The Chronicles

The Chronicles of the Six-Fingered Hand

As compiled by The Historian, Scholar of the Grand Archives of Waterdeep

A Note on the Text: What follows is an unvarnished account of a most peculiar band of adventurers. They are spoken of in taverns as saviors, and cursed in high society as vagabonds. The truth, as always, is far more complex. Over the span of roughly two years (1492 DR to 1494 DR), their actions shaped the fate of the Sword Coast, for better or worse.


Prelude: The Founding of the Six-Fingered Hand — Baldur's Gate, Before the Storm (1491 DR)

What follows are the earliest entries the Historian has been able to recover from the Archives. The records of these founding sessions are fragmentary — preserved primarily in the hastily scribbled post-expedition notes of the members themselves, cross-referenced with the logs of the Guild Chat. The Historian wishes to note, with characteristic understatement, that these early accounts represent the most extraordinary collection of incompetence, inspired accident, and outright brilliance he has ever had the privilege of cataloguing.

In the early months of what the Ledger records as the party's first year of operation, six individuals — strangers in the manner of all great adventuring parties — found themselves convened in the city of Baldur's Gate, drawn together by circumstance, necessity, or, in at least one documented case, stubbornness. They were:

Tarkus, a man of considerable physical mass and even more considerable confidence, whose approach to every problem was to be the largest thing in the room until the problem went away. Ergič, a Bard of the kind who reads extensively about the world and then proceeds to charm his way around a completely different one. Skacel, a deep gnome Cleric of fervent, if occasionally mispronounced, piety. Ezekiel, a Paladin whose moral convictions were absolute, and whose capacity for righteous violence was, if anything, even more absolute. Thelanor, an elven Wizard of quiet and considerable arcane power, who spoke when he had something to say and was thus markedly less verbose than his companions. And Bain — the Rogue, the archer, the man who would prove, in the fullness of time, that the most dangerous thing in any room was not necessarily the largest.

They had no name yet. They had no legend. They had, however, a notice board.

The Tavern and the First Blood

The Historian must confess that the precise details of their first commission are recorded only in the roughest outline. What the surviving accounts do confirm is this: the party, fresh and entirely unblooded, diverged from the expected path of their first engagement to visit a tavern — a decision their employer had not anticipated and their Dungeon Master had certainly not planned for. What followed was, by all accounts, entirely improvised, and entirely characteristic of the group. Bain distinguished himself with a pair of rolls of such improbable excellence that the outcome defied credibility. Tarkus retained, as a trophy of the occasion, a floorboard — a detail that the Historian includes without comment, trusting the reader to draw their own conclusions. A bandit leader's fate was determined with what one account describes as croquet-adjacent finality. The party was paid 800 gold pieces and told, politely but firmly, that they had done well enough.

They had also, in the manner of all great parties at the very beginning of things, urinated on at least one defeated opponent. The Historian records this not to embarrass, but to establish tone.

A Recovered Assessment — Attributed to an Unnamed Baldur's Gate City Watch Corporal:
"They asked me if their actions in the tavern were 'professional.' I told them they had achieved their objective. I did not answer the other question."

The Notice Board — And the Road to Elvenport

In the period following their first venture, four commissions were posted to the notice boards of Baldur's Gate — opportunities for those with skills in violence, persuasion, or the management of supernatural threats. The full text of those postings, recovered from the Guild's own records, reads thus:

1. HELP WANTED — DAGGERFORD. Things killing in the night. Three dead. Monster killers only. See Galass Tholt at the Lady Luck Tavern.

2. VETS REQUIRED — SALTMARSH. If anyone is good with cows: Aders Solmor of the Saltmarsh council seeks aid immediately.

3. DRAGON HUNTERS NEEDED — PHANDALIN. Speak with the town Mayor for job details and pay.

4. PEACE KEEPERS REQUIRED — ELVENPORT (TEU'TEL'ALU). The Elvenport elders seek warriors to return peace to what was once a settled crypt. Speak with Vaerilmor Floshin for information.

The Historian notes that three of these commissions remained untaken at the time — including the dragon hunters' posting, which would eventually find them by other means. The fourth was chosen, after some deliberation, with the following recorded rationale from one party member: "love a bit of graveyard action." They went to Elvenport.

What exactly had disturbed the crypt of Teu'tel'alu, the Archives do not record in full. What they do record is this: a vampire had established dominion over the resting place, commanding spawn, ruling the dark of the crypt, and presenting a threat that the elders of Elvenport had been too afraid to address themselves. The commission came, in the mundane fashion of all great adventures, from a public notice board — one of four opportunities posted in Baldur's Gate. The Historian notes that Mr. West, a name the party would later come to know intimately, had no hand in this arrangement. He arrived in their lives only afterwards, uninvited, to threaten them for business losses he attributed, in one way or another, to their activities. Whether his grievance was justified remains debatable.

The Seizure of the Silver Sword — The Vampire Subdued

It was Tarkus who set the tone. Before a single blade was drawn, before a single spell was cast, he delivered what surviving witnesses describe as a twenty-five minute opening address to the assembled darkness of the crypt — a monologue of introduction, intention, and implied menace that the Historian can only assume was extraordinary, given that it did not kill anyone with boredom. The vampire, to its credit, waited.

What followed was a confrontation that the party would later describe as their first true test. The vampire proved elusive — shifting and teleporting through the crypt's shadows, appearing and disappearing with the infuriating ease of a creature that had been doing this for centuries. Ergič, in characteristic form, attempted to charm it. The vampire declined to be charmed. Ergič then charmed one of its spawn instead, which at least demonstrated a commitment to the general concept.

Then Bain ran.

