Awesome. Btw, I was reviewing your character sheet, and I think Kid's curse definitely qualifies as an Ill Fortune...meaning you could pick up another Good Fortune to counterbalance it if you like.Okay, confirming that a drunk Kid will be scavenging The Coral Curse. Sounds good to me, let's roll with that.
Hmm, maybe it is something that will be helpful inexorcising the djab (dark spirit) from The Coral Curse? That would make sense ipgiven Etienne's contact with Amerindian shamans. Some kind of hide with magical properties that can weaken the djab could work nicely.Has come into possession of something the PCs need/want for their impending treasure hunting voyage, and the condition of help is to take him with them. (Etienne)
I sell furs, I have contacts with Indian Shamans and Manitous ... a magical trinket, mere fur ?
Re: adding a good fortune to Kid's character sheet. I looked at the fortunes in the PG and nothing stood out (I already took the ones that seemed most relevant to Kid). Could we do up a custom fortune? Something like weather sense, but called Sixth Sense, that maybe alerts Kid to danger or trouble or pain or blood or death or dark spirits or [fill-in-the-blank-DM's-choice]? Mechanically, maybe Kid could get advantage on Perception checks? Advantage might be too strong a boon. Or...I dunno...instead of advantage, maybe Kid could get a Perception check to avoid being surprised (though, I think we probably are all entitled to one of those normally). I'm open to suggestions. The jist I'm going for is that kids are inherently lucky. They're good at both getting into and getting out of trouble. They get spooked easily. They're hypersensitive to all that is weird and creepy.
If Sixth Sense is a no go, then I like either Magic Trinkets (and would like you to roll, please) or Whiskey Johnny. Thanks!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.