Half an hour later, the old man has nearly lost all his money.
He stands up and says, âLooks like my luck ran out today! You two have good fortune. Enjoy your game!â
Henwell flicks a gold coin with his finger.
The old man catches it smoothly and laughs, âHeh⊠Is this the drinks money from our esteemed guest? Much appreciated!â
Henwell replies, âIâm having fun today, but I see no one here has had enough yet. How about you act as referee?â
The old man studies Henwell for a moment, then turns and sits back down at the table.
âAlright then! Whatâs the plan? Still playing the same game?â
Henwell points to the coins in his hand. âLetâs do a quick coin toss guessing game. You toss, I guess.â
Everyone finds this amusing and starts placing bets.
After several rounds, some win, some lose.
Henwell suddenly says, âThis is getting dull. Letâs change it up. The loser either pays a hundred gold coins or answers a question from the winner.â
One caravan member opts out of the game.
Orak stands up and steps away, signaling he wonât join either.
Now only Henwell, the scarred man, the ranger, and a trader remain.
The ranger tilts his head at Henwell. âInteresting game. Iâll join, but how do we know the answers arenât lies or evasions?â
Henwell points to the old man across the table. âThatâs why we have a judge.â
A gambling merchant asks, âAnd if someone lies? Double the bet lost?â
Henwell gestures with his palm. âSince weâre at a gambling table, letâs follow those rules. Cheating means losing a finger. Lying here is like cheating, so same punishment.â
The scarred man grumbles, âHowâs the old man supposed to tell truth from lies?â
Henwell taps the table. âBoss, care to show us a trick?â
The old man falls silent for a moment, then pulls out a carved stone. âMantra Rune Stone. It reveals liesâunless someone counters with Fighting Spirit.â
Henwell shrugs. âNo objections here. Letâs start! Ten rounds per game, no quitting halfway!â
The old man tosses a gold coin high into the air. When it lands on the table, both Henwell and the ranger guess wrong.
Henwell chooses to pay up, while the ranger accepts the question.
The merchant and the scarred man exchange glances, then each asks a rather personal question. The ranger answers without hesitation.
The Mantra Rune Stone remains inactive. Round one ends.
By the fourth round, Henwell wins alone, and the other three all opt to answer questions.
Henwell looks at them. âSince fate has brought us together, may I ask your names?â
The ranger replies, âKleios.â
The merchant says, âSilk.â
The scarred man mutters, âPippenâŠâ
As soon as Pippen finishes, the Mantra Rune Stone suddenly glows.
Henwell raises an eyebrow. âViolation detected. Which finger will you sacrifice?â
Pippen glares at Henwell. âIâm definitely Pippen! No mistake there! That damn stone must be faulty!â
Henwell knocks on the table. âI said, which finger?â
Pippen tries to stand, but Hubert, standing behind Henwell, already rests a hand on his longsword. âYou bet, you accept the loss. Cheating admitted. Or do you want me to help chop off your finger? Iâm not very steadyâmight take off a few more.â
Pippen looks at Hubertâs threatening gaze. The two other gamblers nearby watch with interest.
Finally, Pippen, scowling with resentment, draws a dagger and slashes off his pinky finger.
By now, the spectators sense the tension and step back cautiously.
The ranger sneers, âIf you lose, either pay up or tell the truth. Youâre really bad at losing.â
Pippen shoots the ranger a glare but says nothing, instead shouting sharply, âContinue!â
In the following rounds, Henwell loses three times and wins twice.
The merchant and ranger choose to answer questions; Henwell only asks about their hometowns.
As for Pippen, he answers othersâ questions but pays up when Henwell wins.
By the tenth round, Henwell wins against everyone again.
Seeing Henwellâs calm smile, all three choose to pay their bets this time.
The second round begins with no one choosing to bow out.
Henwell wins every one of the first five rounds, sweeping all the gold coins from the three opponents.
On the sixth toss, the coin lands vertically on the table.
The old man speaks up, âThat counts as a draw. I think when itâs a draw, I get to ask the questions. I donât need moneyâjust one question for each of you.â
He looks first at Henwell. âWho are you?â
âHenwell.â
Then he turns to the ranger. âAre you here to kill me?â
The ranger grins. âYes, Iâve been paid for it. But I wonât act now. We havenât finished the game yet.â
The old man faces the merchant. âWhatâs your connection to Black Ring Rider?â
The well-fed merchant smiles. âTheyâre part of my little empire.â
Gasps ripple through the crowd. Most here havenât heard of Henwell, but everyone knows the Black Ring Rider.
Theyâre the most ruthless bandits on the Great Wasteland. No one knows how many they are or where their base lies.
No one expected this unassuming, friendly-looking wealthy merchant to be their leader.
The old man presses on. âWhat brings you here?â
The merchant chuckles. âBoss, thatâs the next question. I hope you can toss another coin vertically. But I doubt youâll break the rules with any extraordinary tricks. If you do, Iâll have to withdraw my respect for the Peace Tavern, and this wonât be a peaceful place anymore.â
The old man then looks at the scarred man. âAre you here to kill me too?â
The scarred man replies coldly, âNo.â
The game continues.
By the ninth round, Henwell wins again, sweeping the table.
With no gold left, the three have no choice but to answer Henwellâs questions.
Henwell looks at them. âI just have one question: Are you here to kill me?â
They all grin and nod slightly.
The Black Ring Rider leader, the wealthy merchant, says, âBrother, no matter how strong you are elsewhere, here in the Great Wasteland, we call the shots. Youâre interesting, but someone paid big money for your head. I promise you wonât suffer.â
Henwell nods slightly. This guy is a decoy.
After Henwell signals, Hubert turns and leaves the tavern.