Act: Target a Ship. Until the end of the turn all Crew on that Ship have –1 Adventuring (minimum 0). Act: Target a Sea. Until the end of the turn, any skill costs to complete uncompleted Adventures in that Sea are increased by 2. When playing this effect, you may tack one of your completed Adventures that provides an Adventuring skill bonus of 2 or more instead of paying the skill cost.
“Criminy! The beer weren’t that stong!”