Here is the DM's summary of the last game session. This is just a place holder until someone chooses to replace it with their own, on a first come, first served basis.
At the end of the previous session, the players were successful in opening the doors to free the flood waters, and (somehow) managed to avoid having any of the party swept away like the zombies you were fighting.
After the battle, Savin looks at some of the zombie corpses that were not swept away, to find that they belong to a barony allied with Ascension. The corpses are severly waterlogged and their clothing dates back to the time of the God War.
Also while the waters subside, the players again look at the charts found on Gregore's skeleton. Their best guess is that the flooded areas you crossed were likely flooded by the waters of a cystern located above, which was likely ruptured by the blast during the God War which destroyed Treffenholm and created the Trench.
The players proceeded down the stairs, the water still flowing past their ankles. They got to a landing, where one more staircase led up, and another down. The staircase leading up was scattered with the old bones of fallen warriors of all races, though predominantly dragonborn, kobold, dwarf and halfling.
At the top of the stairs were a pair of large copper plated doors, similar to those you openned to let out the flood waters. Engraved on the left door where the father, mother and daughter, the other the son. Voss remembered the doors to the great cathedral in Ascension being very similar, but with all 4 Gods on both doors.
Past the doors was a cathedral, but one which had been the site of a battle in years long past. Bones were piled in heaps where battle lines had clashed and warriors fallen. As the characters walked past the detrious of an ancient war, two ghostly voices could be made out, apparently arguing with each other. The also noticed a strong source of magic coming from the far end.
At the end of the room was a dias, with an altar on it. Dwarfing the alter however was a giant bolder, which had pinned the remains of some dwarven noble of long past. The bolder was unlikely what killed him, however, as an axe (in surprisingly good condition) was solidly lodged in his skull. Here the voices were particularly loud. Although Baern and Olen had been giving the fallen the Rights of the Fallen as they progressed, Baern decided to halt at this point to attempt to quell the angry spirits.
The others pressed on, noticing a large hole about 15 feet up the wall at the end of the cathedral, the mysterious source of magic radiating from that hole. Climbing up the wall, they notice a vault on the far side. In the vault were statues of the 4 Gods, as well as a dias with a powerfully magic orb on it. In investigating the room, the three find that the floor was inscribed with intricate magical symbols, designed to focus mystical energy inwards towards the orb and then into the astral (aka Divine) realm.
Upon trying to remove the orb, however, the 4 God statues sprung to life to attack the heroes, as well as two heavy crossbow traps. Though Olen had some trouble bringing himself to attack these representations of the Divine (and Voss quite some enthusiasm in doing so), the party was successful in vanquishing them. They then rested in the vault to refresh themselves for the nex day of adventuring. Baern joined them in their rest, but left before the others to make one more attempt to settle the spirits in the cathedral.
In the morn, the parties climbed back out of the vault, and began to leave. However, as they walked past the boulder pinning the deceased dwarven lord, two spirits rose up. One was that of a noble darwen warrior, the other of a Dragonborn warlord. Death had obviously not made them any fonder of each other, as they continued to yell at each other and exchange blows.
At this point, Baern was still attempting one last attempt to assuage the spirits and with their sudden stirring he became lost in their visions of the past.
Meanwhile, while Baern was stuck insensiate, the two spirits began calling reinforcement to themselves, reinforcements that arose from the dead. While they did so, the dwarven lord made clear that he would let no one take the Cube, while the Dragonborn war leader made equally clear that he would free "Adropov" (whoever that might be) if it was the last thing he did.
Unfortunately for the players, the two sides did not recognise the heroes as non-combatants, and fought them as well as their long dead foes. Eventually, however, they managed to hew down the two arch-enemies, which in turn caused their armies to return to the dusty piles of bones they had been previously.