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The Great Sael Adventure 1

You knock some sense into the Commodore, walloping him across the cheek with a cukegoo-covered hand (how did that get there?). You exclaim loudly, "There was a flea! Also, what was your idea?"

Reeling in stunned silence, the Commodore pauses for a moment. After he collects his thoughts once more, he details his plan to you.

"It is well-known within certain circles that the warden of this plantation is a keen aficionado of a singular style of cards. A game of violence, of royalty, and of keen perception. A game known throughout the realms with varying strategies, ranging from the dextrous and sly to the brutal and domineering. I am speaking, of course, of the game of Slap Jack.

"A secret almost as open within the Beens 'Я' We hierarchy is that if you slip a certain liquor to the warden, his will declines and he covets cards; the lure of the jack calls his name.. His poison choice is amber rum; he craves one kind above all others: this vile fire water is known to most by the name of Captain Carlota. Its production having been halted has made this spirit rare.

"A secret more concealed than these is the identity of the maker, the original Captain Carlota. It turns out he was promoted—it's me, the Commodore!

"We will draw upon my knowledge and the resources here at Beens 'Я' We to recreate this drink and appease the warden's most peculiar kink! Mendez the Molasses Man! You shall turn over to us all—for greater good—that sticky substance which within your pockets flows. And then our brewing may begin.

"Once this dark and dreary drink we've born again from cukes and sugar, we shall play a hand of slap jack and bring him to his knees!

"In order to achieve this goal, we shall enroll the aid of Rudolph, known near and far as Rummy Rum Man. He shall teach us tricks and hone our skills to learn to overthrow this tyrant warden, beating him within this game for which he's known.

"To tempt the hand of fate, we shall engage in gambling—dangerous and obscene. Further service shall we wager, 'gainst our fellows' freedom. For this extreme alone shall pique the warden's interest now."

You and the crew are swayed by the Commodore's thorough plan (and his knowledge of great secrets—what a reveal about him being the original Captain Carlota!). You set to work and follow his plan to the letter.

Some weeks hence the night arrives, after rum is made from Mendez's Molasses and tricks of the trade are taught by Rudolph Rummy Rum Man. It has fallen to you, of course, to play the fateful game.

You approach the warden to ply him with your drink. He is the exact opposite of his surroundings. He wears a suit as dark as night with a vermillion buttoned shirt beneath. Leather gloves conceal his hands and a veil of black that dangles from his derby obscures his face from sight. He speaks with a voice more bitter and more dark than blackest coffee and musky like tobacco (oh how a man who broods in open air does mark your ear!). You bestow a gift of rum and make your wager.

"Alright," he says, an undertone of ambergris within his word.

You play the game. Several cards go by, no jacks in sight. The Jack of Clubs is played, and before your eyes a leather glove slaps down and sweeps the cards before you have a chance to move your arm. A tremble in your chin and a waver in your eye are the only signs that belie your nervousness as the next set of play of begins. The Jack of Spades he barely beats you to, your hand coming down upon his leathered glove—you feel a smoky, hazy trance wash over you. You think you've shaken it off, and the Jack of Diamonds is just within your grasp but as the hands come down you have one finger just above the warden's.

One Jack left in play. This one is make or break. The Jack of Hearts is firmly yours, a quarter of the deck now swiped for you, your own heart beating fast, and squirming stomach tingling. Each jack that follows, the intensity of slaps increases. The table starts to bend and shake, bowing but never breaking as the pace of play grows frantic. A slip here, a minor triumph there, a tease, a whipeout, imminent loss, then victory!

"Very well," rolls out like a smoke ring from the warden's lips. Like so much vapor, the cuke shackles upon the members of your crew evaporate.

You all find yourselves released from bondage and safe in nearby Pour't O'er Carlotta, the Mariposa safe in harbor.

Everyone is in need of some well-deserved rest after weeks of rum making and card playing in addition to full time cuke care duties. A quick look around the port shows two nearby boarding houses: The Lunging Kangaroo and Denise's Apricot. From the outside it looks like the Lunging Kangaroo has a bit of a hybrid Western/Australian theme going on, and Denise's Apricot looks like a New England Bed and Breakfast. Where do you want to stay?