Where others were still processing the tactical situation, Bain had already identified the altar at the far end of the crypt, the glint of silver upon it, and the singular importance of getting there first. He crossed the distance at a sprint, in the dark, past the undead, and seized the silver sword from the altar before anyone — including the vampire — could prevent it.

The effect was immediate. The silver sword was a blade of binding, of ancient and particular purpose: whosoever held it commanded the vampire's obedience. Bain had not known this with certainty when he ran. He had simply run.

Recovered Post-Expedition Account — Attributed to Ergič the Bard:
"The vampire was there. The sword was there. Bain was already there. I'm not entirely sure how. I had been composing a second verse."

The vampire, bound now to the will of the sword's bearer, was subdued. The crypt was cleared. Vaerilmor Floshin received word that peace had been returned to Elvenport's resting place, at a cost the elders had not fully anticipated — the undead creature now walked out of the crypt under escort, rather than being destroyed, which was not quite what "return peace" had implied.

The party departed Elvenport with the vampire in tow, with its spawn, and with considerably more questions about what to do next than they had arrived with. They had turned a monster into an asset in the space of a single evening. Whether this was wisdom, pragmatism, or simply the character of the Six-Fingered Hand in embryonic form is a question the Historian leaves to the reader.

What is beyond question is that the silver sword would follow this party — literally and figuratively — across years of adventure, changing hands, escaping control, and eventually contributing to events the party could not have imagined as they walked out of the crypt that first night, into the cool air of Elvenport, with a vampire walking three paces behind them.

The Historian's Musing on Alignment:
In their very first commission, the party wandered off-plan into a tavern, urinated on an enemy, and took home a floorboard as a trophy. In their second, they were commissioned to clear a crypt and left with a vampire ally. The Historian submits that the alignment of the Six-Fingered Hand was established in these earliest days, and it was precisely this: they will always find a third option, and it will never be the one anyone expected.


Chapter 0: The Sundering of Baldur's Gate (The Lolth Encounter)

Recorded by the Historian from the ancient logs of The Guild Chat.

Before the Chronicles truly began, before the Six-Fingered Hand became legends spoken of in hushed taverns, they stood against the abyss itself. It was a day that shall forever be seared into the scarred stonework of Baldur's Gate.

It was there they faced Lolth, the Spider Queen, drawn from the forgotten realms. The sky wept and the earth screamed as the almighty spell was read from Lolth's accursed Grimoire. For seven agonizing rounds, the very infrastructure of Baldur's Gate was torn asunder; buildings collapsed, the city gates fractured, and the earth cracked open to swallow the unwary.

In the climax of this cataclysm, it was the Rogue Bain who unleashed a maneuver of legendary audacity.

From the Recovered Log of Watch-Captain Alcor, Flaming Fist Mercenary Company:
"The sky was falling. The demon-spider reared, ready to consume the city whole. We were dead men. Then, from the debris, the archer drew a single arrow. Not wood and steel, but fire and fury. He loosed it into the collapsing roof above the beast. The explosion was deafening! Timbers and stone rained down, pinning the monstrosity! She shrieked—a sound that shattered glass—as a planar portal tore open behind her, consuming her struggling form. Baldur's Gate was in ruins, but we were alive. The archer had saved us."

With Lolth banished to her dark domain, the city lay in ruins. In the long season of recovery that followed this apocalyptic encounter, the stalwart Tarkus took it upon himself to train a small militia, beating back the opportunistic raiders who sought to pick the city's bones clean. Meanwhile, the Bard Ergic frequented the surviving taverns, weaving their deeds into song and expertly sowing the seeds of the party's growing legend among the populace.


Chapter I: The Icy Scourge of Phandalin (1492 DR)

In the waning months of 1492 DR, the small frontier town of Phandalin found itself beset by terrors. It was here that our chronicle begins, not with a grand declaration of heroics, but with a desperate plea for salvation. The party—comprising the resolute Tarkus, the silver-tongued Ergic, the silent Bain, the cunning Rem, the righteous Ezekiel, the enigmatic Nix, the devout Skacel, the steadfast Thelanor, and the erratic Bob—ventured forth into an ice cave that had frozen the very life from the village's periphery.

Their initial foray was marked by the successful rescue of a captured halfling and a battered gnome. Delving deeper into the frost-rimed caverns, they encountered the monstrous source of the unnatural cold: a den of Fire Newts. A brutal skirmish ensued, ending with the creatures' demise, though Thelanor suffered grievous wounds during the encounter, an early brush with tragedy that forged a somber resolve within the survivors.

Yet, it was in the aftermath of the battle that the group's true, unpredictable nature was revealed. Discovering an ancient coffin buried beneath the ice, they did not report it to the authorities, nor did they consecrate the ground. Instead, driven by an insatiable curiosity—or perhaps a reckless disregard for consequence—they opened it. A vampire, interred for centuries, was unleashed into the world, fleeing into the night before the party could strike it down.

Warning

From the Desk of the Townmaster, Phandalin:
"They ask for a reward! They demand coin for killing the newts, yet they conveniently forget to mention the pale terror that now stalks our eastern woods. I paid them to leave. May the gods protect whatever city they plague next."

The Historian’s Musing on Alignment:
One must pause to consider the moral compass of these adventurers. They risked life and limb to save captured villagers—a noble, Good act. Yet, the reckless unsealing of a vampiric tomb speaks to a chaotic, almost flippant disregard for the wider world. Their alignment in these early days dances wildly between Chaotic Good and Chaotic Neutral, guided more by immediate impulse than long-term consequence.



Chapter I.b: The Venomfang Gambit & The Siege of Phandalin (1492 DR)

A supplementary account recovered from the Annals of Phandalin, cross-referenced with the Guild's own testimonies. The Historian notes with considerable scholarly embarrassment that these events were entirely absent from the previous volume of the Archives — a misfiling of the gravest order. They are restored here in their rightful sequence.

