to "Or 10 ♦ : From the prow of The Gilded Bubble, you watch a herd of rust-colored springbok sing faintly through meadows, their shadows long in the low sun. You watch the passage of a glowing gaggle of violet-cloaked hoggles, probably Boggle panning for pixie dust. PROJECT. You have a little time to start something new. If you wish, burn 5 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +7 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c37a to "Jack ♦ : Overhead aboard The Gilded Bubble. So he was like, Bind me to the mainmast, and I was like, you bet you little slut, and he was like, because of the sirens, and I was like, because of the sirens, sir. Who said this? What's the context? Discuss if you like, or shrug and draw the next card. ") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Zugmunk, a Wumpa, a Snrfflgrk, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Divine Adoratrice Pearl, a minion of Gilly Kruse, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. Propose an issue. For example: Are we really where the Navigator says we are? Or, The First Mate claims we have a spy in our midst. Can it be true? Or, We are being too profligate with one of our resources. Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : Below you, a patchwork of gardens and wetlands. PROJECT. You have a little time to start something new. If you wish, burn 8 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +7 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Contumacious Eye Flaw is a Glowglummer Petrel-class cutter, currently casting its grapples over your gunwales and preparing to board. Is this a case of mistaken identity, a mission of liberation, seemingly a drunken assault, or something else? Burn 1 TECH and 7 STEEL to destroy, capture, or repel The Contumacious Eye Flaw, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Albatross is a Glowglummer Fly-class snekkja, bearing down with weapons hot. Is this a case of mistaken identity, police brutality, a test of a new armament, or something else? Burn 2 TECH and 9 STEEL to destroy, capture, or repel The Albatross, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : On a misty night, you are visited by a figure from the Tarot deck. Who is it?") (set: $c40b to "Or Ace ♣ : The town of Cyran Qiceran raises its towers on the horizon. Here in the town of Cyran Qiceran, the inhabitants' shadows have lives of their own. What brings you here? TRADING POST. While you are docked in Cyran Qiceran, you may sell any CARGO you are carrying. Sell goods for twice whatever you paid for them. Or burn 4 GUILE to sell your goods for triple whatever you paid for them. ") (set: $c41a to "2 ♣ : The city of Bura hovers on the horizon. You have heard that in Bura painting and art performs the function of love, friendship, sex and romance. What do you soon come across? A fair, an erupting volcano, a rapidly-spreading fire, someone called Yara Sorrownail who has a story that doesn't add up, and/or something else? SHIPYARD. In the workshops of Bura you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Gilded Bubble by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c41b to "Or 2 ♣ : The town of Slakhan glows on the horizon. You have heard that in Slakhan the city is predominantly spread out through a vast hedge maze, many many miles in its compass. Do you explore? What is it like? What happens? SHIPYARD. In the workshops of Slakhan you may burn 10 GOLD to install a lunar gun and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a necrotic cannon and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Gilded Bubble by 1.") (set: $c42a to "3 ♣ : BATTLE. Fight or flee a partfolk. What is this entity you're battling? Burn 6 SPIRIT to win the battle and take +3 STEEL and +3 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Jemble Warrior is a Glowglummer Fly-class snekkja, drawing abreast, readying its broadside. Is this a case of mistaken identity, pure senseless violence, an assassination attempt, or something else? Burn 2 TECH and 13 STEEL to destroy, capture, or repel The Jemble Warrior, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : Far below you, mountainous forest of firs and olive trees PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : The town of Orist Tralar gradually coalesces on the horizon. It is said that in Orist Tralar there is no such concept as embarrassment. Someone asks for your help. What do you do? SHIPYARD. In the workshops of Orist Tralar you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c44a to "5 ♣ : The city of Mopehaven glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a caidove, who is in some ways a forester, but in other respects a gravity-worker. Then there are the yelwraeks, who appear to be a bit like advocates for animals and even plants, but also do the duties of oracles. Not to mention the norlee, who is not quite a fruitier, and not quite a devil's advocate. And of course the ryo, oppalman, and grar, whom you would say are three different kinds of shipwright, except everyone meets that suggestion with puzzlement or peals of laughter.You find yourself in a tavern with a bolgror and a kurzah. The bolgror is very old, and remembers the time before the revolution, and how it all changed. How did it all change? When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : There is a rumor that the First Mate's sister was trying to move the entire city of Kogara to a new location. You discover something that proves or disproves this rumor, or shows that it's only part of the true story. What do you discover? ") (set: $c45a to "6 ♣ : You have heard word of Lee Yellowcrone. Has Lee Yellowcrone committed some daring feat? Or a terrible atrocity? Were they not what they seemed? Have they had a change of heart? Where are they now? Speeding toward The Gilded Bubble with bloody intent? Awaiting trial in a Torn One oubliette? Due for execution at midnight? Enjoying a relaxing honeymoon with the Wizard Scarla? Whereabouts unknown? ") (set: $c45b to "Or 6 ♣ : The Quartz Dunnock arrives just in the nick of time to help you with some predicament. What is it?") (set: $c46a to "7 ♣ : BATTLE. Fight or flee the Stone Storm. What is this entity you're battling? Burn 7 GUILE to win the battle and take +3 SPIRIT and +3 TECH. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee a pack of glider-equipped Torn One attackers. How did you get into this predicament? Burn 7 STEEL to win the battle and take +3 TECH and +3 GUILE. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c47a to "8 ♣ : BATTLE. The Cosmic Anxiety is a Southerner Raven-class needleship, drawing abreast, readying its broadside. Is this an ambush, putting you in your place, gladiatorial combat, or something else? Burn 1 TECH and 11 STEEL to destroy, capture, or repel The Cosmic Anxiety, and take +9 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Cosmic Anxiety is a Southerner Bread-class swooper, bearing down with weapons hot. Is this an act of piracy, a prearranged duel, a territorial skirmish, or something else? Burn 4 TECH and 13 STEEL to destroy, capture, or repel The Cosmic Anxiety, and take +10 GOLD. Or, flee the hostile skyship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Lyric Dove is a Kolashk Host-class battlebarge, drawing abreast, readying its broadside. Is this an ambush, licensed privateering under a letter of marque, an extreme overreaction, or something else? Burn 1 TECH and 9 STEEL to destroy, capture, or repel The Lyric Dove, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee the Serpentship. Why does stuff like this keep happening? Burn 6 STEEL to win the battle and take +3 SPIRIT and +3 GUILE. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a Tablet of the City and the Garden. Update your Logbook. Do you have a Natural Philosopher in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of SPIRIT.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the skyship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Fox rises unexpectedly from a caldera. They're here to offer Yasmin's service as a liaison officer aboard your skyship. NEWCOMER. Does Yasmin adopt a role, e.g. Druid, Natural Philosopher, Ordinary Aviator, Ropemaker, or something else? They add +2 SPIRIT and +1 STEEL.") (set: $c50b to "Or Jack ♣ : From the prow of The Gilded Bubble, you look down upon a patchwork of gardens and wetlands. You watch the passage of a glowing gaggle of violet-cloaked hoggles, probably Brokenborn, tending their farms. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the skyship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. Propose an issue. For example: Our supplies are dwindling. Shall we make a detour? Or, There was an uncomfortable incident involving the Captain. Can we get to the bottom of it? Or, What are the ship's needs? Go round in a circle, with each player briefly stating their feelings. One or two sentences should be enough. End with the player who proposed the issue. You don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : You pilot through a constellation of moss-bearded flying islets, apparently uninhabited. You watch the passage of a glowing gaggle of violet-cloaked hoggles, probably Boggle, tending their farms. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Divine Adoratrice Pearl, Gilly Kruse, or someone else? Does it happen in Kogara, Dotspar, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use an anechoic chamber, reduce the challenge by 2. If you have a Horn of Rebel Harmony, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : BATTLE. The Drunken Bezoar is a Glowglummer Talon-class drakkar, and it has pursued you to the skies above Kogara. Meanwhile, just when The Gilded Bubble needs them most, the First Mate has vanished. Cut to First Mate's tumbledown childhood home at the outskirts of Kogara. What are they looking for here? Answers? Proof? Redemption? Treasure? The truth, once and for all? Something else? How does all this play out? Burn 10 SPIRIT and 5 STEEL for the crew of The Gilded Bubble to come to their aid just in time, or vice-versa. Or face your challenges seperately, and take 3 DAMAGE or lose two crew members. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto: "Intro")(set:$intro to "*The Voyage of The Ever-Arriving Raven* Choose four, a Captain, First Mate, Navigator and Engineer: The Explorer: Lila the Copper Swarm The Charming Center of Attention: Ekon the Yellowshaddow The Mystic: Amare the Kolashk The Idealist: Zane the Bonehome The Sensitive One: Courtney the Glowglummer The Trigger-Happy One: Tilly the Bonehome The Sly One: Yuyu the Glowglummer") (set:$shipName to "The Ever-Arriving Raven") (set:$villain to "Admiral Fontlemuzzle") (set:$questFigure to "Admiral Fontlemuzzle") (set: $c1a to "Ace ♠ : At around midnight you entered Mianyuan airspace. What tyrant rules here? Is it a petulant and bloodthirsty child, a giggling godking, a beautiful princess under a secret spell, or someone else? What are they called? Joseph Fontleshadow, Admiral Fontlemuzzle, High Constable Ember, Helpmeet Chukwuma, or something else? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c1b to "Or Ace ♠ : You are sharing tales of a legendary skyship. What is its name? Are they The Odious Bee, The Steel Thistle II, The Chaleur Phantom, The Crystal Peahen C, The Shrike, or something else? Decide and take +1 GUILE or +1 TECH.") (set: $c2a to "2 ♠ : How does your skyship move? Is it equipped with a full set of sails, powered by biofuels, buoyed by balloons and bladders, powered by sympathetic magic, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Ever-Arriving Raven has some unusual features. What is its most distinctive feature? E.g. a lunar shield, a holy net, an art workshop, a cursed shield, or something else? When you have augmented your Logbook, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : In a few days, you'll be flying near to a giant artificial structure. What is it? Why was it abandoned? When you have finished any discussions and/or Logbook updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : Two crew members are definitely flirting. When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Bone Dragon has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Bone Dragon, take +1 TECH. Or flee the Bone Dragon. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Pre-Alpha Hoopoe is a Bonehome Parliament-class needleship. Why have you decided to attack it? Burn 3 GUILE and 6 STEEL to win the battle The Pre-Alpha Hoopoe, and take +6 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. One of the crew wants to talk about something. For example: The First Mate claims we have a spy in our midst. Can it be true? Or, Where are we headed? Or, Does anybody need advice right now about their ideas or decisions? What do the rest of the crew think? They don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Ever-Arriving Raven carry? E.g. a curse-casting bombard, a heavy ballista, a crystal catapult, some other weapons system, or perhaps no weapons at all? Update the Logbook, and take +1 STEEL.") (set: $c6a to "6 ♠ : One of the crew — perhaps the Demonologist, the Sage? — is a Sorcerer Aspirant. The biggest test of their sorcerous education will take place in Numinous Gladness in one's month's time. Mark the location of Numinous Gladness. How do they feel about it? Brimming with confidence? Intending to cheat? Wracked with anxiety? Nervous for a good reason? Pretty chill actually? What must they do to prepare? Figure out the meaning of Magus Edowyn's cryptic advice? Master that one spell that never works? Obtain certain quantities of felt, beets, and artworks and citrine, aventurine, and aqua ragia? Steal something from Admiral Fontlemuzzle? Discover why Hierophant Curious is always so much harsher on them than the other students? Find the Astrolab of Promulgation? Find a way to meet up with a fellow Aspirant aboard The Crystal Peahen C? Or something else? After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : You are followed for some miles by a creature. Do you know what it is? Is it dangerous? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : There are certain traditions for when a newcomer joins The Ever-Arriving Raven. What are they? NEWCOMER. Before long, Constance also arrives aboard The Ever-Arriving Raven. How? Who is she? Does she adopt a role, e.g. Captain, First Mate, Security Officer, Engineer, Sage, Aviator, or maybe something else? Add Constance to the Logbook, and adjust the roles aboard The Ever-Arriving Raven accordingly. Constance adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Ever-Arriving Raven need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your Logbook, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : Two skyfarers from The Steel Thistle II request to come aboard. Who are they? What is the purpose of the visit? If you wish, The Ever-Arriving Raven also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : You have heard stories about a city that governs itself without any need for police or prisons. What stories have you heard? Who on board believes these stories, and who scoffs at them? If you wish, The Ever-Arriving Raven also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : You've acquired some helpful cartographic data. Add some deserts, tundra, swamps, marshes, and/or other features to your map. After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : What legends have you heard about a place called Chisdreamharrow? Who in the crew believes the legends? Who doesn't? Who thinks Chisdreamharrow itself is a lie? Who else do you suspect is seeking Chisdreamharrow, Admiral Fontlemuzzle, Simon Madelgarde, Generalissimo Ember, or someone else? When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : Welcome to the Citadel of Iguruyi, where you have travelled to find Chief Inspector Bell, said to have seen Chisdreamharrow with their own eyes. After a few discreet enquiries, you are approached by the furious Admiral Fontlemuzzle, accompanied by a dozen Mianyuan soldiers, a giant scorpion, a minotaur, a boneless and a dream madcap, who all seem highly trained in Discreet Enquirer Countermeasures. You were warned about this last week! growls Admiral Fontlemuzzle. Burn 2 GUILE, or 2 GOLD, or lose a crew member to the jailhouse. Obviously a case of mistaken identity. Who else could be looking for Chisdreamharrow, and why? Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : Bessy does not know the exact whereabouts of Chisdreamharrow, but thinks your answer may lie in Saddle. You set a course. NEWCOMER. Add Bessy to your ship map as Yeoman of the Sheet, or as something else. Bessy adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : There's a Mianyuan Talon-class birlinn nearby, and it's up to something. Is it espionage, dumping something in the lake, guarding a mysterious site, or something else? If you wish, burn 1 GUILE to spy on their set-up and take +2 TECH.") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Smiling Nightmare. The Smiling Nightmare is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Smiling Nightmare, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Contumacious Rook is a Bonehome Parliament-class needleship, currently casting its grapples over your gunwales and preparing to board. Is this a case of mistaken identity, a betrayal, a test of a new armament, or something else? Burn 1 TECH and 4 STEEL to destroy, capture, or repel The Contumacious Rook, and take +5 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : The Colors of Orist Yluetol looms on the horizon. Here in the Colors of Orist Yluetol, all things are held in common, and their use is governed by the people as a whole. As you approach, someone in your crew grows angry. Who? In what way? What brings you here? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : The great city of Bwambanda hovers on the horizon. Here in the great city of Bwambanda, animals take the place of pistols for purposes of duelling. This is also where the Navigator's nephew lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Bwambanda, you may burn 4 GOLD to repair all damage to the skyship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in Bwambanda pays well. Burn 1 GUILE or 1 SPIRIT to take +3 GOLD.") (set: $c14a to "Ace ♥ : The See of Castemería shimmers on the horizon. Here in the See of Castemería, everyone has been occupied for centuries in the construction of a vast machine. Do you stop here? What is it like? What happens? SHIPYARD. While you are docked in the See of Castemería, you may install a lunar sail to take +2 TECH, +2 STEEL, +2 GUILE, for a price of 10 GOLD, and/or a temporal glitch submersible to take +5 TECH, +5 STEEL, +5 GUILE at a price of 25 GOLD. Or sell any enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak for 7 GOLD. ") (set: $c14b to "Or Ace ♥ : Onawell glows on the horizon. You have heard that in Onawell the population are in perpetual revolt against against their rulers, the Occupiers. What do you soon come across? A market, an art exhibition, a competition anyone can enter, someone called Ru Yarrowegg who has a message from Chief Inspector Bell, and/or something else? SHIPYARD. If you need it, the people of Onawell will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : A city appears on the horizon. Upon arrival, you learn that this is Old Maetgow. It seems that in Old Maetgow, there are no commoners, and everyone you meet has a claim upon the throne. Someone asks for your help. What do you do? SHIPYARD. In the workshops of Old Maetgow you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Ever-Arriving Raven by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c16a to "3 ♥ : A city appears on the horizon. Upon arrival, you learn that this is the great city of Cimmir. It seems that in the great city of Cimmir, everything is ravaged by the war between the Saints and the Thinking Engines, but no one ever speaks of it. Do you get mixed up in something while you are here? Or is the visit uneventful? SHIPYARD. If you need it, the people of Cimmir will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c16b to "Or 3 ♥ : ARTIFACT. Buried in the sand you find the Checklist of Diamagnetism. Update your Logbook. Do you have Constance in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 GUILE.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a molten ladder, a steam catapult, a drop-down harvesting scoop, a dimension blazer, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : The city of Ariocaster looms on the horizon. Here in the city of Ariocaster, there is no gender, but there is something like it. Do you disembark? What do you find? SHIPYARD. While you are docked in Ariocaster, you may burn as much GOLD as you like to fix up the ship. For every GOLD spent, reduce DAMAGE to The Ever-Arriving Raven by 1. Here at Ariocaster, you may also hire an expert to awaken any magic artifact, or install any ship system, for a bargain price of 2 GOLD.") (set: $c18a to "5 ♥ : BATTLE. Fight or flee the Hungry Hungry Hippodrome. Burn 8 SPIRIT to win the battle and take +4 STEEL and +4 GUILE. If you win the battle, you also acquire a quantity of chalcedony which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee the vast personage known as the Beldon. How did you get into this predicament? Burn 6 SPIRIT to win the battle and take +3 TECH and +3 STEEL. If you win the battle, you also acquire a quantity of felt which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Claw is a Mianyuan Nephele-class karvi, currently casting its grapples over your gunwales and preparing to board. Is this a prearranged duel, licensed privateering under a letter of marque, an attempted kidnapping, or something else? Burn 4 TECH and 5 STEEL to destroy, capture, or repel The Claw, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee a pack of flight-augmented Wemouth attackers. Burn 9 STEEL to win the battle and take +4 SPIRIT and +4 GUILE. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a set of sniper ghillie suits, a rainbow armor, a curse-casting armored hull, drag chutes for maneuverability, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : A settlement appears on the horizon. Upon arrival, you learn that this is the See of Dawnform. It seems that in the See of Dawnform, games are used in place of nature. What do you soon come across? A fair, the annual race, an execution, someone called Carfoon Laake who has a message from Chief Inspector Bell, and/or something else? SHIPYARD. In the workshops of the See of Dawnform you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 SPIRIT.") (set: $c21a to "8 ♥ : The city of Fester hovers on the horizon. Here in the city of Fester, they have a completely different concept of embarrassment. Do you stop here? What is it like? What happens? SHIPYARD. While you are docked in Fester, you may install a holy lens to take +2 TECH, +2 STEEL, +2 GUILE, for a price of 10 GOLD, and/or a transluscent keel to take +5 TECH, +5 STEEL, +5 GUILE at a price of 25 GOLD. Or sell any enchanted musket, goggles, gloves, gauntlets, buckler, belt, boots, hat, shirt, trousers, corset, gown, jacket, or cloak for 7 GOLD. ") (set: $c21b to "Or 8 ♥ : ARTIFACT. While exploring an abandoned observation station on the shores of a large lake, you discover a Cape of Fortuity. Burn 3 SPIRIT to awaken it. Once awakened, this relic may be used once on your voyage, and only by a Demonologist, Yeoman of the Sheet, or Sage. It allows you to burn SPIRIT as though it were STEEL.") (set: $c22a to "9 ♥ : BATTLE. The Assumption of Flesh is a Mianyuan Gunnhildr-class karvi, drawing abreast, readying its broadside. Is this a prearranged duel, a homicidal temper tantrum, a territorial skirmish, or something else? Burn 2 TECH and 10 STEEL to destroy, capture, or repel The Assumption of Flesh, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The Crepuscular Owl is a Bearborn Host-class bat. Why have you decided to attack it? Burn 2 GUILE and 12 STEEL to win the battle The Crepuscular Owl, and take +9 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : NEWCOMER. Rishi arrives aboard The Ever-Arriving Raven. How? Do they adopt a role — Security Officer, Aviator, Armourer, or something else? They bring +2 SPIRIT and +1 TECH. Add them to your Logbook.") (set: $c23b to "Or 10 ♥ : Below you, shrubland filled with a network of sun-flashing canals. You observe the progress of a covered wagon, pulled by bulging, hissing pantomime horses, probably Mianyuan, tending their farms. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c24a to "Jack ♥ : NEWCOMER. Ivan arrives aboard The Ever-Arriving Raven. How? Do they adopt a role: Security Officer, Sage, Demonologist, or something else? They bring +2 STEEL and +1 GUILE. Add them to your Logbook.") (set: $c24b to "Or Jack ♥ : Far below you, a mosaic of paddies and wetlands. PROJECT. You have a little time to start something new. If you wish, burn 5 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +7 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c25a to "Queen ♥ : One or more of the crew attempt to seize control of The Ever-Arriving Raven. What happens? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : You fly close to jagged mountains, forests, and high dark lakes. You observe the progress of a covered wagon, pulled by bulging, hissing pantomime horses, probably Tantalam Swarm, on a pilgrimage. PROJECT. You have a little time to start something new. If you wish, burn 10 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +9 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : You hear a rumor that High Constable Ember, skipper of The Steel Thistle II, is working for the Wemouth. What would this mean? Do you believe the rumor? After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : Below you, a group of undead ankylosaurians dance over pear-green grasslands, their wine-dark shadows long in the low sun. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : This part of the world is a little remote. Is it a rocky isle, starfish-shaped, lashed by the sea or the clouds? A barren and uninhabited coast, thick with pine? A morraine strewn with debris? The lip of a lava lake? Or somewhere else? What is it called? Muhorole, Bearsbone, Yarlmouth Reach, or something else? The Boggle established Muhorole Fastness here about a hundred years ago, though now it lies in ruins. It's said its true purpose was to determine how to destroy Corrector Bell's Samovar of Jump-Starting. Whatever the truth of the matter, its inhabitants are all dead, killed three years ago in a fire that spread out of control, and there has been no attempt to repopulate it. Who will venture into the ruins, and who will stay aboard The Ever-Arriving Raven and wait? Are there perimeter traps or other security measures still operational? Do you find a diary, or some other message which records their last days? Does whatever killed them still lurk among the ruins? Are they all really dead, or is one still alive? Is one still alive, but ... changed? What was really going on here? Was waiting on the ship really the safe option it seemed? Burn 2 SPIRIT and take +2 STEEL, or burn 2 STEEL and take +2 GUILE. Or lose all your crew members, one by one. NEWCOMER. Is Isabis someone you rescued from the ruins, a rival explorer you were forced to join forces with, or someone else? Do they adopt a role, such as Aetherist, Alchemist, Botanist, Cleric, Druid, Mathematician, Meteorologist, Surgeon, Zoologist, or something else? They add +1 GUILE and +1 TECH.") (set: $c27b to "Or Ace ♦ : ARTIFACT QUEST. This part of the world is a little remote. What is it called? Cømmer Green, World's End, Sweetrichrum, or something else? The Tantalam Swarm established Cømmer Green Beacon Tower here about fifty years ago, though now it lies in ruins. It's said its true purpose was to be His Graveness Iln's secret diabolic research. Whatever the truth of the matter, all those who were stationed here were killed a few months ago apparently at one-another's hands, and since then it has gradually disintegrated. Who will venture into the ruins, and who will stay aboard The Ever-Arriving Raven and wait? Are there perimeter traps or other security measures still operational? Do you find a diary, or some other message which records their last days? Does whatever killed them still lurk among the ruins? Are they all really dead, or is one still alive? Is one still alive, but ... changed? What was really going on here? Was waiting on the ship really the safe option it seemed? Burn 2 SPIRIT and take +2 STEEL, or burn 2 STEEL and take +2 GUILE. Or lose all your crew members, one by one. ARTIFACT. If you make it out, you can bring something back. Is this some gizmo or bit of bric-a-brac you heard about earlier? Something you have been looking for? Is it a Basic Pulse Staff? Is it the Astrolab of Promulgation? Is it a Croaking Thunder Gun? Is it the Faun Mountain Stone? Or something else? At any point, burn 4 SPIRIT to awaken it and take +4 STEEL and +4 TECH. If you don't want to wake it up, sell it at a SHIPARD or TRADING POST for 5 GOLD.") (set: $c28a to "2 ♦ : BATTLE. The Dankness at Noon is a Mianyuan Nephele-class karvi, drawing abreast, readying its broadside. Is this a prearranged duel, a homicidal temper tantrum, an attempted kidnapping, or something else? Burn 1 TECH and 11 STEEL to destroy, capture, or repel The Dankness at Noon, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Halfpace Bodkin is a Glowglummer Whisper-class scout, drawing abreast, readying its broadside. Is this an act of piracy, pure senseless violence, payback for earlier, or something else? Burn 2 TECH and 12 STEEL to destroy, capture, or repel The Halfpace Bodkin, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : Inrowbląg shimmers on the horizon. The Navigator knows of it. They have gathered that in Inrowbląg, everything that exists within the city walls has a heart and a mind and a voice. You'd like to stay much longer than you do, but you can't. Why not? SHIPYARD. Reduce DAMAGE by 1 for ever 4 GOLD you burn.") (set: $c29b to "Or 3 ♦ : You didn't bring a 'magic artifact' on board, did you? Uh-oh. Well, it's not cursed exactly, it just has a mind of its own, and is kind of bad with boundaries. PROJECT. Choose what crew member is affected, roll a die, and reduce by 1 each turn. When the project die reaches zero, burn 2 SPIRIT and take +3 GUILE. If you don't have 2 SPIRIT to burn, the crew member is temporarily possessed and acts out of character — take 1 DAMAGE, burn 2 of any resource, lose a crew member, and/or lose something precious. Then roll the project die again, and repeat so long as the item is on board. If you ever rid yourself of the item or 'fix' it, burn 4 SPIRIT and 4 GUILE.") (set: $c30a to "4 ♦ : The city of Saddle gradually coalesces on the horizon. You have come here seeking clues about Chisdreamharrow. What do you find? Who do you meet? Are there others in Saddle who want to find Chisdreamharrow, or who know its whereabouts and want to prevent you from finding it? Are you being followed? Who can you trust? What is High Constable Ember up to? Admiral Fontlemuzzle? Chief Inspector Bell? Hierophant Curious? Armourer? Do you learn the whereabouts of the Astrolab of Promulgation? Or discover that Saddle has another name, Garkoile, Glalo, Orist Eprofsey, or something else?") (set: $c30b to "Or 4 ♦ : The Principality of Ubá shimmers on the horizon. It is said that in the Principality of Ubá all of the streets and houses rearrange themselves, every day at about breakfast time, into a vast and shapeless cloud of bricks and beams, and cabinets and pots and pans and chairs, and swirl and swirl until they find the form of a new city. You have scarcely arrived when the Incident occurs. What is it? How does it resolve? SHIPYARD. If you need it, the people of the Principality of Ubá will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c31a to "5 ♦ : Someone on the The Ever-Arriving Raven has sworn a solemn oath. Who is it? What is the oath? E.g. to convert others to the true faith, to free the golems, to bring freedom and equality to the land, or something else? NEWCOMER. Ansariah is willing to join your crew. Do they adopt a role, e.g. Aviator, Armourer, Yeoman of the Sheet, Sage, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT QUEST. A Circuit of Vitality is kept deep within the Enchanter Kindness's Castle Cleverdeaths. