These people clearly seem like they were sick. For a long time, too - some of those tattoos look quite elaborate. In fact, some of them bear a passing resemblance to symbols of the Celestial Court, though neither of your clerics recognizes them as being actual religious iconography. The dead guards bear nothing of value.
From up here you have a good view of the lower level. There are three doors on the southern wall. The middle door is where you came from. The western door is locked and chained. The eastern door is nearly choked with overhanging roots, but you could still go through if you want to try.
To the north on the upper level there's a wide passage leading to a vine-choked hall. Preth can hear the faint shuffling of feet that's a sure sign of people hurrying to get into position, but they're not terribly close.
Faith steps through the passage into a 20-foot wide corridor. The ceiling is low, and many sturdy roots hang down from it. It's lit by torch-strength Continual Light spells placed in some of the bricks that make up its walls.
The roots make it a bit hard to see very far ahead, but you get the impression the corridor eventually opens up to a larger hall. Of more pressing concern are the seven deformed hoplites arrayed against you about halfway down the corridor, large shields at the ready and javelins ready to throw.
We're in combat again, this time rolling things out for real. The roots make maneuvering difficult but they won't stop you from advancing. Please include a description of how you'll deal with them.