The commission was simple, as such commissions so rarely are: the beleaguered Mayor of Phandalin needed dragon hunters. The region was terrorised by an enormous Chromatic Ice Dragon, its breath freezing livestock and tradespeople alike in the vale below Icespire Peak. To combat such a beast, the party required the counsel of a specialist — a druid of singular renown, whose art lay in the tracking and study of draconic creatures. The druid, however, would not budge from his contractual obligations to the town without a demonstration of the party's competence. He pointed them toward a lesser problem: Venomfang, a young green dragon who had taken up residence in the ruins of a nearby tower, his lair already attracting a coterie of Dragon Cult devotees who revered him as a harbinger of Tiamat's return.

What followed has passed into the kind of legend that bards refuse to perform in polite company.

The Cult, poisoned during the chaotic melee that erupted within the lair, fell alongside their idol. The party, depleted and cornered within the crumbling tower, improvised. The term "improvised" here does a great disservice to the audacity of the act. In a moment that defies every axiom of tactical doctrine, the party identified and weaponised the one material the dungeon provided in considerable abundance: the dragon's own dung. Packed, ignited, and detonated within the confines of the tower, the resulting explosion was catastrophic — to Venomfang, to the cultists, and to the structural integrity of the surrounding architecture. The young dragon was slain. The tower was destroyed. The party narrowly escaped with their lives.

A Recovered Testimonial — Deposition of Phandalin Town Watch, Sergeant Druist Coppervale:
"They came to me smelling of ash and... other things. One of them had singed eyebrows. They said they'd 'sorted the tower problem.' I did not ask further questions. No one who has seen that tower since has asked further questions either."

The druid, suitably impressed — or perhaps simply unable to argue with results — agreed to accompany the party. A dwarven cartographer was also retrieved and healed at the party's own expense; his knowledge of the passages leading to Icespire Peak would prove invaluable in the months to come.

The Siege of Phandalin

Their return to Phandalin with the druid in tow was not the triumphant homecoming one might expect. The druid, consulting his expertise over a considerable quantity of ale, advised that the Ice Dragon was likely Chromatic — a servant of Tiamat — and that recruiting an opposing dragon to neutralise it might be the party's wisest stratagem. Further planning was interrupted by catastrophe.

An electric dragon, vast and terrible, arced over the town of Phandalin. It did not breathe fire, nor ice. It dropped something far worse: a Giant. The creature landed upon the tavern, half-demolishing it, and immediately began consuming everything — and everyone — within reach. The valiant Tarkus, in a move that was equal parts heroic and catastrophically ill-judged, attempted to grapple the dragon itself as it banked overhead. The dragon, unimpressed, simply seized him. What followed was mercifully swift. The Giant, its appetite indiscriminate, swallowed Tarkus whole. His first death came not at the hands of a wizard or a tyrant, but in the stomach of an elemental brute, in a ruined tavern, in a frontier town.

From the Private Journal of Ergič, Bard of the Six-Fingered Hand:
"I attempted to charm the dragon. It ignored me. I attempted to charm the newt. It also ignored me. I have since concluded that some creatures are simply immune to my particular brand of persuasion. Tarkus is in the giant. I do not know how to write this in a way that makes it sound heroic, so I will simply note: we ran."

The party fled. On the road out of town, they encountered Rem, a Wood Elf Ranger, similarly fleeing the chaos. He joined their number — a ranger of quiet competence, earning his place before the dust of Phandalin had even settled.

The surrounding region offered no sanctuary. Fleeing east toward a fortified outpost, the party came to the aid of a family beset by Fire Newts, killing three of the creatures before pressing on. At the fort, a wounded elf commander tasked them with two urgent objectives: clear the sally gate for evacuation, and rescue villagers trapped in the church to the south.

The sally gate was cleared at the cost of one Fire Newt escaping into the forest — a loose thread that troubled the more meticulous members of the party. The rescue of the church's villagers was a masterclass in tactical archery: Bain and Rem, working in concert from elevated ground, loosed explosive arrows into the massed Fire Newts, killing four and three respectively before the survivors broke and were finished in melee. The villagers were freed. The journey south was made in darkness.

One freed villager — a man Bain had personally saved from a pursuing Newt mere hours before — drowned in the river crossing. Unable to see in the dark, he walked into the current. The Historian records this without embellishment. It was not a dramatic death. It was simply a terrible one.

The Dragonborn's Ultimatum

Their return to the fort was met by a sight that would test the party's creativity more severely than any monster. A Dragonborn commander, resplendent in war-plate and contempt, marched to the fort gates at the head of a massed Fire Newt warband. He demanded a champion.

Ezekiel and Ergič, reasoning that the most dangerous champion available was currently folded inside a Portable Hole, attempted to deploy the Vampire that had escaped from its coffin in earlier adventures. Using Mage Hand, they manoeuvred the hole toward the threshold — only for the Dragonborn to perceive the gambit and steal the silver sword of control before the trap could be sprung. The Vampire, now unbound, erupted from containment in a cloud of bats and was lost to the night sky. A creature of ancient and terrible power was now somewhere in the world, uncontrolled. The party chose not to dwell on this.

It was Thelanor who provided the evening's finest moment. Stepping forward to the gate, the elf produced the Magic Cocktail Shaker — a device of considerable mystical provenance — and offered the Dragonborn commander a drink. The Dragonborn stared. He spat on the floor. He left, apparently deciding that whatever the party was, it was not worth the philosophical headache.