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What goes according to plan? And what goes very wrong? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 STEEL. ") (set: $c32a to "6 ♦ : You bump into Masika and Alicia, who are en route to Numinous Gladness to undertake their exams as Sorcerers Aspirant, along with a member of your crew. What is each of them like? Scornful and arrogant? Passionate and idealistic? Thoughtful and supportive? Lacking in self-confidence? Smarmy and entitled? Shy but determined? How does everyone feel about the upcoming exam? What rumors are there about it? What are your biggest hopes or fears about it? Where exactly will it take place? Alicia? Alicia? Alicia? Somewhere else? Part ways for now, and take +1 TECH or +1 SPIRIT.") (set: $c32b to "Or 6 ♦ : Tomorrow you are entering a new area. There are disturbing legends about it. What do they say?") (set: $c33a to "7 ♦ : BATTLE. Fight or flee a pack of glider-equipped Wemouth attackers. Burn 8 SPIRIT to win the battle and take +4 GUILE and +4 STEEL. If you win the battle, you also acquire a quantity of chalcedony which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee the Hydrogen Megajelly. Record scratch. Yup, that's you. How did you get into this situation? Burn 6 TECH to win the battle and take +3 GUILE and +3 STEEL. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c34a to "8 ♦ : ARTIFACT. While exploring an abandoned solarium on the shores of a large lake, you discover a Garter-Belt of Shadow and Light. This relic may be used once on your voyage, and only by a Demonologist, Armourer, or Sage. It allows you to see the next card before making any decisions about the active card.") (set: $c34b to "Or 8 ♦ : The city of Ufin appears on the horizon. The Captain knows of it. They have gathered that in Ufin, they have a very strange and curious conception of happiness. Why have you come here? What happens next? SHIPYARD. If you need it, the people of Ufin will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c35a to "9 ♦ : BATTLE. The Just Add Warfare! is a Bearborn Hell-class patrol pinnace, drawing abreast, readying its broadside. Is this an everyday act of war, an incident in a revolutionary uprising, a territorial skirmish, or something else? Burn 4 TECH and 5 STEEL to destroy, capture, or repel The Just Add Warfare!, and take +5 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee a pack of wyvern-rider Wemouth attackers. Burn 6 STEEL to win the battle and take +3 TECH and +3 SPIRIT. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c36a to "10 ♦ : The city of Corpol shimmers on the horizon. The Sage has travelled this part of the world before. Apparently, in Corpol, people consider any kind of object, be it a chair or a chariot, a comb or a jar of honey, to be filled with sacred life. Furthermore, in Corpol, people believe themselves to be merely the objects' belongings, things that the objects find or lose from time to time, that they buy or sell, that they swap, give away, repurpose, enjoy, transform and consume. What do you soon come across? A tourney, a robbery in process, a religious festival, someone called Lady Luwin who wants your help, and/or something else? SHIPYARD. In the workshops of Corpol you may burn 5 GOLD or 2 TECH to add an exploding arrow to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Ever-Arriving Raven by 1.") (set: $c36b to "Or 10 ♦ : Far below, shrubland and a few scattered crofts. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c37a to "Jack ♦ : Someone once had an encounter with a demon called Mr. Spit-It-Out. What happened? Were there consequences, such as a promise, or a change in who you fundamentally are? Or if you don't want to talk about it, that's OK. ") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Zugmunk, a Wumpa, a Mrnflggrn, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of High Constable Ember, a minion of Admiral Fontlemuzzle, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. One of the crew wants to talk about something. For example: Is everybody having their voice heard on board? Or, I thought I saw something strange last night. Surely there's some rational explanation? Or, Are we really where the Navigator says we are? What do the rest of the crew think? They don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : Far below you, mountainous forest of white mulberry and sugar date palms PROJECT. You have a little time to start something new. If you wish, burn 9 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +8 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Tin Lion II is a Glowglummer Whisper-class scout, currently casting its grapples over your gunwales and preparing to board. Is this a prearranged duel, a homicidal temper tantrum, gladiatorial combat, or something else? Burn 4 TECH and 12 STEEL to destroy, capture, or repel The Tin Lion II, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Steel Thistle II is a Mianyuan Gunnhildr-class karvi, drawing abreast, readying its broadside. Is this an everyday act of war, an incident in a revolutionary uprising, an extreme overreaction, or something else? Burn 3 TECH and 7 STEEL to destroy, capture, or repel The Steel Thistle II, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : You discover the missing half of something. What is it?") (set: $c40b to "Or Ace ♣ : The Principality of Orist Apis looms on the horizon. Here in the Principality of Orist Apis, there is no concept of beauty. Before long there is some accident, conflict, or misunderstanding. What happens? How does it resolve? TRADING POST. While you are docked in the Principality of Orist Apis, you may sell any CARGO you are carrying. Sell goods for twice whatever you paid for them. Or burn 4 GUILE to sell your goods for triple whatever you paid for them. ") (set: $c41a to "2 ♣ : A mysterious city appears on the horizon. Upon arrival, you learn that this is the great city of Zoga. It seems that in the great city of Zoga, dwellings and workshops and grand halls mingle with rich lush orchards and gardens and forests. But the stories that are told about this place aren't quite true. In what ways are they misleading? SHIPYARD. In the workshops of Zoga you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Ever-Arriving Raven by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c41b to "Or 2 ♣ : An arcology appears on the horizon. Upon arrival, you learn that this is the See of Winterwell. It seems that in the See of Winterwell, there is no light except the soft glow that emanates from ghosts, of which there are many. In many years time, if you are spared, you will tell stories about this place to somebody-or-others' great-grandchildren. What will you say? SHIPYARD. In the workshops of the See of Winterwell you may burn 10 GOLD to install a flame tube and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a hovering mine and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Ever-Arriving Raven by 1.") (set: $c42a to "3 ♣ : BATTLE. Fight or flee a pack of glider-equipped Wemouth attackers. What is this entity you're battling? Burn 6 GUILE to win the battle and take +3 TECH and +3 SPIRIT. If The Ever-Arriving Raven is equipped with a molten ladder and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Conative Carnage is a Mianyuan Talon-class cutter, drawing abreast, readying its broadside. Is this a case of mistaken identity, a mission of liberation, a territorial skirmish, or something else? Burn 4 TECH and 9 STEEL to destroy, capture, or repel The Conative Carnage, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : Far below you, a quilt of paddies and wetlands. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : A city appears on the horizon. Upon arrival, you learn that this is the city of Zeira. It seems that in the city of Zeira, lugubrious bone golem butlers attend to one's every whim. Are you looking for something here? What do you learn? SHIPYARD. If you need it, the people of Zeira will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c44a to "5 ♣ : The city of Belleaf glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a illianaros, who is in some ways a groom, but in other respects a social worker. Then there are the ievises, who appear to be a bit like inventors, while also acting as the city's psychologists. Not to mention the themyar, who is not quite a chandler, and not quite a librarian. And of course the flintcoat, grorlim, and rurn, whom you would say are three different kinds of stevedore, except everyone meets that suggestion with puzzlement or peals of laughter. You find yourself in a tavern with a volodar and a norlee. They've both come straight from work and are still in work clothes. You point to a tool and smile politely. 'What's that do?' When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : Flying in strange and uncharted territory, you encounter a creature of myth. Is it a hook horror, a blink hog, a poet elk, or something else? What is it like? Is this creature in some way associated with Chisdreamharrow, or is that just wishful thinking?") (set: $c45a to "6 ♣ : Numinous Gladness glows on the horizon. Tomorrow one of you will undertake an important magical test, under the ferocious invigilation of Hierophant Curious. When you finally arrive at the spot, what do you see? What instructions does Hierophant Curious give? Something mystifyingly simple? Something that sounds like gibberish? Three tasks, each exactly the same as it has been for centuries? A last minute shift in the rules, with no possibility of appeal? An apparently impossibly unfair task, while the other students get given seemingly easy ones? Do you confront the task alone or in a team of Sorcerers Aspirant? Are rival candidates expected to interfere with each other's efforts? Who plays dirty? Are there riddles? Illusions? Loopholes? Infiltrators? Are things deadlier than expected? Do things spiral out of control? Is there something that is actually secretly part of the examination all along? What does it mean to pass or to fail? Do you pass or fail? Or the examination declared invalid? Or must you await your results? Or does Hierophant Curious fail you ... then give you one last chance?") (set: $c45b to "Or 6 ♣ : While sheltering from a storm you discover some machinery buried in the sand. What was it originally? Then what was it? What might it be useful for next?") (set: $c46a to "7 ♣ : BATTLE. Fight or flee a pack of glider-equipped Wemouth attackers. Burn 6 GUILE to win the battle and take +3 TECH and +3 STEEL. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee the Right-Behind-You. Burn 6 GUILE to win the battle and take +3 SPIRIT and +3 STEEL. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c47a to "8 ♣ : BATTLE. The Winter Tentacle is a Mianyuan Talon-class cutter, bearing down with weapons hot. Is this an everyday act of war, licensed privateering under a letter of marque, a sudden unprovoked attack, or something else? Burn 1 TECH and 4 STEEL to destroy, capture, or repel The Winter Tentacle, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Winter Tentacle is a Glowglummer Terrors-class barque, bearing down with weapons hot. Is this an everyday act of war, putting you in your place, a trade gone wrong, or something else? Burn 3 TECH and 11 STEEL to destroy, capture, or repel The Winter Tentacle, and take +9 GOLD. Or, flee the hostile skyship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Winter Tentacle is a Mianyuan Gunnhildr-class karvi, bearing down with weapons hot. Is this an everyday act of war, pure senseless violence, an assassination attempt, or something else? Burn 4 TECH and 7 STEEL to destroy, capture, or repel The Winter Tentacle, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee a pack of gryphon-mounted Wemouth attackers. Record scratch. Yup, that's you. How did you get into this situation? Burn 6 SPIRIT to win the battle and take +3 TECH and +3 STEEL. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find an Orb of Wrathworking. Update your Logbook. Do you have a Demonologist in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of TECH.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the skyship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Crystal Peahen C rises unexpectedly from a caldera. They're here to offer Świętosława's service as a liaison officer aboard your skyship. NEWCOMER. Does Świętosława adopt a role, e.g. Sage, Demonologist, Armourer, Yeoman of the Sheet, or something else? They add +2 GOLD and +1 GUILE.") (set: $c50b to "Or Jack ♣ : Far below, a quilt of meadows and wetlands. A freaked-out owl flaps past. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the skyship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. One of the crew wants to talk about something. For example: There were too many close shaves in that last battle. We need to hone our skills. Or, Who wants to hear an old story? Or, Our supplies are dwindling. Shall we make a detour? What do the rest of the crew think? They don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : Far below, butteryellow-pelted peacock-deer canter across fawn-colored grasslands. