Zahara (Eladrin Wizard), Taran (Human Thief) and Akra (Dragonborn Fighter) began the session hiding in the basement of a safe house in a town (and kingdom) overrun and controlled by an undead army. The living citizens are essentially slaves, forced to utilize their talents to manufacture supplies for the undead forces. Ghouls feed at will, unimpeded.
Making matters worse, the water supply to the town is somehow poisonous, causing drinkers to be subdued, almost submissive. The heroes have abstained from drinking the water during their time there, but their own water skins are now dry and water seems as precious as platinum.
The party decides to venture into the nearby forest to find the source of the poison, firstly by taking the town sewers underground to safety, as the party is well known in the region and even the citizens would report them because they fear for their own families if they aid them.
They sneak out at dark, making for the nearest sewer drain grate, avoiding patrolling skeletons as they go. Reaching the grate, Akra starts to remove it when Taran decides he should check for traps first (getting a 6-). As he checks the grate for traps, a ghoul down below (in the sewer) leaps up, clawing his hand. The noise of the ghoul alerts nearby skeletons who, with scimitars drawn, race toward the source.
Zahara launches a fireball through the grate, severely injuring the ghoul and causing it to retreat into the shadows. Akra begins to remove the grate using a cloak as a buffer ( originally for sound but now certainly for heat as well). The first skeleton arrives and sinks its scimitar into Taran’s shoulder/collarbone, pulling back and stabbing in to Taran’s stomach. Taran avoids the second attack by jumping backwards over the sewer hole (7-9 Defy Danger), but losing his balance on the other side. No matter, as Akra (grate now removed) chops the skeleton in half and it falls to pieces.
Akra starts down the ladder, knowing there is an injured ghoul in the shadows, meanwhile a second skeleton closes in on the surface. The ghoul erupts from the shadows, targeting Akra’s legs as he descends. Taran fires an arrow at the ghoul (7-9, taking what he can get (1d8 damage – 1d6). This actually results in a -1 (no damage) which we joke heals the ghoul 1 HP. However, 7-9 is technically a success, so the ghoul is not harmed because the arrow strikes already-charred flesh, but the force of the arrow knocks the ghoul off of Akra. This allows Akra to drop, turn, and put a gauntleted fist through its head.
Zahara, meanwhile, casts Magic Missile and dispatches the second skeleton before it can harm anyone. With that, the party enters the sewers, closing the grate behind them. To the East, where they are headed, lay only darkness and the sound of running water.
(The second half of the session later, if anyone is interested). At this point I shall note that Alex Cox played Taran and it was his first session of DW ever. The dice were not his friends , but he made such a spectacular move in the second half of the session that his newness to the game bears mention!