The Fire Newt army dispersed. Phandalin, bruised and smoking, survived. The party declined a monetary reward from the fort's defenders, accepting horses instead, and asked only that the villagers search for Tarkus' gear — his lucky stone above all else. Then they rode for Waterdeep, carrying with them a druid, a cartographer, a new ranger, and the quiet knowledge that somewhere in the night, a vampire was loose and a Dragonborn was brooding.

The Historian's Musing on Alignment:
To weaponise a dragon's own excrement as an instrument of war requires a mind unconstrained by convention. To ride into a burning town to rescue villagers, then accept horses instead of gold, speaks to something uncomfortably close to honour. The Six-Fingered Hand defies easy categorisation. They are, as the Historian has come to believe, simply themselves — and the world has not yet decided whether that is a blessing or a catastrophe.


Chapter II: The Assassination of Salvi Herish (Late 1492 DR)

Leaving the frozen north behind, the party journeyed to the sprawling metropolis of Waterdeep. The city of Splendors, with its myriad factions and shadowed alleyways, proved a fertile ground for their particular set of skills. They soon found themselves in the employ of Grinda Garloth, a drow operative with deep ties to the city's underworld.

Their mission was not one of rescue or monster-slaying, but of targeted assassination. The mark: Salvi Herish, a renowned archer of the Yokiri Band of Mercenaries. The execution of this task was terrifyingly efficient. They kidnapped and murdered an Orc mercenary named Rekun, using his form—expertly mimicked by the shapeshifting Nix—to infiltrate the Yokiri estate. Rem, moving unseen under the veil of invisibility, struck the fatal blow, stealing a magical dark elf sword in the process.

It was during this time that Grinda revealed a deeper plot: the beholder Xanathar sought a legendary artifact known as the Stone of Golor, a key to an unimaginable treasure hoard.

The Historian’s Musing on Alignment:
The swiftness with which they left behind any pretense of typical heroism is staggering. Cold-blooded murder, identity theft, and acting as mere instruments of an underworld hit—these are the hallmarks of a Neutral Evil disposition. The party proved they were not bound by the laws of Waterdeep, but by the weight of the coin purse offered.


Chapter III: The Stone of Golor and the Vault of Dragons (Early 1493 DR)

The pursuit of the Stone of Golor consumed the party's early days of 1493 DR. Their hunt led them through the squalor of the Field Ward, tracking a courier named Justin Rassk. Upon capturing him, there was no interrogation leading to a merciful release; Rassk was summarily executed in a derelict shack, and the three-eyed alien stone was claimed.

Skacel, the deep gnome cleric, attuned his mind to the profane artifact. The stone whispered of the Vault of Dragons, hidden deep beneath the city at 123 Turnath Street, and the three obscure keys required to unseal it.

Breaching the vault, the party navigated ancient dwarven traps and slew a gelatinous horror before reaching the central chamber. There, amid mountains of gold, they did not find a mindless beast, but Barack Clanghammer—an ancient dwarf who soon revealed his true form: Orinax, an Adult Gold Dragon. Rather than attempt to slay the majestic beast for his hoard, the party brokered a pact, agreeing to protect him from the encroaching Dragon Cult in exchange for a staggering sum of gold and his formidable allyship.

The Historian’s Musing on Alignment:
A fascinating dichotomy! To brutally execute a courier in a slum is a dark deed, yet to parley with and ally alongside a Gold Dragon—a paragon of Lawful Good—suggests a capacity for higher reasoning and honor. Their alignment remains aggressively Chaotic, yet they possess an undeniable pragmatism that allows them to side with the forces of light when it suits their survival... or their wallets.


Chapter IV: The Shadows of Waterdeep (Mid 1493 DR)

By mid-1493 DR, the geopolitical landscape of the Sword Coast was shifting. Refugees flooded into Waterdeep, bearing tales of devastation wrought by the Dragon Cult upon towns like Elturel. The party, flush with gold, found themselves entangled in the machinations of the city's elite.

They discovered that Mr. West, a wealthy noble, was not merely a legitimate businessman trading in canned meats, but a sinister financier with ties to the underworld. Ergic and Nix, employing their usual blend of charm and espionage, infiltrated his inner circle, plotting his downfall over plates of mysterious "protein."

Yet, political intrigue was violently interrupted. A sound unlike any other—the Drakhorn—shook the very foundations of Waterdeep, heralding the return of Tiamat, the Queen of Dragons. From the heavens descended Skyreach Castle, a massive flying fortress that began raining destruction upon the city. Guided by the urgency of Durnan, the seasoned proprietor of the Yawning Portal, the party secured griffon mounts and took to the skies, launching a desperate boarding action against the floating citadel.

Note

An Excerpt from Durnan’s Private Ledger:
"I've seen many fools walk through the Portal, but these... they are a special breed. I told them of the Cult, of Tiamat, of the Storm Giants. They didn't blink. They just asked where they could find a flying mount and if they could expense the griffon feed."

The Historian’s Musing on Alignment:
When the city was threatened by apocalyptic ruin, the party did not flee. They rode into the teeth of a dragon-infested sky fortress. This self-sacrifice elevates them toward Chaotic Good. They may scheme and steal in the shadows, but when the abyss stares back, they draw their blades to defend the realm.


Chapter IV.b: The Spymaster of the Dock Ward — Ergič's Shadow Empire (Mid 1493 DR)

A supplementary record drawn from the Ledger of Shadows — partial accounts recovered from the party's own notes, cross-referenced with the Annals of Waterdeep's Lower Wards. The Historian confesses a particular fondness for this chapter; it is, he believes, the most genuinely impressive thing the Six-Fingered Hand have ever done, and nobody talks about it.

It began, as so many things do with this party, with a corpse.