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to High Constable Ember, Admiral Fontlemuzzle, or someone else? Does it happen in Saddle, Velvet League Prairie, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use an arsenal of specialist ballista bolts, reduce the challenge by 2. If you have the Astrolab of Promulgation, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : BATTLE. The Harrier-Hearted Pigeon is a Mianyuan Raven-class skeid, and it has followed you to Chisdreamharrow. Burn 10 TECH and 5 STEEL to beat the odds and blow them out of the sky. Or burn 10 GUILE and 5 SPIRIT to explain to your assailant at the last minute that Chisdreamharrow was not what you both believed. How is this place deceptive and/or dangerous? Or perhaps it's not really a place at all, but a person, a thing, a process, an organization, or something else? Or have you already been to Chisdreamharrow without knowing? If you have the Astrolab of Promulgation, reduce the challenge level by 5. Or do your best in battle, take 3 DAMAGE or lose two crew members. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto: "Intro")(set:$intro to "*The Voyage of The Leapheart Rook* Choose four, a Captain, First Mate, Navigator and Engineer: The Dreamer: Nkosazana the Yarrowborn The Center of Attention: Alicia the Snailborn The Quiet One: Olga the Bonehome The Indefatigable Optimist: Ghasem the Mianyuan The Caring One: Courtney the Janbulagger The Crafty One: Chizoba the Yarrowborn The Poet: Daliah the Boggle") (set:$shipName to "The Leapheart Rook") (set:$villain to "Julius Mnembe") (set:$questFigure to "Julius Mnembe") (set: $c1a to "Ace ♠ : At around midnight you entered Yellowshaddow airspace. What tyrant rules here? Is it a petulant and bloodthirsty child, an opulent godking, a beautiful prince under a secret spell, or someone else? What are they called? Lucius Hisgrave, Julius Mnembe, Dhiirran Barrowes, the Green Shod, or something else? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c1b to "Or Ace ♠ : The Erelong Huntfly is nearby. Who is the Captain of The Erelong Huntfly? Is it Ambassador Emberscar, Tord Sa, Julius Mnembe, or someone else? When in the past have you crossed paths, or crossed swords?") (set: $c2a to "2 ♠ : How does your airship move? Is it equipped with a full set of sails, being levitated by a sorcerer on the ground, powered by sympathetic magic, powered by crystals, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Leapheart Rook has some unusual features. What is its most distinctive feature? E.g. enchanted prehensile tool tethers, a red dragon countermeasures suite, a solar submersible, a mirror portal, or something else? When you have augmented your Logbook, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : The Engineer does a Tarot reading for the First Mate. What do the cards say? When you have finished any discussions and/or Logbook updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : Two of your crew are romantically involved. When did it start? How is it going? When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Flenser in Red has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Flenser in Red, take +1 TECH. Or flee the Flenser in Red. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Eye Flaw is a Yellowshaddow Ghost-class karvi. Why have you decided to attack it? Burn 1 GUILE and 9 STEEL to win the battle The Eye Flaw, and take +8 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. One of the crew wants to talk about something. For example: Our supplies are dwindling. Shall we make a detour? Or, The Navigator is worried about the First Mate. Or, What are the ship's needs? What do the rest of the crew think? They don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Leapheart Rook carry? E.g. one or more gun decks of muzzle-loaded cannon, scattershot bow guns, a high pressure water gun, some other weapons system, or perhaps no weapons at all? Update the Logbook, and take +1 STEEL.") (set: $c6a to "6 ♠ : One of the crew — perhaps the Patterner, the Chirurgeon? — is a Sorcerer Aspirant. The biggest test of their sorcerous education will take place in Inrowbląg in one's month's time. Mark the location of Inrowbląg. How do they feel about it? Brimming with confidence? Intending to cheat? Wracked with anxiety? Nervous for a good reason? Pretty chill actually? What must they do to prepare? Figure out the meaning of Magus Quwyn's cryptic advice? Master that one spell that never works? Obtain certain quantities of talking rock, resin of copper, and tin salt and lapis lazuli, tanzanite, and saltpeter? Steal something from Julius Mnembe? Discover why the Luscious Shod is always so much harsher on them than the other students? Find a Press of Some Things? Find a way to meet up with a fellow Aspirant aboard The Erelong Huntfly? Or something else? After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : There is a ritual or quirk aboard the airship, passed on by a crew member who has since left. What is it? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : You are flying over strange scenery. Where is it? What does it look like? NEWCOMER. Before long, Mable also arrives aboard The Leapheart Rook. How? Who is she? Does she adopt a role, e.g. Captain, First Mate, Gunner, Engineer, Chirurgeon, Pilot, or maybe something else? Add Mable to the Logbook, and adjust the roles aboard The Leapheart Rook accordingly. Mable adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Leapheart Rook need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your Logbook, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : The Navigator is ecstatic about a good omen. What is it? If you wish, The Leapheart Rook also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : Who has a long-running rivalry with the skyship captain Dhiirran Barrowes? The First Mate, the Engineer, someone else, the whole crew? How has Dhiirran Barrowes betrayed, humiliated, or exploited them in the past? If you wish, The Leapheart Rook also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : You've acquired some helpful cartographic data. Add some deserts, tundra, swamps, marshes, and/or other features to your map. After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : There are some old conflicts within the Navigator's family. They're complicated, and they're to do with ... what? Reputation, spying, rivalry, law, grief, and/or something else? When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : While The Leapheart Rook is sheltering from a storm, the Navigator is down in their quarters tinkering with an old family keepsake. What is it? A box? A sword? A lute? A pendant? Suddenly a secret compartment springs open. What is inside? A note? A map? A document covered in indecipherable runes? A shard of something bigger? A daguerrotype of the Navigator's half-brother together with Dhiirran Barrowes? When the Navigator's half-sistergave them the keepsake, did they know about the secret inside? Before the storm subsides, The Leapheart Rook takes a terrible lashing. Burn 1 TECH or take 2 DAMAGE. Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : You are joined by Chloe, who is the Navigator's twin. How does the Navigator greet them? An embrace? A stiff handshake? Or do they refuse to even look at them? NEWCOMER. Add Chloe to your ship map as Oiler, or as something else. Chloe adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : There's a Yellowshaddow Scarletscale-class cutter nearby, and it's up to something. Is it requisitioning civilian vehicles, dumping pollutants, getting hurriedly repainted, or something else? If you wish, burn 1 GUILE to spy on their set-up and take +2 TECH.") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Right-Behind-You. The Right-Behind-You is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Right-Behind-You, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Kidz is a Bonehome Sphinx-class battlebarge, bearing down with weapons hot. Is this an everyday act of war, a betrayal, a sudden unprovoked attack, or something else? Burn 2 TECH and 12 STEEL to destroy, capture, or repel The Kidz, and take +9 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : The great city of Vraphiss hovers on the horizon. Here in the great city of Vraphiss, most of the inhabitants are Ferrets, Lobsters, and Eagles. Why have you come here? What happens next? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : The town of Wokingghost glows on the horizon. Here in the town of Wokingghost, emotions are manufactured in the great city foundries, mostly for export, and rare and banned emotions crafted by artesans hidden in the hills. This is also where the Captain's uncle lives. Perhaps you'll pay a visit? SHIPYARD. While you are docked in Wokingghost, you may pay 5 GOLD to install a basic ballista on an articulated arm and take +1 TECH, +1 STEEL, or pay 8 GOLD to install a flak ram and take +3 TECH, +3 STEEL. If you have an enchanted wand, sword, amulet, pendant, orb, necklace, brooch, bracelet, helm, or scroll that you haven't yet awoken, you can sell it for 7 GOLD. ") (set: $c14a to "Ace ♥ : Orist Eprofsey shimmers on the horizon. Here in Orist Eprofsey, barely comprehensible things take the place of nature. Is the city as you expected? Why or why not? TRADING POST. While you are docked in Orist Eprofsey, you may sell any CARGO you are carrying. Sell for twice whatever you paid. If your crew has a Bursar, Merchant, or Steward aboard, they can sell your goods for triple whatever you paid. ") (set: $c14b to "Or Ace ♥ : The great city of Bait and Witch looms on the horizon. The Captain knows of it. They have gathered that in Bait and Witch, the bodies of gods have been gutted and hollowed and left in the streets for the denizens of Bait and Witch to don. Do you linger to try to better understand this place? Or move off as soon as possible? SHIPYARD. In the workshops of Bait and Witch you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : A vast castle appears on the horizon. Upon arrival, you learn that this is the town of Ubá. It seems that in the town of Ubá, they queue for almost everything. It is a form of recreation for them, and their method of queuing is unusual, since the line is not processed in order, but by drawing lots. What do you soon come across? A fair, a public lecture, a vendetta, someone called Gorata Evegolem who offers to be your guide, and/or something else? SHIPYARD. In the workshops of Ubá you may burn 5 GOLD or 2 TECH to add an autoscribe to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Leapheart Rook by 1.") (set: $c16a to "3 ♥ : A floating city appears on the horizon. Upon arrival, you learn that this is the city of Ulder's Light. It seems that in the city of Ulder's Light, somewhere there is an innocuous wooden door that leads to the pocket dimension of Alchemy Town. If you wish, burn 2 SPIRIT to find this portal. The alchemists are eager for lapis lazuli, tanzanite, and saltpeter. If have any such items among your CARGO, you may sell them for four times what you paid, or donate them to the alchemists to take +4 SPIRIT and +4 GUILE. The alchemists will also buy any unawakened magic item for 15 GOLD, or (for some reason) 10 GOLD if it is accompanied by the appropriate certification and licensing information.. Are you looking for something here? What do you learn? When you eventually set off again, take +1 STEEL.") (set: $c16b to "Or 3 ♥ : ARTIFACT. Buried in the sand you find a Bloombone Shard Gun. Update your Logbook. Do you have Krell in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 GUILE.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a prismatic tube, a holy portal, a pewter falcon, a helpfully haunted helm, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : The Lattice of Corpol spreads on the horizon. Here in the Lattice of Corpol, the singing of songs replaces mathematics. Do you disembark? What do you find? TRADING POST. While you are docked in the Lattice of Corpol, you may sell any CARGO you are carrying and make twice whatever you paid, or burn 4 GUILE and make triple whatever you paid for them. You may also rent a berth to complete any PROJECTS. For each GOLD you burn, you may reduce one project die by one. ") (set: $c18a to "5 ♥ : BATTLE. Fight or flee a pack of bloatball-riding Hobgoblin attackers. Burn 4 GUILE to win the battle and take +2 TECH and +2 STEEL. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee the pair of Serpentships. Burn 5 SPIRIT to win the battle and take +2 STEEL and +2 TECH. If you win the battle, you also acquire a quantity of lapis lazuli which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Doom of the Shrike is a Yellowshaddow Silverscale-class snekkja, bearing down with weapons hot. Is this a prearranged duel, police brutality, trial by combat, or something else? Burn 3 TECH and 6 STEEL to destroy, capture, or repel The Doom of the Shrike, and take +7 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee a pack of flight-augmented Hobgoblin attackers. Burn 9 GUILE to win the battle and take +4 SPIRIT and +4 TECH. If The Leapheart Rook is equipped with a mirror portal and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it lightning storage coils, a lunar manipulator palps system, a frost ram, a hydraulic cannon, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : An unknown city appears on the horizon. Upon arrival, you learn that this is the great city of Glumflower. It seems that in the great city of Glumflower, there are no sounds. What do you soon come across? A tech expo, mourners, someone you never expected to see here, someone called Stoneface Sparrow who wants your help, and/or something else? SHIPYARD. In the workshops of Glumflower you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 GUILE.") (set: $c21a to "8 ♥ : The town of Bura gradually coalesces on the horizon. Here in the town of Bura, they have only recently dismantled prisons, asylums, and all other carceral institutions, and transformed the former lawmen out of all recognition. But new people are starting to take on the old roles of cops. Who? How? Do you disembark? What do you find? TRADING POST. While you are docked in Bura, you may sell any CARGO you are carrying. Sell goods for twice whatever you paid for them. Or burn 4 GUILE to sell your goods for triple whatever you paid for them. ") (set: $c21b to "Or 8 ♥ : ARTIFACT. While exploring an abandoned solarium high in the mountains, you discover a Camisole of the Fae. Burn 3 SPIRIT to awaken it. Once awakened, this relic may be used once on your voyage, and only by a Patterner, Engineer, or Chirurgeon. It allows you to see the next card before making any decisions about the active card.") (set: $c22a to "9 ♥ : BATTLE. The Adamant Cockroach is a Boggle Feather-class needleship, currently casting its grapples over your gunwales and preparing to board. Is this a prearranged duel, pure senseless violence, an extreme overreaction, or something else? Burn 3 TECH and 10 STEEL to destroy, capture, or repel The Adamant Cockroach, and take +8 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The Iron Orison is a Yellowshaddow Silverscale-class karvi, drawing abreast, readying its broadside. Is this an ambush, an incident in a revolutionary uprising, an extreme overreaction, or something else? Burn 4 TECH and 10 STEEL to destroy, capture, or repel The Iron Orison, and take +7 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : NEWCOMER. Siyabonga arrives aboard The Leapheart Rook. How? Do they adopt a role — Gunner, Pilot, Chandler, or something else? They bring +2 GUILE and +1 TECH. Add them to your Logbook.") (set: $c23b to "Or 10 ♥ : Far below you, a forest of firs. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical airship. It might also about the relationships of its crew.") (set: $c24a to "Jack ♥ : NEWCOMER. Tilde arrives aboard The Leapheart Rook. How? Do they adopt a role: Gunner, Chirurgeon, Patterner, or something else? They bring +2 TECH and +1 GOLD. Add them to your Logbook.") (set: $c24b to "Or Jack ♥ : Far below, steppe and rivers. PROJECT. You have a little time to start something new. If you wish, burn 5 SPIRIT to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +7 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c25a to "Queen ♥ : There is a strange smell aboard The Leapheart Rook. Do you find the source? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : Far below you, doves skir high above a vast plain of moss, before banking and dropping into some trees. PROJECT. You have a little time to start something new. If you wish, burn 7 GOLD to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +6 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : This evening you are hosting visitors from The Erelong Huntfly. Who are they? How does it go? After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : From the prow of The Leapheart Rook, you watch blush-red elk race on meadows. You observe the progress of a covered wagon, pulled by bulging, hissing pantomime horses, probably Yellowshaddow, on a pilgrimage. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the airship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : You didn't bring a 'magic artifact' on board, did you? Uh-oh. Well, it's not cursed exactly, it just has a mind of its own, and is kind of bad with boundaries. PROJECT. Choose what crew member is affected, roll a die, and reduce by 1 each turn. When the project die reaches zero, burn 2 SPIRIT and take +3 GUILE. If you don't have 2 SPIRIT to burn, the crew member is temporarily possessed and acts out of character — take 1 DAMAGE, burn 2 of any resource, lose a crew member, and/or lose something precious. Then roll the project die again, and repeat so long as the item is on board. If you ever rid yourself of the item or 'fix' it, burn 4 SPIRIT and 4 GUILE.") (set: $c27b to "Or Ace ♦ : Overhead aboard The Leapheart Rook. Her theory was, once there is time travel in the universe, that universe is edited into all possible universes, until it finds one where time travel is no longer possible. It's like staggering along at the edge of a cliff. It's only a matter of time. Who said this? What's the context? Add to your Logbook if you like, or just shrug and draw the next card. ") (set: $c28a to "2 ♦ : BATTLE. The Cockatoo is a Bonehome Insistence-class bat. Why have you decided to attack it? Burn 3 GUILE and 4 STEEL to win the battle The Cockatoo, and take +5 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Ever-Arriving Raven is a Bonehome Unspeakable-class patrol pinnace, bearing down with weapons hot. Is this a prearranged duel, a homicidal temper tantrum, a blockade, or something else? Burn 2 TECH and 8 STEEL to destroy, capture, or repel The Ever-Arriving Raven, and take +7 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : Today is going particularly well. Why is that? After you have drawn and read the next card, you may choose to simply fly on and skip it.") (set: $c29b to "Or 3 ♦ : You didn't bring a 'magic artifact' on board, did you? Uh-oh. Well, it's not cursed exactly, it just has a mind of its own, and is kind of bad with boundaries. PROJECT. Choose what crew member is affected, roll a die, and reduce by 1 each turn. When the project die reaches zero, burn 2 SPIRIT and take +3 GUILE. If you don't have 2 SPIRIT to burn, the crew member is temporarily possessed and acts out of character — take 1 DAMAGE, burn 2 of any resource, lose a crew member, and/or lose something precious. Then roll the project die again, and repeat so long as the item is on board. If you ever rid yourself of the item or 'fix' it, burn 4 SPIRIT and 4 GUILE.") (set: $c30a to "4 ♦ : Late one night the Navigator and their twin sit up talking about the past. There's something each remembers quite differently. What is it? Why the Navigator's half-brother went away? Grandmother's harebrained scheme to make Neirium unconquerable once and for all? When the Navigator's half-sister was killed? Whose idea it was to hunt for the artifact? What they overheard from the top of the stairs? What they glimpsed thrown into the flames? Or something else? ") (set: $c30b to "Or 4 ♦ : Cimmir gradually coalesces on the horizon. The Captain has travelled this part of the world before. Apparently, in Cimmir, no one is compelled to work who does not desire it, neither by force, nor by want of any necessity. Who among your crew believes such stories? Who does not? Are you searching for someone here? Who? Do you find them, or perhaps a clue to their whereabouts? SHIPYARD. In the workshops of Cimmir you may burn 5 GOLD or 2 TECH to add a battle armor to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Leapheart Rook by 1.") (set: $c31a to "5 ♦ : Someone on the The Leapheart Rook has sworn a solemn oath. Who is it? What is the oath? E.g. to convert others to the true faith, to captain the greatest airship in the land, to eradicate heresy, or something else? NEWCOMER. Nadia is willing to join your crew. Do they adopt a role, e.g. Pilot, Chandler, Oiler, Chirurgeon, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT. While exploring an abandoned library high in the mountains, you discover a Wax Flower of Fortuna. Burn 3 SPIRIT to awaken it. Once awakened, this relic may be used once on your voyage, and only by a Patterner, Oiler, or Chirurgeon. It permanently increases the amount of damage The Leapheart Rook can sustain from 6 to 8.") (set: $c32a to "6 ♦ : You bump into Jeorg and Maisie, who are en route to Inrowbląg to undertake their exams as Sorcerers Aspirant, along with a member of your crew. What is each of them like? Scornful and arrogant? Passionate and idealistic? Thoughtful and supportive? Lacking in self-confidence? Smarmy and entitled? Shy but determined? How does everyone feel about the upcoming exam? What rumors are there about it? What are your biggest hopes or fears about it? Where exactly will it take place? Maisie? Maisie? Maisie? Somewhere else? Part ways for now, and take +1 TECH or +1 SPIRIT.") (set: $c32b to "Or 6 ♦ : Overhead aboard The Leapheart Rook. Even when I was completely alone, I was doing whatever I thought he'd approve of, or doing just the opposite to prove to myself I was a person. It didn't. Who said this? What's the context? Add to your Logbook if you like, or just shrug and draw the next card. ") (set: $c33a to "7 ♦ : BATTLE. Fight or flee a pack of bloatball-riding Hobgoblin attackers. Burn 7 STEEL to win the battle and take +3 SPIRIT and +3 TECH. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee a pack of glider-equipped Hobgoblin attackers. How did you get into this predicament? Burn 7 STEEL to win the battle and take +3 GUILE and +3 SPIRIT. If The Leapheart Rook is equipped with enchanted prehensile tool tethers and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c34a to "8 ♦ : ARTIFACT. Buried in the sand you find a Crystal Helmet. Update your Logbook. Do you have Mable in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 STEEL.") (set: $c34b to "Or 8 ♦ : The city of Paradise appears on the horizon. You have heard that in Paradise there can be found all the things that have at some point or other been proven to exist, whether or not they really do. The First Mate declares this to be total nonsense. Why have you come here? What happens next? SHIPYARD. In the workshops of Paradise you may burn 5 GOLD or 2 TECH to add a skill spine to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Leapheart Rook by 1.") (set: $c35a to "9 ♦ : BATTLE. The Reproachful is a Boggle Feather-class needleship, bearing down with weapons hot. Is this an everyday act of war, pure senseless violence, a territorial skirmish, or something else? Burn 2 TECH and 3 STEEL to destroy, capture, or repel The Reproachful, and take +4 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee the swarm of Golden Mummies. Who started it? Burn 7 STEEL to win the battle and take +3 SPIRIT and +3 TECH. If The Leapheart Rook is equipped with a magma-based ram and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c36a to "10 ♦ : Dreammead gradually coalesces on the horizon. The First Mate has travelled this part of the world before. They have gathered that in Dreammead, any powerful emotion risks triggering an Event. What happens? What stories will you tell about it later? SHIPYARD. In the workshops of Dreammead you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Leapheart Rook by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c36b to "Or 10 ♦ : The Landgraviate of Sint Rikardsdjik. Far below, a patchwork of meadows, gardens, and strip farms. Palomino ponies canter, their wine-dark shadows long in the low sun. PROJECT. You have a little time to start something new. If you wish, burn 5 SPIRIT to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +7 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical airship. It might also about the relationships of its crew.") (set: $c37a to "Jack ♦ : Today you are recovering a cache of something you hid earlier. What is it? Do you find it easily? Is it as you expected? When you have decided, you may take +2 of any resource.") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Bugnug, a Wumpa, a Mrnflggrn, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Dhiirran Barrowes, a minion of Julius Mnembe, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. One of the crew wants to talk about something. For example: I think I'm ready to talk a bit more about my loss. Or, What are our goals right now? Or, Is everybody having their voice heard on board? What do the rest of the crew think? They don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : Far below you, hills and stands of ash. PROJECT. You have a little time to start something new. If you wish, burn 9 GOLD to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +8 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Nebulous Bird of Paradise II is a Boggle Feather-class needleship, currently casting its grapples over your gunwales and preparing to board. Is this a prearranged duel, a mission of liberation, a test of a new armament, or something else? Burn 2 TECH and 13 STEEL to destroy, capture, or repel The Nebulous Bird of Paradise II, and take +11 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Meretricious Ember is a Yellowshaddow Ghost-class karvi, bearing down with weapons hot. Is this an ambush, licensed privateering under a letter of marque, revenge, or something else? Burn 2 TECH and 7 STEEL to destroy, capture, or repel The Meretricious Ember, and take +6 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : Someone has a dark secret. Is it the Captain, the Gunner, the Chirurgeon, or someone else? What are they hiding? Why can't they just say?") (set: $c40b to "Or Ace ♣ : The city of Theodmer Keltris spreads on the horizon. Here in the city of Theodmer Keltris, painting and art performs the function of eating and drinking. Before long there is some accident, conflict, or misunderstanding. What happens? How does it resolve? SHIPYARD. While you are docked in Theodmer Keltris, you may pay 10 GOLD to install a steel harpoon and take +2 TECH, +4 STEEL, and/or pay 25 GOLD to install a heavy ballista and take +5 TECH, +10 STEEL. Sell any enchanted wand, sword, amulet, pendant, orb, necklace, brooch, bracelet, helm, or scroll for 7 GOLD. ") (set: $c41a to "2 ♣ : The city of Greyday appears on the horizon. It is said that in Greyday there is only one artwork in all the city, and the people, who all appear happy and prosperous, speak of it in a way that baffles outsiders. But the stories that are told about this place aren't quite true. In what ways are they misleading? SHIPYARD. In the workshops of Greyday you may burn 5 GOLD or 2 TECH to add a tendril graft to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Leapheart Rook by 1.") (set: $c41b to "Or 2 ♣ : Onawell spreads on the horizon. The Navigator knows this part of the world. They have gathered that in Onawell, there is no concept of property. What do you soon come across? An insurrection, a parade, someone asking you to pretend to be someone, someone called Aelrun Faconfall who has a message for the Chandler, and/or something else? SHIPYARD. In the workshops of Onawell you may burn 5 GOLD or 2 TECH to add a toxic fogger to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Leapheart Rook by 1.") (set: $c42a to "3 ♣ : BATTLE. Fight or flee a pack of bloatball-riding Hobgoblin attackers. How did you get into this predicament? Burn 8 GUILE to win the battle and take +4 STEEL and +4 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Eat Pirate Love is a Yellowshaddow Silverscale-class snekkja, drawing abreast, readying its broadside. Is this a prearranged duel, licensed privateering under a letter of marque, a territorial skirmish, or something else? Burn 3 TECH and 11 STEEL to destroy, capture, or repel The Eat Pirate Love, and take +8 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : Coronas of ghostly solar wind glow in the magnetosphere. PROJECT. You have a little time to start something new. If you wish, burn 6 SPIRIT to improve some aspect of the airship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +8 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c43b to "Or 4 ♣ : The great city of Weepheart hovers on the horizon. You have heard that in Weepheart dwellings and workshops and grand halls mingle with rich lush orchards and gardens and forests. Do you linger to try to better understand this place? Or move off as soon as possible? SHIPYARD. In the workshops of Weepheart you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 SPIRIT.") (set: $c44a to "5 ♣ : The city of Mopekern glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a caidove, who is in some ways a baker, but in other respects a grimbibber. Then there are the ievises, who appear to be a bit like morticians, but also quite a lot like shepherds. Not to mention the themyar, who is not quite a farmer, and not quite a insurer. And of course the ryo, oppalman, and grar, whom you would say are three different kinds of cleaner, except everyone meets that suggestion with puzzlement or peals of laughter.You find yourself in a tavern with a bolgror and a themyar. That's when you learn about some of the special properties of the city's system of government, which explain a lot. What do the bolgror and her friend teach you? When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : There is a rumor that the Navigator's step-brother was trying to open a Portal to Elsewhere. You discover something that proves or disproves this rumor, or shows that it's only part of the true story. What do you discover? ") (set: $c45a to "6 ♣ : Inrowbląg glows on the horizon. Tomorrow one of you will undertake an important magical test, under the ferocious invigilation of the Luscious Shod. When you finally arrive at the spot, what do you see? What instructions does the Luscious Shod give? Something mystifyingly simple? Something that sounds like gibberish? Three tasks, each exactly the same as it has been for centuries? A last minute shift in the rules, with no possibility of appeal? An apparently impossibly unfair task, while the other students get given seemingly easy ones? Do you confront the task alone or in a team of Sorcerers Aspirant? Are rival candidates expected to interfere with each other's efforts? Who plays dirty? Are there riddles? Illusions? Loopholes? Infiltrators? Are things deadlier than expected? Do things spiral out of control? Is there something that is actually secretly part of the examination all along? What does it mean to pass or to fail? Do you pass or fail? Or the examination declared invalid? Or must you await your results? Or does the Luscious Shod fail you ... then give you one last chance?") (set: $c45b to "Or 6 ♣ : Drifting over the sea, you spot something marvelous peeping among the waves. What is it?") (set: $c46a to "7 ♣ : BATTLE. Fight or flee the vast personage known as the Beldon. Who started it? Burn 8 TECH to win the battle and take +4 GUILE and +4 STEEL. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee the Suborbital Ghost. If you have a Zoologist aboard, you can skip this card without penalty. Record scratch. Yup, that's you. How did you get into this situation? Burn 10 TECH to win the battle and take +5 SPIRIT and +5 STEEL. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c47a to "8 ♣ : BATTLE. The Devil's Body Image is a Bonehome Insistence-class bat, drawing abreast, readying its broadside. Is this an everyday act of war, pure senseless violence, an assassination attempt, or something else? Burn 3 TECH and 11 STEEL to destroy, capture, or repel The Devil's Body Image, and take +8 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Devil's Body Image is a Yellowshaddow Minokawa-class drakkar, bearing down with weapons hot. Is this a case of mistaken identity, licensed privateering under a letter of marque, a territorial skirmish, or something else? Burn 1 TECH and 10 STEEL to destroy, capture, or repel The Devil's Body Image, and take +8 GOLD. Or, flee the hostile airship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Flensed Duck is a Yellowshaddow Fly-class cutter, bearing down with weapons hot. Is this an everyday act of war, pure senseless violence, a panicked misunderstanding, or something else? Burn 4 TECH and 4 STEEL to destroy, capture, or repel The Flensed Duck, and take +6 GOLD. Or, flee the hostile airship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee a pack of gryphon-mounted Hobgoblin attackers. What is this entity you're battling? Burn 7 GUILE to win the battle and take +3 TECH and +3 STEEL. If The Leapheart Rook is equipped with a mirror net and you can think of a way to use it now, take +3 of any resource before the battle begins. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a Corset of Empathy. Update your Logbook. Do you have a Patterner in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of STEEL.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the airship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Erelong Huntfly rises unexpectedly from a caldera. They're here to offer Krell's service as a liaison officer aboard your airship. NEWCOMER. Does Krell adopt a role, e.g. Chirurgeon, Patterner, Chandler, Oiler, or something else? They add +2 GUILE and +1 SPIRIT.") (set: $c50b to "Or Jack ♣ : Below you, lushly feathered buffalo drift across shrubland. A freaked-out owl flaps past. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the airship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. One of the crew wants to talk about something. For example: Who wants to hear an old story? Or, There is a legendary city that we must find. Or, I thought I saw something strange last night. Surely there's some rational explanation? What do the rest of the crew think? They don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : Far below, azure impala graze through a vast plain of moss, their shadows long in the low sun. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the airship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Dhiirran Barrowes, Julius Mnembe, or someone else? Does it happen in Neirium, Hoto, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a zombie countermeasures suite, reduce the challenge by 2. If you have a Corset of Empathy, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : BATTLE. The Sneer is a Humber Terrors-class barque, and it has pursued you to the skies above Neirium. Meanwhile, just when The Leapheart Rook needs them most, the Navigator has vanished. Cut to Navigator's tumbledown childhood home at the outskirts of Neirium. What are they looking for here? Answers? Proof? Redemption? Treasure? The truth, once and for all? Something else? How does all this play out? Burn 10 SPIRIT and 5 STEEL for the crew of The Leapheart Rook to come to their aid just in time, or vice-versa. Or face your challenges seperately, and take 3 DAMAGE or lose two crew members. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto: "Intro")(set:$intro to "*The Voyage of The Amber Kakapo* Choose four, a Captain, First Mate, Navigator and Mechanic: The Brain: Yuyu the Mianyuan The Center of Attention: Jeorg the Bearborn The Shy One: Józefa the Yarrowborn The Indefatigable Optimist: Moreblessing the Wynnish The Sensitive One: Kwame the Urzulan The Veteran: Ghasem the Urzulan Blames Themself for Everything: Nkosazana the Urzulan 'I Shall Be a Sorcerer Like Mother!': Naledi the Copper Swarmer") (set: $crew to (a: "Captain Moreblessing", "Yuyu the First Mate", "Naledi the Navigator", "Jeorg the Engineer")) (set:$shipName to "The Amber Kakapo") (set:$villain to "Ylur Sin") (set:$questFigure to "Ylur Sin") (set: $c1a to "Ace ♠ : At around midnight you entered Urzulan airspace. What tyrant rules here? Is it a petulant and bloodthirsty child, a giggling godking, a dragon, or someone else? What are they called? Plume Mossywillow, Ylur Sin, Rupert Stone, Lady Bell, or something else? When you have decided, take +1 GUILE or +1 SPIRIT, and draw the next card.") (set: $c1b to "Or Ace ♠ : The Antic Pipistrelle is nearby. Who is the Captain of The Antic Pipistrelle? Is it Nomandla Hauntfumble, Admiral Coppergold, Jemadar Karen, or someone else? When in the past have you crossed paths, or crossed swords?") (set: $c2a to "2 ♠ : How does your skyship move? Is it equipped with a full set of sails, powered by sympathetic magic, powered by crystals, solar-powered, or is it propelled by some other principle? When you have decided, take +1 TECH, and draw the next card.") (set: $c2b to "Or 2 ♠ : For a vessel of its class, The Amber Kakapo has some unusual features. What is its most distinctive feature? E.g. a living map, a prismatic crystal, a cursed windlass, a mini orchard, or something else? When you have augmented your Logbook, take +1 TECH, and draw the next card.") (set: $c3a to "3 ♠ : The Mechanic does a Tarot reading for the First Mate. What do the cards say? When you have finished any discussions and/or Logbook updates, take +1 TECH or +1 SPIRIT.") (set: $c3b to "Or 3 ♠ : Two skyfarers from The Antic Pipistrelle request to come aboard. Who are they? What is the purpose of the visit? When this turn is done, take +1 GUILE or +1 STEEL.") (set: $c4a to "4 ♠ : BATTLE. Burn 1 STEEL or 1 GUILE to defend yourself. The Rider in White has the upper hand, till clever tactics turn the tide. How? Once you have driven away the Rider in White, take +1 TECH. Or flee the Rider in White. Don't adjust any resources, and skip the next card.") (set: $c4b to "Or 4 ♠ : BATTLE. The Bloody Finger is a Toplander Talon-class cutter. Why have you decided to attack it? Burn 4 GUILE and 11 STEEL to win the battle The Bloody Finger, and take +10 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c5a to "5 ♠ : DISCUSSION. One of the crew wants to talk about something. For example: Shall we try to land to make repairs? Or, Does anybody need advice right now about their ideas or decisions? Or, The First Mate claims we have a spy in our midst. Can it be true? What do the rest of the crew think? They don't need to resolve it or come to a decision. When everybody has been heard, take +1 SPIRIT, and draw the next card.") (set: $c5b to "Or 5 ♠ : What kind of weapons does The Amber Kakapo carry? E.g. cutlasses, blunderbusses and grenados, a magma-based culverin, a motley assortment of pitchforks, staves and blacksmith tools, some other weapons system, or perhaps no weapons at all? Update the Logbook, and take +1 STEEL.") (set: $c6a to "6 ♠ : One of the crew — perhaps the Alchemist, the Surgeon? — is a Sorcerer Aspirant. The biggest test of their sorcerous education will take place in Żowice in one's month's time. Mark the location of Żowice. How do they feel about it? Brimming with confidence? Intending to cheat? Wracked with anxiety? Nervous for a good reason? Pretty chill actually? What must they do to prepare? Figure out the meaning of Magus Ador's cryptic advice? Master that one spell that never seems to work? Obtain certain quantities of musical instruments, mercuric oxide, and catnip and tanzanite, white lead, and agate? Steal something from Ylur Sin? Figure out why Mooi Ock is always so much harsher on them than the other students? Discover a Flex Firewall? Find a way to meet up with a fellow Aspirant aboard The Aberrant Albatross to talk strategy? Or something else? After you have told this part of the story, take +1 SPIRIT or +1 GUILE.") (set: $c6b to "Or 6 ♠ : The Dart is requesting urgent assistance. What's their predicament? Do you help them? After you have told this part of the story, take +1 STEEL or +1 TECH.") (set: $c7a to "7 ♠ : Who on board has known each other the longest? How did they meet? What have they been through together? NEWCOMER. Before long, Farah also arrives aboard The Amber Kakapo. How? Who is she? Does she adopt a role, e.g. Captain, First Mate, Bombadier, Mechanic, Surgeon, Pilot, or maybe something else? Add Farah to the Logbook, and adjust the roles aboard The Amber Kakapo accordingly. Farah adds +1 STEEL.") (set: $c7b to "Or 7 ♠ : Most things on The Amber Kakapo need repair, replacement, or upgrading. What are your top priorities? If you wish, burn 2 GOLD to start a PROJECT. Decide what to build and what resource it will increase, then roll a die to find out how long it will take. Draw the project on your Logbook, and place the die on it to track progress. Each turn the die counts down by one, and when it reaches zero, take +4 in your chosen resource.") (set: $c8a to "8 ♠ : Why did The Amber Kakapo first set out? Was it to explore, to trade, to find a new home, to pioneer a new route, to rescue someone, to bear a message, to transport an item, to gather intelligence, to flee a catastrophe, to evade the law, to conduct piracy, to investigate a rumor, to hunt down a foe, to perform a mission so secret even you don't know what it is, or perhaps something else? Has your object changed since your voyage began? If you wish, The Amber Kakapo also has a malfunction that must be repaired. Decide what it is, burn 1 TECH and take +2 STEEL.") (set: $c8b to "Or 8 ♠ : What does the crew know about Rupert Stone's stronghold? Why is this important? If you wish, The Amber Kakapo also encounters some problem or opportunity that requires a little hedge magic. Burn 1 SPIRIT and take +2 GUILE or +4 GOLD.") (set: $c9a to "9 ♠ : Two or more crew members are related by blood. Which ones? In what way? After you have told this part of the story, take +1 STEEL.") (set: $c9b to "Or 9 ♠ : You arrive at Orist Apis for your rendezvous. Is it with the collector Ylur Sin? The smuggler Unella Mortalthorn? The corrupt official Johannes Holen? Or someone else? Why are you sniffing after leads? To unite the fragments of an ancient machine? To discover the whereabouts of the Summerswind Under Instrument? To carry a schematic for an agricultural machine from the Mianyuan city of Faun Isle to the Tantalam Swarm outpost of Zeppyspar? Or something else? If you wish, burn 2 GOLD to take +1 GUILE. When this turn is over, take +1 SPIRIT.") (set: $c10a to "10 ♠ : Perilous weather. Where do you manage to land to take shelter? When the storm passes, what do you see around you? Burn 1 TECH or take 1 DAMAGE. ") (set: $c10b to "Or 10 ♠ : You are enjoying a solitary stroll through the tree-shaded lanes of Bura, when a hand falls on your shoulder. Who sent these thugs? Was it Rupert Stone, Joseph Aspmottle, Iron It, or someone else? What message do they want to send? That you've got one week to find the money or else? That you should stay out of Entejo if you know what's good for you? That you better spill the beans about something called the Summerswind Under Instrument? Something else? Burn 2 GOLD, or 1 resource of your choosing, or lose a crew member. Once the turn is over, take +1 GUILE or +1 SPIRIT.") (set: $c11a to "Jack ♠ : Today's the day it all changes. Today's the day Sophie comes aboard, altering forever the fate of The Amber Kakapo and all its crew. Who is Sophie, and how do they first come aboard? Are their intentions known to the whole crew, only to one or two, or only to themselves? Sophie needs The Amber Kakapo's help to unite the fragments of an ancient machine — what will they be careful to avoid? NEWCOMER. Add Sophie to your ship map as Steward, or as something else. Sophie adds +1 STEEL, +1 SPIRIT, and +2 GOLD.") (set: $c11b to "Or Jack ♠ : There's a Toplander Talon-class cutter nearby, and it's up to something. Is it conducting surveillance, following orders to exterminate, modifying its systems, or something else? If you wish, burn 1 GUILE to spy on their set-up and take +2 TECH.") (set: $c12a to "Queen ♠ : BATTLE. Burn 1 STEEL to ward off the Furious Child. The Furious Child is overwhelming you at first, but you get a lucky break. What is it? Once you have warded off the Furious Child, take +1 SPIRIT. Or flee and hide. Don't adjust any resources, but skip the next card.") (set: $c12b to "Or Queen ♠ : BATTLE. The Hen is a Toplander Raven-class karvi, currently casting its grapples over your gunwales and preparing to board. Is this a case of mistaken identity, an incident in a revolutionary uprising, a sudden unprovoked attack, or something else? Burn 2 TECH and 12 STEEL to destroy, capture, or repel The Hen, and take +10 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion. Sometimes the only thing we need to do is survive.") (set: $c13a to "King ♠ : Branbu glows on the horizon. Here in Branbu, there are no prisons or police or magistrates, and yet there is justice. Is the city as you expected? Why or why not? If you wish, burn 2 GOLD to take +1 in any resource.") (set: $c13b to "Or King ♠ : Glalo looms on the horizon. Here in Glalo, emotions are edible. Do you stop here? What is it like? What happens? SHIPYARD. While you are docked in Glalo, you may pay 5 GOLD to install a hovering mine and take +1 TECH, +1 STEEL, or pay 8 GOLD to install one or more gun decks of muzzle-loaded cannon and take +3 TECH, +3 STEEL. If you have an enchanted wand, sword, amulet, pendant, orb, necklace, brooch, bracelet, helm, or scroll that you haven't yet awoken, you can sell it for 7 GOLD. ") (set: $c14a to "Ace ♥ : The great city of Zeira appears on the horizon. Here in the great city of Zeira, the skies are filled with clockwork. Do you stop here? What is it like? What happens? SHIPYARD. While you are docked in Zeira, you may burn 6 GOLD to repair all damage to the skyship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in Zeira pays well. Burn 2 GUILE or 2 SPIRIT to take +6 GOLD.") (set: $c14b to "Or Ace ♥ : Bemere Ilicaryn raises its towers on the horizon. The Surgeon has travelled this part of the world before. Apparently, in Bemere Ilicaryn, there is no such concept as suspicion. What do you soon come across? A tech expo, a religious rite, a strike, someone called Simangaliso Pennyton who wants your help, and/or something else? SHIPYARD. In the workshops of Bemere Ilicaryn you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Amber Kakapo by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c15a to "2 ♥ : DISCUSSION. Propose a topic to discuss. Everyone can briefly weigh in once. Afterwards, take either +1 SPIRIT or +1 GUILE.") (set: $c15b to "Or 2 ♥ : Glen Ariocaster gradually coalesces on the horizon. The Surgeon has travelled this part of the world before. Apparently, in Glen Ariocaster, the people once went to their beds and dreamed that they awoke the next day, and in that dream dreamed they went to bed and dreamed again, and in that dream in the dream they dreamed that they awoke. When travellers dock at Glen Ariocaster, it is not clear what stratum of the dreaming they come to, or what night it really is. What do you soon come across? A fete, mourners, a religious festival, someone called Doran Arryn who wants your help, and/or something else? SHIPYARD. In the workshops of Glen Ariocaster you may burn 5 GOLD or 2 TECH to add a tentacle maul to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Amber Kakapo by 1.") (set: $c16a to "3 ♥ : Anune hovers on the horizon. The Surgeon knows of it. Apparently, in Anune, everyone is accompanied by their Soul in animal form. Before long, one of your crew members is in a sticky situation. What is it? What happens next? SHIPYARD. In the workshops of Anune you may burn 5 GOLD or 2 TECH to add an obedient blade to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Amber Kakapo by 1.") (set: $c16b to "Or 3 ♥ : ARTIFACT. Buried in the sand you find a Top Hat of Practical Imbalances. Update your Logbook. Do you have Farah in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, take +5 TECH.") (set: $c17a to "4 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a portable herb garden, a solar labrador golem, a portal detector, a solar armor, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c17b to "Or 4 ♥ : Glumflower raises its towers on the horizon. Here in Glumflower, every act does double duty: it is both itself, and a step in a vast calculation. Do you stop here? What is it like? What happens? TRADING POST. While you are docked in Glumflower, you may sell any CARGO you are carrying. Sell goods for twice whatever you paid for them. Or burn 4 GUILE to sell your goods for triple whatever you paid for them. ") (set: $c18a to "5 ♥ : BATTLE. Fight or flee the thing known as the Velder. What is this entity you're battling? Burn 7 SPIRIT to win the battle and take +3 TECH and +3 STEEL. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c18b to "Or 5 ♥ : BATTLE. Fight or flee a pack of gryphon-mounted Oct attackers. Who started it? Burn 4 STEEL to win the battle and take +2 SPIRIT and +2 GUILE. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c19a to "6 ♥ : BATTLE. The Coral Fungus is a Toplander Talon-class cutter. Why have you decided to attack it? Burn 2 GUILE and 7 STEEL to win the battle The Coral Fungus, and take +8 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c19b to "Or 6 ♥ : BATTLE. Fight or flee the Hydrogen Megajelly. Burn 9 GUILE to win the battle and take +4 SPIRIT and +4 STEEL. If The Amber Kakapo is equipped with a portable herb garden and you can think of a way to use it now, take +3 of any resource before the battle begins. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c20a to "7 ♥ : ARTIFACT. Buried in the sand is a useful piece of equipment. You bring it on board. Is it a fog generator, a talking logbook, a stasis pod, an unbreakable safe, or something else? Sketch it on your Logbook. At any time you may repair and install it by burning 4 TECH. Once it is installed, take +3 STEEL and +3 GUILE. Alternatively, you may sell it at any SHIPYARD or TRADING POST for 2 GOLD.") (set: $c20b to "Or 7 ♥ : A floating island appears on the horizon. Upon arrival, you learn that this is the city of Kisföld. It seems that in the city of Kisföld, everything is constructed of crystal and gemstones and glass. You have scarcely arrived when the Incident occurs. What is it? How does it resolve? SHIPYARD. In the workshops of Kisföld you may burn 5 GOLD or 2 TECH to add a thinklight to your Logbook and take +4 in any resource. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Amber Kakapo by 1.") (set: $c21a to "8 ♥ : Fogons Gate hovers on the horizon. Here in Fogons Gate, the inhabitants are periodically prodded and provoked by unseen Meddlers. What brings you here? TRADING POST. While you are docked in Fogons Gate, you may sell any CARGO you are carrying and make twice whatever you paid, or burn 4 GUILE and make triple whatever you paid for them. You may also rent a berth to complete any PROJECTS. For each GOLD you burn, you may reduce one project die by one. ") (set: $c21b to "Or 8 ♥ : ARTIFACT. While exploring an abandoned solarium deep in the forest, you discover a Candlebra of Animation. Burn 3 SPIRIT to awaken it. Once awakened, this relic may be used once on your voyage, and only by a Alchemist, Pilot, or Surgeon. It allows you to burn SPIRIT as GUILE, or vice-versa.") (set: $c22a to "9 ♥ : BATTLE. Clouddart is a Malkish Image-class battlebarge, bearing down with weapons hot. Is this an everyday act of war, a mission of liberation, an attempted kidnapping, or something else? Burn 1 TECH and 7 STEEL to destroy, capture, or repel Clouddart, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c22b to "Or 9 ♥ : BATTLE. The How to Control a Comb is a Malkish Stretch-class patrol pinnace, currently casting its grapples over your gunwales and preparing to board. Is this an act of piracy, pure senseless violence, a test of a new armament, or something else? Burn 3 TECH and 12 STEEL to destroy, capture, or repel The How to Control a Comb, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c23a to "10 ♥ : NEWCOMER. Pia arrives aboard The Amber Kakapo. How? Do they adopt a role — Bombadier, Pilot, Able Aviator, or something else? They bring +2 STEEL and +1 GOLD. Add them to your Logbook.") (set: $c23b to "Or 10 ♥ : From the prow of The Amber Kakapo, you look down upon jagged mountains and snow. PROJECT. You have a little time to start something new. If you wish, burn 4 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +6 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c24a to "Jack ♥ : NEWCOMER. Nicola arrives aboard The Amber Kakapo. How? Do they adopt a role: Bombadier, Surgeon, Alchemist, or something else? They bring +2 STEEL and +1 GOLD. Add them to your Logbook.") (set: $c24b to "Or Jack ♥ : Far below you, shrubland and swamp. A freaked-out owl flaps past. PROJECT. You have a little time to start something new. If you wish, burn 5 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +7 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c25a to "Queen ♥ : Someone on The Amber Kakapo has a psychic link with a particular distant individual. Who? When you have told this part of the story, take +2 SPIRIT.") (set: $c25b to "Or Queen ♥ : Far below you, a great forest of oak. PROJECT. You have a little time to start something new. If you wish, burn 10 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +9 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c26a to "King ♥ : This evening you are hosting visitors aboard The Amber Kakapo. Who are they? After you have told this part of the story, take +1 STEEL.") (set: $c26b to "Or King ♥ : From the prow of The Amber Kakapo, you watch wraith pegasuses lumber across a vast plain of moss, their shadows long in the low sun. PROJECT. Burn 2 TECH and 1 GUILE to conduct repairs or enhancements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how many turns it will take. Each turn, adjust the project die down by one. When the project die reaches zero, work is complete and you may take +5 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c27a to "Ace ♦ : You didn't bring a 'magic artifact' on board, did you? Uh-oh. Well, it's not cursed exactly, it just has a mind of its own, and is kind of bad with boundaries. PROJECT. Choose what crew member is affected, roll a die, and reduce by 1 each turn. When the project die reaches zero, burn 2 SPIRIT and take +3 GUILE. If you don't have 2 SPIRIT to burn, the crew member is temporarily possessed and acts out of character — take 1 DAMAGE, burn 2 of any resource, lose a crew member, and/or lose something precious. Then roll the project die again, and repeat so long as the item is on board. If you ever rid yourself of the item or 'fix' it, burn 4 SPIRIT and 4 GUILE.") (set: $c27b to "Or Ace ♦ : You meet a fluffy little creature. Is it called a Bugnug, a Wumpa, a Mrnflggrn, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Dhiirran Barrowes, a minion of Julius Mnembe, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c28a to "2 ♦ : BATTLE. The Coral Budgie is a Toplander Raven-class karvi, drawing abreast, readying its broadside. Is this a case of mistaken identity, police brutality, a test of a new armament, or something else? Burn 3 TECH and 12 STEEL to destroy, capture, or repel The Coral Budgie, and take +8 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c28b to "Or 2 ♦ : BATTLE. The Intrepid Cockroach is a Malkish Stretch-class patrol pinnace. Why have you decided to attack it? Burn 3 GUILE and 9 STEEL to win the battle The Intrepid Cockroach, and take +8 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c29a to "3 ♦ : What can you see through your telescope? Is it a brick wall, a marsh, a stone circle, or something else? Do you investigate now, or mark it on your map, perhaps to return later? ") (set: $c29b to "Or 3 ♦ : ARTIFACT QUEST. This part of the world is a little remote. What is it called? Summersong Forest, World's End, Iln Amberglobes, or something else? The Urzulan established Summersong Forest Tower here about fifty years ago, though now it lies in ruins. It's said its true purpose was to be CHief Manager Saffron's secret necromantic research. Whatever the truth of the matter, its inhabitants are all dead, killed a few months ago by an unruly Leviathan, and since then it has gradually disintegrated. Move on as quickly as you can, or find a way to land and disembark. EXPEDITION. If you decide to venture into the ruins, roll a die. Overcome that number of challenges to emerge alive. The first challenge involves stealth, vigilance, or quick reflexes — burn 2 GUILE and take +1 STEEL. The second challenge involves combat skills or outer or inner strength — burn 3 STEEL and take +1 SPIRIT. The third challenge involves trusting each other or keeping your cool — burn 3 SPIRIT and take +1 GUILE. The fourth challenge involves solving a mystery or building something — burn 1 TECH and take +3 SPIRIT. The fifth challenge involves coming up with a plan of attack, capitalizing on a prior observation, or knowing when to run — burn 1 STEEL and take +3 GUILE. The sixth challenge involves spotting or remembering a detail and making the right call — burn 1 GUILE and take +2 TECH. ARTIFACT. If you make it out, you can bring something back. Is this some gizmo or bit of bric-a-brac you heard about earlier? Something you have been looking for? Is it an Impeller? Is it the Summerswind Under Instrument? Is it a Cataclysm Annealer? Is it Gongo Bao Goga's Gel ofthe Day and the Dream? Or something else? At any point, burn 4 SPIRIT to awaken it and take +4 STEEL and +4 TECH. If you don't want to wake it up, sell it at a SHIPARD or TRADING POST for 5 GOLD.") (set: $c30a to "4 ♦ : It's time to reveal the details of Sophie's story. Why exactly do they want to unite the fragments of an ancient machine? Why are the odds now stacked against The Amber Kakapo? Where will you head next? Entejo? Comrade Also's keep? Rupert Stone's tower deep in the Iron Hills? The Tantalam Swarm enclave deep in the midst of Snailborn?") (set: $c30b to "Or 4 ♦ : A shimmering city appears on the horizon. Upon arrival, you learn that this is the city of Dank Doors. It seems that in the city of Dank Doors, shadows are used in place of currency. In many years time, if you are spared, you will tell stories about this place to somebody-or-others' great-grandchildren. What will you say? When you eventually set off again, take +1 TECH.") (set: $c31a to "5 ♦ : Someone on the The Amber Kakapo has sworn a solemn oath. Who is it? What is the oath? E.g. to be revenged on the aristocrat who wronged you, to marry into a wealthy family, to bring freedom and equality to the land, or something else? NEWCOMER. Zhi Ruo is willing to join your crew. Do they adopt a role, e.g. Pilot, Able Aviator, Steward, Surgeon, or something else? They bring +2 of a resource of your choosing.") (set: $c31b to "Or 5 ♦ : ARTIFACT QUEST. An Auto Cook is kept deep within the Copper Swarm navy's flagship. What do the rumors say about this relic? Burn 3 GUILE or 4 STEEL to steal it and see for yourselves. What unexpected danger do you face during the heist? Once you've secured the artifact, you can sell it at any SHIPYARD or TRADING POST for 4 GOLD, or awaken it to take +6 TECH. ") (set: $c32a to "6 ♦ : You bump into Lydia and Jafari, who are en route to Żowice to undertake their exams as Sorcerers Aspirant, along with a member of your crew. What is each of them like? Scornful and arrogant? Passionate and idealistic? Thoughtful and supportive? Lacking in self-confidence? Smarmy and entitled? Shy but determined? How does everyone feel about the upcoming exam? What rumors are there about it? What are your biggest hopes or fears about it? Where exactly will it take place? Jafari? Jafari? Jafari? Somewhere else? Part ways for now, and take +1 TECH or +1 SPIRIT.") (set: $c32b to "Or 6 ♦ : The Mechanic spots an ill omen. What is it?") (set: $c33a to "7 ♦ : BATTLE. Fight or flee the Flenser in Red. Burn 5 TECH to win the battle and take +2 SPIRIT and +2 GUILE. If you win the battle, you also acquire a quantity of tanzanite which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c33b to "Or 7 ♦ : BATTLE. Fight or flee a pack of flight-augmented Oct attackers. Really? How did you get into this predicament? Burn 9 STEEL to win the battle and take +4 TECH and +4 GUILE. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c34a to "8 ♦ : ARTIFACT. While exploring an abandoned library high in the mountains, you discover a Nightshirt of Fortuity. This relic may be used once on your voyage, and only by a Alchemist, Able Aviator, or Surgeon. It permanently increases the amount of damage The Amber Kakapo can sustain from 6 to 8.") (set: $c34b to "Or 8 ♦ : The town of Cimmir hovers on the horizon. It is said that in Cimmir painting and art performs the function of political dispute. Do you disembark? What do you find? SHIPYARD. In the workshops of Cimmir you may burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Amber Kakapo by 1, or advance a project die by 1. There are also experts available who will awaken any magic artifact, or install any ship system you may happen to have, for 6 GOLD apiece.") (set: $c35a to "9 ♦ : BATTLE. Craig's Lost is a Malkish Unspeakable-class bat, drawing abreast, readying its broadside. Is this a prearranged duel, licensed privateering under a letter of marque, a panicked misunderstanding, or something else? Burn 4 TECH and 6 STEEL to destroy, capture, or repel Craig's Lost, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c35b to "Or 9 ♦ : BATTLE. Fight or flee the pair of Serpentships. If you have a Zoologist aboard, you can skip this card without penalty. Burn 9 STEEL to win the battle and take +4 GUILE and +4 SPIRIT. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c36a to "10 ♦ : A vast castle appears on the horizon. Upon arrival, you learn that this is the Heights of Ubá. It seems that in the Heights of Ubá, there was lately a revolution, and then a counter-revolution, and then a counter-counter-revolution, exceed succeeding the last more and more rapidly. Each uprising was forced to occur more and more swiftly, to make way for the next, until the people of Maetgow became possessed by a kind of vibration that is, to the eyes of visitors, all that is now visible of their perpetual fractal uprisings. Someone asks for your help. What do you do? SHIPYARD. In the workshops of the Heights of Ubá you may burn 10 GOLD to install a mechanical oracle and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install a high-pressure hose and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Amber Kakapo by 1.") (set: $c36b to "Or 10 ♦ : Far below you, a forest of white mulberry. You can make out a party of red-trousered gallyjurts, probably Veldtvolk, displaced by the Oct armies. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. ") (set: $c37a to "Jack ♦ : Overhead aboard The Amber Kakapo. Have we ever actually seen Rupert Stone and Ylur Sin together at the same time? Who said this? What's the context? Add to your Logbook if you like, or just shrug and draw the next card. ") (set: $c37b to "Or Jack ♦ : You meet a fluffy little creature. Is it called a Hugs Benuggins, a Wumpa, a Mrnflggrn, or something else? Is it out on patrol, on a quest of its own, guarding something, here to show you the way, a minion of Rupert Stone, a minion of Ylur Sin, or something else? It acts terribly ferocious. Is it fronting, aspirational, a little deluded, ferocious in its own special way, or actually a deadly killer with a thousand Hit Points?") (set: $c38a to "Queen ♦ : DISCUSSION. One of the crew wants to talk about something. For example: How are we getting on as a group? Or, Who wants to hear an old story? Or, I thought I saw something strange last night. Surely there's some rational explanation? What do the rest of the crew think? They don't need to resolve it or come to a decision. Go around in a circle, each weighing in briefly in 1-2 sentences. You don't need to resolve the issue. When this part of the story is complete, you may take +1 SPIRIT. ") (set: $c38b to "Or Queen ♦ : From the prow of The Amber Kakapo, you look down upon a mosaic of hedgerows and wetlands. PROJECT. You have a little time to start something new. If you wish, burn 8 GOLD to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When the project completes take +7 in your chosen resource, or repair up to 2 points of DAMAGE. ") (set: $c39a to "King ♦ : BATTLE. The Four-Leafed Bumblebee is a Humber Imperator-class scout. Why have you decided to attack it? Burn 2 GUILE and 4 STEEL to win the battle The Four-Leafed Bumblebee, and take +6 GOLD. Or, change your minds and flee. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c39b to "Or King ♦ : BATTLE. The Copperclad Curlew is a Humber Imperator-class scout, bearing down with weapons hot. Is this an everyday act of war, licensed privateering under a letter of marque, a panicked misunderstanding, or something else? Burn 4 TECH and 9 STEEL to destroy, capture, or repel The Copperclad Curlew, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c40a to "Ace ♣ : Drifting over the sea, you spot something marvelous peeping among the waves. What is it?") (set: $c40b to "Or Ace ♣ : The city of Singing Deeps glows on the horizon. Here in the city of Singing Deeps, they have only recently abolished prisons, courts, and the city guard. But a new kind of cop is emerging, from an unexpected origin: authors. What brings you here? SHIPYARD. While you are docked in Singing Deeps, you may burn 6 GOLD to repair all damage to the skyship, and/or burn 4 GOLD to complete all ongoing projects instantly. Work in Singing Deeps pays well. Burn 2 GUILE or 2 SPIRIT to take +6 GOLD.") (set: $c41a to "2 ♣ : Bitter Unvár looms on the horizon. It is said that in Bitter Unvár works of art are used in place of emotions. What do you soon come across? An insurrection, a political controversy, a counter-revolution, someone called Mortimer Ackkin who offers to be your guide, and/or something else? SHIPYARD. In the workshops of Bitter Unvár you may burn 10 GOLD to install a stern stern and take +4 TECH, +2 GUILE, and/or burn 30 GOLD to install antipersonnel grapeshot and take +8 TECH, +8 STEEL. You may also burn as much GOLD as you like to do repairs. For every 2 GOLD spent, reduce DAMAGE to The Amber Kakapo by 1.") (set: $c41b to "Or 2 ♣ : A vast castle appears on the horizon. Upon arrival, you learn that this is Iguruyi. It seems that in Iguruyi, presumably because of some ancient siege dragging on too long, there are fortifications built around almost everything. You do not so much as go to the grocer's for a bag of pears without dragging a little culverin or trebuchet behind you on a card. In the grander homes, every item of furniture has its own ramparts and teacup-sized cauldrons of boiling pitch, and no sooner have you undermined your way to the chaise-longue, than servants busily start to surround you with blocks of stone the size of sugar cubes. What do you soon come across? An insurrection, an art exhibition, a duel, someone called Aegon Greyspice who has a message for the Able Aviator, and/or something else? SHIPYARD. If you need it, the people of Iguruyi will help you repair your ship. Reduce DAMAGE by 2. If you have at least 3 GOLD, chip in 1 GOLD. If not that's totally OK. ") (set: $c42a to "3 ♣ : BATTLE. Fight or flee a pack of glider-equipped Oct attackers. How did you get into this predicament? Burn 9 GUILE to win the battle and take +4 STEEL and +4 SPIRIT. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c42b to "Or 3 ♣ : BATTLE. The Grebe is a Malkish Unspeakable-class bat, bearing down with weapons hot. Is this a prearranged duel, a homicidal temper tantrum, payback for earlier, or something else? Burn 1 TECH and 10 STEEL to destroy, capture, or repel The Grebe, and take +7 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c43a to "4 ♣ : From the prow of The Amber Kakapo, you watch river-mouths, lagoons, marshes and lakes, and small islets, swarming with sea birds. A pixie with pickled-egg eyes goobles past you on higgledy-piggledy legs. PROJECT. You have a little time to start something new. If you wish, burn 7 SPIRIT to improve some aspect of the skyship. Decide what to build and what resource it will increase. Roll a die to see how many turns the project will take to complete. Use the die to keep track of progress. When it completes, take +9 in your chosen resource, or repair up to 3 points of DAMAGE. Remember, projects don't just have to be about the physical skyship. It might also about the relationships of its crew.") (set: $c43b to "Or 4 ♣ : Maetgow appears on the horizon. The Captain knows this part of the world. They have gathered that in Maetgow, long-term memories must be stored as flowers and plants. Before long, trouble comes looking. What takes place here? SHIPYARD. In the workshops of Maetgow you may resupply your ammunition. Burn 2 GOLD to take +2 STEEL. When you eventually set off again, take +1 SPIRIT.") (set: $c44a to "5 ♣ : The city of Sweetleaf glows on the horizon. Here you find the people have many occupations you have never before encountered. For instance, there is such a thing as a illianaros, who is in some ways a tailor, but in other respects a governor of municipal utilities. Then there are the volodars, who appear to be a bit like machinists, but also quite a lot like witches. Not to mention the norlee, who is not quite a fruit-picker, and not quite a glassblower. And of course the taenran, grorlim, and grar, whom you would say are three different kinds of stone cutter, except everyone meets that suggestion with puzzlement or peals of laughter.You find yourself in a tavern with a bolgror and a caidove. That's when you learn about some of the special properties of the city's system of government, which explain a lot. What do the bolgror and her friend teach you? When this turn is over, if you wish burn 1 resource of your choosing to take +2 SPIRIT, GUILE, or TECH.") (set: $c44b to "Or 5 ♣ : Sophie is ... missing. Where might they have gone? What could have led to this? Remove Sophie from the skyship for now. It's up to you whether they return. ") (set: $c45a to "6 ♣ : Żowice glows on the horizon. Tomorrow one of you will undertake an important magical test, under the ferocious invigilation of Mooi Ock. When you finally arrive at the spot, what do you see? What instructions does Mooi Ock give? Something mystifyingly simple? Something that sounds like gibberish? Three tasks, each exactly the same as it has been for centuries? A last minute shift in the rules, with no possibility of appeal? An apparently impossibly unfair task, while the other students get given seemingly easy ones? Do you confront the task alone or in a team of Sorcerers Aspirant? Are rival candidates expected to interfere with each other's efforts? Who plays dirty? Are there riddles? Illusions? Loopholes? Infiltrators? Are things deadlier than expected? Do things spiral out of control? Is there something that is actually secretly part of the examination all along? What does it mean to pass or to fail? Do you pass or fail? Or the examination declared invalid? Or must you await your results? Or does Mooi Ock fail you ... then give you one last chance?") (set: $c45b to "Or 6 ♣ : Someone on board experiences a vision. Is it the First Mate, the Surgeon, the Alchemist, or someone else? What do they see? What might it mean?") (set: $c46a to "7 ♣ : BATTLE. Fight or flee the Serpentship. What is this entity you're battling? Burn 4 STEEL to win the battle and take +2 GUILE and +2 SPIRIT. If you win the battle, you also acquire a quantity of tapestries which you can record as CARGO. If anybody asks, you paid 5 GOLD for it. Or evade the encounter: take 1 DAMAGE and skip the next card.") (set: $c46b to "Or 7 ♣ : BATTLE. Fight or flee the creature called the Thraka. What is this entity you're battling? Burn 6 GUILE to win the battle and take +3 STEEL and +3 TECH. If you try to flee, you are pursued. In the ensuing fight, one of your crew is lost overboard. Remove them from the Logbook. Any ongoing projects are also destroyed completely. Also take 1 DAMAGE to the ship. ") (set: $c47a to "8 ♣ : BATTLE. The Amber Iamb is a Malkish Stretch-class patrol pinnace, drawing abreast, readying its broadside. Is this a prearranged duel, a homicidal temper tantrum, a territorial skirmish, or something else? Burn 3 TECH and 3 STEEL to destroy, capture, or repel The Amber Iamb, and take +5 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c47b to "Or 8 ♣ : BATTLE. The Amber Iamb is a Toplander Petrel-class dragonclad, bearing down with weapons hot. Is this an everyday act of war, a betrayal, a sudden unprovoked attack, or something else? Burn 2 TECH and 14 STEEL to destroy, capture, or repel The Amber Iamb, and take +9 GOLD. Or, flee the hostile skyship. Take 2 damage, and reset any active projects to six days until completion.") (set: $c48a to "9 ♣ : BATTLE. The Antic Pipistrelle is a Janbulagger Bride-class needleship, drawing abreast, readying its broadside. Is this an act of piracy, putting you in your place, gladiatorial combat, or something else? Burn 2 TECH and 8 STEEL to destroy, capture, or repel The Antic Pipistrelle, and take +6 GOLD. Or, flee the hostile skyship. Take 2 DAMAGE, and reset any active projects to six days until completion.") (set: $c48b to "Or 9 ♣ : BATTLE. Fight or flee a pack of gryphon-mounted Oct attackers. Why does stuff like this keep happening? Burn 10 SPIRIT to win the battle and take +5 STEEL and +5 TECH. Or you can evade the encounter. If you evade, take 2 DAMAGE, and reset any ongoing projects to 6 days. You also skip the next card.") (set: $c49a to "10 ♣ : ARTIFACT. Buried in the sand you find a Talisman of Ambiguity. Update your Logbook. Do you have a Alchemist in your crew? If so, they know what must be done to awaken the artifact. What must be done? Once the artifact is awakened, roll two dice, and add that amount of TECH.") (set: $c49b to "Or 10 ♣ : PROJECT. Burn 2 TECH and 2 SPIRIT to start improving some aspect of the skyship. Decide what you want to build and what resource it will increase. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE. ") (set: $c50a to "Jack ♣ : The Aberrant Albatross rises unexpectedly from a caldera. They're here to offer Gweyir's service as a liaison officer aboard your skyship. NEWCOMER. Does Gweyir adopt a role, e.g. Surgeon, Alchemist, Able Aviator, Steward, or something else? They add +2 GOLD and +1 TECH.") (set: $c50b to "Or Jack ♣ : From the prow of The Amber Kakapo, you watch charcoal dark shadows gallop through the foothills. PROJECT. Burn 1 GOLD and 3 SPIRIT to start improving some aspect of the skyship. Decide what you want to build, enhance, or repair. Roll a die to see how long it will take. When it's complete, take +8 in your chosen resource, or repair up to 4 DAMAGE.") (set: $c51a to "Queen ♣ : DISCUSSION. One of the crew wants to talk about something. For example: Are we really where the Navigator says we are? Or, There were too many close shaves in that last battle. We need to hone our skills. Or, There is a legendary city that we must find. What do the rest of the crew think? They don't need to resolve it or come to a decision.") (set: $c51b to "Or Queen ♣ : You pilot through a constellation of moss-bearded flying islets, apparently uninhabited. A steamdrone zips around high above you. PROJECT. Burn 3 GOLD and 1 SPIRIT to conduct repairs or improvements to the skyship. Decide what you want to do, and what resource it will impact. Roll a die to see how long it will take. When it's complete, take +6 in your chosen resource, or repair any amount of DAMAGE. ") (set: $c52a to "King ♣ : An unexpected twist. Does it relate to Rupert Stone, Ylur Sin, or someone else? Does it happen in Entejo, Summersong, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a fog generator, reduce the challenge by 2. If you have the Summerswind Under Instrument, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards. ") (set: $c52b to "Or King ♣ : An unexpected twist. Does it relate to Rupert Stone, Ylur Sin, or someone else? Does it happen in Entejo, Summersong, or somewhere else? Burn 5 SPIRIT and 15 GUILE to take it in your stride. If you use a fog generator, reduce the challenge by 2. If you have the Summerswind Under Instrument, reduce the challenge by 6. Or get caught off balance. Take 1 DAMAGE and lose a crew member. When you have resolved this card, don't draw the next card. Instead, turn to the final chapter. Reshuffle the whole deck, and then draw your final cards.") (goto: "Intro")