It is the morning after the party fought off zombies in the tree grove. The Dragonborn has recovered from his illness (Brian had missed the previous game session), however Aldrin seems to have come down with the same mysterious illness (as John was absent from this session).
The party follows the west out of the grove with the abandoned goblin camp. They arrive in another large grove of trees. There they find the ancient ruins which Gaius had seen by scry in session #1.
They enter the courtyard of the ruins. At the center is an obelisk with some ancient writing on it. More on this writing in another post later, when I have access to my campaign notes. The wizard uses a ritual to read the writing.
Suddenly the tiefling is stuck by a bolt of fire from the sky. A blazing skeleton in the tower next to the gate of the ruins is attacking the party by throwing flaming orbs.
Decrepit skeletons beginning pouring out of the tower, attempting to overrun the party.
The battle is long and difficult. Steady, the halfling rogue, falls in battle and needs to be revived with a healing potion. The party spends significant resources in this battle. Action points, healing surges, and a few daily powers are used up.
But eventually the party prevails.
After recovering from the battle, the party turns it's attention to an underground room accessible by stairs in the courtyard. The stairs sit next to a large oval structure, which the party has recognized as the roof of an underground temple.
The underground room is full of water. It has 3 doors on the right and one door on the left. Gaius uses his tensor's disk ritual to create a platform within the water that he can use to keep his head above the water. He finds that he can not open the doors on the right. They open in to the water-filled room.
The door on the left appears to open away from the water. But Gaius is not strong enough to open it.
After several attempts the Dragonborn is able to force the door open. Water rushes into an empty chamber on the other side. This room was apparently kept dry by some ritual, as evidenced by a water glyph on the door. The same glyph appears on the other 3 doors from the water room. Due to the power of this ritual, all the water eventually disappears.
The empty chamber behind the door had apparently been the living quarters for some mage in ancient times. The party recovers some ritual scrolls (3 comprehend language, and 1 gentle repose), and Gaius finds an "Orb of Sanguinary Reprecussions).