In the immediate aftermath of the assassination of Salvi Herish, the drow mercenary whose death had been the party's first contract in Waterdeep, Ergič made a discovery that would reshape the party's fortunes more profoundly than any battle: Salvi had been donating to an orphanage. Not a small amount. A regular, significant sum, channelled to The Old Corner Orphanage in the Dock Ward — apparently the one act of genuine charity performed by a hired killer. The orphanage was, in the words of the session record, "absolutely gutted" that she was dead.

Where another adventurer might have offered condolences, Ergič offered a business proposition.

The children, he reasoned, were everywhere. They were ignored by guards, dismissed by nobles, and moved through every ward of the city without suspicion. They knew every alley, every tavern rumour, every face that passed through the docks. They were, in short, the perfect intelligence apparatus — if one were prepared to pay for their services and bear the mild ethical weight of employing children as spies.

The party were prepared.

A Fragment from Ergič's Private Correspondence, recovered from the Yawning Portal:
"The orphanage manager asked what we needed. I told her: eyes and ears. She asked if this was dangerous. I told her: no more dangerous than being poor in Waterdeep, which they already are. She agreed. I consider this my finest negotiation."

The retainer was set at 750 gold pieces per month — a not inconsiderable sum, but one the party could afford from their Vault of Dragons windfall. Ergič's initial tasking was specific: watch for the dwarven cartographer from Phandalin. The network, however, swiftly proved capable of far greater work.

The Network Matures

By the time the party returned to Waterdeep in the shadow of the Dragon Cult crisis, the orphanage had undergone a transformation of its own. The Dragon Cult's campaign of terror across the Sword Coast had flooded the city with refugees, and the Old Corner Orphanage had become a refuge for the displaced of the Dock Ward — larger, better connected, and possessed of a far wider web of street-level informants than before. Skacel, moved by the state of its inhabitants, donated 100 gold pieces to its manager out of his own depleted funds.

The intelligence the network returned in this period was remarkable in its breadth:

This last report was delivered by Crab, an urchin of particular initiative within the network, who correctly identified Mr. West's location at the Broken Flagon in the North Ward. Ergič paid Crab a 10 gold bonus. The Historian records this as possibly the best-value intelligence purchase in the history of the city's underworld.

When the sound of the Drakhorn shook Waterdeep from its foundations, it was the spy kids who were dispatched to investigate the location of the gathering. They returned with nothing useful — some events, it seems, are beyond the reach of even the finest street intelligence. The Historian notes this with admiration: even the network had its limits.

The Spymaster Named

As the months passed and Ergič's shadow apparatus grew in scope — absorbing not only the orphan network but, later, a peripheral asset named Hanksy (a young Zhentarim dock thug recruited under duress by Bain and subsequently assigned to gather intelligence at the Pickled Pike tavern) — the party's own companions began to notice what Ergič had built.

In the words of one unnamed member of the Six-Fingered Hand, recorded in the transcripts of a later session: "It's becoming apparent that Ergič is the spymaster with his network of..." — the sentence, tantalisingly, was not completed. But the title had been bestowed.

The Bard who had once failed to charm a dragon had, in the shadows of Waterdeep's Dock Ward, constructed an intelligence empire from grief money and foundling children. It remains, in this Historian's considered view, the most enduring legacy of the Six-Fingered Hand's time in the city.


Structural Note from the Archives: The orphan spy network is recorded as an active, ongoing asset through the party's later operations. Its retainer status, tasking history, and known agents (Crab, and the peripherally associated Hanksy) are documented. The Old Corner Orphanage itself, and its unnamed manager, have not yet received entries in the Great Codex — this is flagged for the Archivist's attention.

The Historian's Musing on Alignment:
To fund an orphanage's spy operation is simultaneously an act of charity and an act of exploitation. The children are fed, housed, and paid — but they are also placed in service of a party whose activities include political assassination and the occasional birthing of undead dragons. The Historian declines to assign an alignment here. He simply records it, and moves on, quietly.


Chapter V: The Assault on Skyreach Castle (Late 1493 DR)

The boarding of Skyreach Castle was a brutal, multi-tiered siege. Upon landing, the party was immediately beset by an Ice Dragon. Through a combination of explosive arrows, arcane hexes, and sheer stubbornness, they drove the beast away, plunging deeper into the fortress.

The party naturally divided their talents: the "Sneaky Boys" (Rem, Nix, Bain) scaled the frozen towers to assassinate the Cult's mages who were raining fire upon the city below, while the "Fighty Boys" (Ergic, Tarkus, Ezekiel, Skacel) held the courtyards against rampaging Ogres.

It was here that their talent for manipulation proved more lethal than their swords. Ergic successfully charmed two Stone Giants, Hulda and Wigluf, turning the castle's own defenders against the Cult's mages. It was a masterclass in tactical sabotage, leaving the upper echelons of the castle in chaotic disarray.

The Historian’s Musing on Alignment:
Their approach to war is ruthlessly utilitarian. Charming sentient giants to act as meat shields is morally grey, straying into Lawful Evil battlefield tactics. They fight for the survival of Waterdeep, but their methods show no regard for the concept of a 'fair fight.' They are survivors, first and foremost.


Chapter VI: The Fall of the Dracolich (Early 1494 DR)

The climax of their assault on Skyreach Castle occurred in the early months of 1494 DR. Navigating the highest towers, the party finally confronted Blagothkus, the giant lord commanding the fortress. Rather than engage in a battle that would surely have claimed their lives, they negotiated. Blagothkus, disillusioned with the Dragon Cult, agreed to steer the castle away from Waterdeep.

However, the party could not leave without a final act of catastrophic meddling. Discovering a captive Vampire Spawn within the keep, they engineered a situation wherein the undead creature was unleashed upon the wounded Ice Dragon. The resulting dark communion birthed a Dracolich—an undead abomination of immense power.

