Lord Markelhay, ruler of Fallcrest, and Armos Kamroth, a rather snotty rich landowner, were arguing over who truly owned the Tower of Waiting. Armos produced a document, quite old in appearance, that seemed to be a deed to the Tower and the island it was built on. Lord Markelhay was clearly at the limits of his patience with the slum lord, and defended the right to have given the Tower to the heroes as fairly his. Armos pointed out that this was really a civil matter, and thus would have to be handled by the Town Council. Begrudgingly, the Lord Warden declared that the matter would be decided at the next Town Council meeting.
The party, frustrated at Armos and eager to keep their hard-earned dwelling, visited several Town Council members. Grundelmar, Dwarven cleric, and a longtime friend of Brandis, was on their side, having no love for Armos. Nimozaran the Green Wizard was mentioned as one who would also likely side with the adventurers, but the remainder of the council’s feelings were unknown.
A more pressing matter presented itself when Ravide told the heroes that he had discovered a secret tunnel to a basement of sorts beneath the Tower of Waiting. Anxiously, the group made their way down a steep narrow staircase, and discovered what appeared to be a barracks and prison. Likely, this dated back many hundreds of years to the twilight of the empire of Nerath. However, recent footprints in the dust were discovered.
Another interesting development was the fact that the barracks and jail were trapped. One room set off a poisonous cloud of greenish gas. Another had an electrified floor that Brue managed to disarm. A third room contained a trap that shot forth jets of flame. Thankfully, none were hurt too badly.
In the final area of the basement, the group encountered a strange group of kobolds. These creatures were somewhat larger than normal, and dressed in armors and clothing of bright red, green, and blue. The biggest of these foul enemies had dragon scales embedded in their chests, and had the ability to wield the elemental powers of fire, lightning, and poison, respectively. Angry at being attacked by the traps, the group unleashed fury on the kobolds, who fell quickly.
A fresh tunnel leading to a cave complex was revealed; this must have been how the kobolds got in. Following the tunnel, the heroes came upon a wide, relatively open area, with two large pools of water. A gigantic stone door, carved with the symbol of Tiamat, was across their way. As they investigated, a truly horrific creature emerged from a pool and attacked them.
The beast appeared as a dark hydra, with a full complement of five heads, each snapping and hissing, ready to attack. Strange metal harnesses were attached to each head, in the colors of the ruler of all evil dragons. Carefully, the group used flaming weapons and other fiery attacks to prevent the hydra’s heads from regrowing when cut off. Though some fell before the hydra’s mighty jaws, eventually the beast was put down, and the group managed to heal and rest briefly.
Investigating the metal harnesses, the heroes found five gems, which, when placed within recesses on the door, opened it. The gems then began to levitate, spinning in a circular pattern, and floated slowly into the darkness beyond the door. The brave adventurers, of course, followed.