As Blagothkus looked on in horror at the monster they had inadvertently created, the party deemed their work finished. Gathering their loot, they piled into their magical Portable Hole, leaving the giant lord to deal with the apocalyptic consequence of their actions, while Ergic flew them back down to Waterdeep.

They returned to the city as conquering heroes, showered with 13,000 gold pieces and the adoration of the masses, while a newly born Dracolich roared in the skies far above.

Caution

A Warning Scrawled on a Tavern Wall in the Dock Ward:
"They call them the Six-Fingered Hand. They say they saved us from the flying rock. But I heard what they left up there. They didn't slay the dragon. They made it worse. Pray they never decide to 'save' us again."

The Historian’s Musing on Alignment:
And so we conclude this volume of their history. Are they heroes? They saved Waterdeep from total destruction. Are they villains? They birthed a Dracolich and fled the scene. They exist in a state of True Chaos. Their legacy is a tapestry of salvation and devastation, woven by hands that care only for the immediate victory, blind to the horrors they leave in their wake.


Book II: The Shadow of Xanathar (1494 DR - 1496 DR)

The Historian notes that the period following the fall of Skyreach Castle was characterized not by the high, clean air of draconic battle, but by the choking smog of urban warfare. The Six-Fingered Hand, flush with gold and hubris, turned their attention to the syndicates that bled Waterdeep. They chose the Zhentarim as their first target. They would soon discover that other, older eyes were watching from the dark.


Chapter VII: The Blood on the Cobblestones (Early 1495 DR)

The scholars' fragmented notes place these events in the chill of the 24th of Alturiak, 1495 DR.

The twilight shadows of Waterdeep embraced The Six-Fingered Hand as they lay in wait along the damp cobblestones. Their quarry was a carriage, seemingly ordinary, yet the air around it reeked of arcane secrets and dark intent. Within its covered depths slinked a cloaked Zhentarim mage.

With a synchronized ferocity born of desperation and honed skill, the fellowship struck. Ezekiel, a towering sentinel of steel in his cross-visored helm, shattered the vanguard’s defenses. Bain’s poisoned daggers danced unseen in the gloom. The mage fell beneath a flurry of merciless blows, blood staining the city streets.

Within the carriage lay a chest groaning with dark, pulsating potential. Bursting the iron lock, the party gazed upon twenty-four radiant soul crystals, their necrotic glow casting unnatural shadows upon Nix's alien features. Alongside these cursed gems lay a magical Ring of Sending and a leather-bound ledger bearing the name of Mr. West.

Recovered Fragment — A Bloodstained Page from Mr. West's Ledger:
"...the crystals must reach the Luskan ships by the new moon. The machine hungers. If the shipment is delayed, the penalty will not be financial. It will be eternal."

The demise of Mr. West birthed a brilliant, dangerous stratagem. The party would not merely rob the Zhentarim; they would become them, hollow out the corrupt syndicate from within by assuming Mr. West's identity.

Skacel ended the night by calling down holy fire to utterly roast the surviving carriage guards, leaving nothing but ash in his wake.

The Historian's Musing on Alignment:
To steal from a thief is pragmatism. To steal a thief's identity and assume command of his criminal enterprise is something else entirely. The party dances ever closer to the edge of the abyss they claim to fight.


Chapter VIII: The Blackridge Break-In (Mid 1495 DR)

The scholars' records place these events around the 20th of Mirtul, 1495 DR.

The pristine façade of Blackridge & Company in the Castle Ward concealed a rotting heart of Zhentarim corruption. The fellowship sought to tear it out.

Slipping silently through the perimeter, they clashed fiercely with a hulking orc enforcer. Steel rang out against hardened muscle. Rem’s cocky smirk barely faltered as he delivered the fatal, twisting thrust, leaving the brute dead upon the polished marble floors.

Delving deeper, they unearthed a chilling document: the Nightshade manifest. It whispered of an infernal war machine, a mechanical nightmare fueled by the very soul crystals they now carried. Seeking wise counsel, they brought their terrifying findings to Durnan at the Yawning Portal, who confirmed the catastrophic scope of the threat.

Emboldened, the party returned to Blackridge, descending into its heavily guarded subterranean vault. With Skacel murmuring ancient prayers to deaf gods and Ergic weaving subtle, blinding illusions, they cracked the treasury. They emerged laden with six thousand two hundred shimmering gold pieces, three more soul crystals, and rare vials of Mind Blank potion.


Chapter IX: The Ledger and the Fire (Late 1495 DR)

The scholars' records place these events around the 27th of Mirtul, 1495 DR.

The hunt for answers led the fellowship to the Honourable Knight tavern, where Veylan 'The Ledger' Duskryn, a Zhentarim logistics master, sat unaware of the approaching storm. With ruthless precision, the party snatched the accountant from his reverie, dragging him out into the moonlit streets for interrogation.

But the Black Network does not let its secrets go easily. Without warning, a nearby street vendor's cart erupted in a blinding flash of alchemical fire and jagged shrapnel—a deadly trap meant to silence Veylan forever. The blast ripped through the night. As the smoke cleared, Veylan lay lifeless amidst the burning wreckage.

Yet, the fellowship defied fate itself. Skacel rushed forward, calling upon divine powers beyond mortal ken. With a desperate, echoing casting of Revivify, life shuddered painfully back into the accountant's charred form.

From the Testimony of Veylan Duskryn, Extracted under Duress:
"You fools. You don't understand what you've stolen. Nightshade isn't a myth. The Ships of Luskan hold it now, and they sell to the highest bidder in a fortnight. The city will burn, and you will burn with it!"

The race against both Xanathar and the Zhentarim had truly, terrifyingly begun.


Chapter X: The Unblinking Eye (Late 1495 DR)

The scholars' records place these events around the 8th of Flamerule, 1495 DR.

The murky depths of Waterdeep's docks ran red as the party violently entangled themselves in the city's grinding violence. Two monstrous grells descended from the gloom to ambush the local City Guard. Ezekiel charged with righteous fury, while Ergic’s razor-edged lute strummed a deadly chord. By slaughtering the horrors, the fellowship won the grudging respect of the embattled guardsmen.

Brute force was not their only weapon. Seeking shipping manifests, Nix shapeshifted into a terrifying visage of authority, cornering Harvin Docks, a corrupt customs official. Trembling, Harvin surrendered the hidden smuggling routes.

But their glorious victories came with a chilling, unseen cost. In a fleeting moment of quiet, the magical Stone of Golorr carried by Skacel flared with an ominous, sickly green light. Through the cold stone, the entire party felt a sudden, crushing psychic weight—the paranoid gaze of Xanathar himself. The beholder kingpin was watching them.


Chapter XI: The Titans of Warrior's Way (Late 1495 DR)

The scholars' records place these events around the 23rd of Flamerule, 1495 DR.

The ancient cobblestones of Warrior's Way trembled uncontrollably under thunderous footfalls. A routine transit erupted into sudden chaos when two massive giants materialized. The vanguard was Wigloth—bearing a terrifying resemblance to Wigluf from Skyreach Castle.

This was no ordinary behemoth. A sickening necrotic aura clung to Wigloth’s frame. His eyes burned with sickly green fire, and shadowy tendrils lashed out blindly, corrupting the air and stone.

The fellowship engaged with desperate fury. Bain melted into the shadows, his poisoned daggers seeking a vital strike. Rem darted acrobatically between the giant's legs. Ezekiel stood firm as a mountain, his heavy shield raised against earth-shattering blows, bellowing righteous challenges to draw Wigloth's necrotic ire. The wide street became a bloody battlefield of flashing steel and roaring magic, the fate of the party hanging precariously in the balance against a foe hinting at a soul-consuming threat.


Chapter XII: The Stench Beneath (Early 1496 DR)

The scholars' records place these events around the 27th of Tarsakh, 1496 DR.

Dawn broke over the cooling corpses of the giant assailants. The cobblestones were eerily silent. Where City Watch patrols should have converged, there was only the grim revelation that the giants bore the unmistakable mark of Xanathar's Guild. War had been declared in the open.

Skacel had found the key to turning the tide during the clash: his Guiding Bolt blazed with holy radiance that struck the frost giant's corrupted form with doubled fury, scorching the necrotic tendrils into hissing retreat. Victory was theirs, hard won and reeking of shadow.

Returning to the Yawning Portal, the fellowship sought counsel from Durnan. The grizzled rebel pledged to find an informant into the beholder's inner circle.

Newly rested, the party descended into the reeking labyrinth beneath the city: Waterdeep's sewer network, where necrotic corruption had been seeping upward. In the fetid dark, a clutch of Kobold sewer workers intercepted them. Warmed by Bain's unlikely success at their wild card game and charmed by coin, the Kobolds led the party deeper into the tunnels—directly to a nightmare: a swarm of writhing, disembodied zombie limbs, crawling through the dark, multiplying without master.


Chapter XIII: The Undershrine — Where the Dark Breathes (6th Mirtul, 1496 DR)

The following chapter is drawn from the cleaned record of the events of the 6th of Mirtul, 1496 DR. The Historian confesses an unusual eagerness in the recording of these events — for it is rare, even in the long annals of the Six-Fingered Hand, that a single arrow opens a door to an entirely new world.


There are moments in the life of any adventuring party that serve as thresholds — after which the world is measurably stranger, and there is no going back to what came before. The descent into the Undershrine was such a moment.

It began, as so many chapters in this chronicle do, with Bain.

The sewer tunnel was choked with the smell of rot and dark water. Ahead of the party, at a distance of fifty feet, a mass of writhing horror had gathered in the shadows — a swarm of disembodied zombie limbs, crawling over one another in the dark, moaning without mouths, reaching without purpose. The Kobold sewer workers who had guided the Six-Fingered Hand this far — faithful civil servants in the truest sense, having filed their unanswered reports of the growing necrotic menace with characteristic bureaucratic patience — refused to go further. The Kobolds stopped. The party did not.

Bain raised his bow. He loosed a single radiant elemental arrow into the mass.

It was, in the Historian's considered assessment, the most efficient act this party has ever committed. The swarm disintegrated. The light consumed it. The bones and sinew dissolved into ethereal silence — and in their collapse, revealed a necrotic hole twenty feet across yawning in the sewer floor beneath. Below: sand, and a passage, and the dark.

The Undershrine opened like a wound in the earth.

The Descent

The party went down. Rem levitated, taking Skacel with him. Bain leapt, performed a cartwheel of entirely voluntary elegance upon landing, and declared it fine. Ergic anchored a sixty-foot silk rope to the lip of the hole, and the remainder descended hand over hand into a sandy, forty-foot-square chamber thirty feet below the sewer floor. Fragmented boards bore a blood-written inscription:

Beyond the Pillar Forest, the Mad Mage waits, casting spells behind magic gates.

No one was meaningfully deterred.

The Pillar Forest and the Unseen Eye

The chamber led west and down into what could only be called the Pillar Forest — a vast hall lined with stone columns and carved, floor to ceiling, with the full hierarchy of the Abyss. Balors, Mariliths, Glabrezu — every demon of consequence rendered in precise and loving detail by a sculptor who had clearly met them. The south wall bore a second inscription, notable for its bluntness:

CERTAIN DEATH THIS WAY →

The arrow pointed to the southern stairway. The party filed this under Noted and pressed north.

It was here that something noticed them. Three among the fellowship — Bain, Ergic, and Rem, the sharpest of senses — felt a shadow pass across their thoughts: the fleeting, unmistakable sensation of being read. Of a presence sifting through the catalogue of their minds with the clinical patience of a scholar reviewing a ledger. The source was not identified. The sensation faded. It did not, the Historian suspects, go away.

Ergic found that the demon carvings in the south wall concealed hinged mechanisms — press an arm, and a door-shaped recess swings open. The Undershrine had been built by someone who expected to hide in it.

The Flooded Chamber — The Ooze, the Statue, and the Price of Curiosity

A secret passage led to a flooded side chamber, dark water pooled knee-deep, lit by the unnatural purple aura of a hollow, man-shaped statue. Skacel, equipped with Rem's Ring of Water Walking, crossed the surface to investigate. Rem levitated overhead. The statue's head, it transpired, was removable — and concealed a charred compartment of melted candle wax: a lantern effect for the statue's eyes, which explained nothing about the purple light that continued to radiate from every inch of the stone regardless.

Then the Grey Ooze struck.

It launched itself from beneath the water and wrapped around Skacel, its acidic body eating immediately into his armour. Rem, perceiving the situation with the pragmatic lateral clarity that defines him at his finest, uncoiled his whip and extended it to his companion. Grab it. He then activated his Boots of Levitation and pulled — rising upward, physics cooperating, the ooze losing its grip and slipping back into the dark water below where it vanished, invisible, into the depths.

Skacel's armour was permanently scarred. The ooze was still down there. The party retreated.

The Bone-Pillar Room — The Grells

North of the Pillar Forest lay a fifty-foot chamber of mortared human bones, black-painted and rising floor to ceiling. Two Grells floated in the alcoves, apparently sleeping. Skacel assessed them with the calm authority of a man who has killed such creatures before and found them, professionally speaking, manageable.

He was not wrong. He was not entirely right.

The plan was elegant: Bain to position beside one, Rem to take aim at the other, both striking simultaneously to deny the creatures the blessing of a fair awakening. The execution was precise. The Grells woke into combat already wounded — but Grell B, in the brief and bloody chaos that followed, turned its full attention to Rem. A tentacle strike of preternatural accuracy connected, and then the beak, and then Rem had taken twenty-six points of damage in a single exchange. His constitution saved him from paralysis. It did not save him from the viscera.

Nix ended Grell B with an Eldritch Blast of such decisive force that she compared it to the climax of a famous maritime drama. Rem did not notice the splatter on his face for several hours.

The Noble Statue Room — Waterdavian Ghosts and a Broken Staff

Beyond the bones, six Waterdavian nobles in decorative plate stood upon plinths, their carved names crossed out in chalk and replaced in Goblin script. The one word translatable to the party: smelly. The bones of a hobgoblin lay at the central statue's base. Beside them — a white wooden staff, broken in two, carrying the faintest lingering trace of magic in both fragments.

[Recovered Fragment — A Scribe's Note Appended to the Cleaned Transcript:]
The carved names appear to be phonetic approximations. Canonical spellings are unknown. The Codex records them as provisional only.

The staff was secured in the Portable Hole. A hidden alcove nearby held a stack of old ceramic plates arranged against a secret door — a crude alarm, designed to shatter and crash if pushed from outside. Someone had been living down here. Someone cautious.

The Bandit Chamber — The Doppelganger Unmasked

Bain pressed his ear to the southward door. Breathing. Several sets. Slow, rhythmic.

The chamber beyond held eight bedrolls, two battered lanterns, four sleeping bandits — and one figure sitting upright in the dark, watching.

The party made the decision that the Six-Fingered Hand always makes.

Ezekiel kicked in the door.

What followed was swift and total. Ezekiel, fortified by the Belt of Hill Giant Strength purchased in a previous campaign, drove his mace through the wakeful watcher with a Divine Smite and wheeled to strike a second bandit before either had fully woken. Both died where they lay. The watcher — who was not a bandit at all, but a Doppelganger, its true nature unperceived by the party — took eighteen damage from Bain's Scimitar of Speed and dagger and was not killed. Skacel struck a third man awake long enough for the man to scream. Then Nix did something she described as incredibly stupid.

She cast Arms of Hadar. Black tentacles erupted across the floor in a ten-foot burst of necrotic force. The fourth bandit failed his saving throw and was battered into the wall, dead. The Doppelganger failed and was hurled backward, bloodied, into the corner of the chamber — barely standing, cornered, dangerous still.

And there, with the creature cornered and the party drawing breath, the session ended.

From the Historian's Private Addendum to the Chronicles:
The Undershrine is not a ruin. It has been shaped, inhabited, and wired with crude alarm systems by something that expected to be found. The demon carvings were not decorative — they were architectural, covering hidden passages. The psychic presence in the Pillar Forest was not incidental. The Doppelganger was not a random squatter. The Historian submits, with the weight of a career spent studying such things: there is a mind behind the Undershrine. It knew the party was coming. Whether it is the Mad Mage of the inscription, or something older and quieter, remains the great open question of this chapter.

The Historian's Musing on Alignment:
Ezekiel kicked in the door. This is, the Historian notes, a canonical expression of Chaotic Good. They did not plan. They did not negotiate. They entered a room of sleeping men and killed four of them before a conversation could be held. They then kept one alive, specifically for interrogation. The Six-Fingered Hand has not changed. They remain, after all this time and all these chapters, exactly what they have always been: a force that hits first, asks questions of the survivors, and somehow — somehow — ends up on the right side of history.


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