So, since I'm gonna want to yell about how D&D went after every session, I'm setting myself up a thread where I can do that without worrying that I'm bothering people about it. I grabbed my post from the general D&D thread, so that I don't have to remember exactly what happened first session, and then I'll swing into what happened second session. So! Turns out that the idol piece the mayor promised us? It's gotten misplaced or something - he's promised us he's looking for it. In the meantime, we need to go check out the town and then go hit the dungeon the mayor told us about last session - another one of the idol pieces is there. We find a church and a couple of successful Insight checks tell the party that it's a building that's been refurbished into a church. Talking with the priestess inside goes...interestingly, because the bard (Sensible Lady) looks like a dead-ringer for the religion's goddess, the moon, who is represented as a woman with long white hair and pitch-black skin; the campfire greeter did sorta warn us about this, and it's probably one of the few situations where being a drow is going to get a positive reception. Sensible Lady is now getting a bonus to any Charisma-based checks that deal with the acolytes of that religion, btw. So on the one hand, there's the "holy shit, you're the spitting image of our deity", and on the other hand, there's the party's gunslinger being a restless, aggressive jerk and pulling his weapon out to...try and get the priestess to tell us more info, I think? Or tell it to us faster? I'm really not sure what he was trying to do, and Mardred (my character) and Sensible Bard yell him down and tell him to put the gun away pretty quickly. We find out that the moon religion is at odds with another religion whose god is trying to expand his domain, and that the normal adventurers who get sent to this place are usually on pilgrimages and "usually aren't as nice as you lot have been", which I'm taking as an implication that the normal adventurers tend to loot and pillage from anywhere that's not affiliated with their deity. There was some joking about murder-hobos (and side-discussion about if you've got a home and are an adventurer, does that make you a murder-renter or a murder-homeowner instead), and we got given a heads-up about Volt, who used to be the champion for the moon religion and is now...basically a murderhobo, from the sounds of it. The priestess asks us to be careful, and to please bring him back alive if we can. Immediately after leaving the church, we run into a half-orc lady who's just sorta sitting around, sharpening a sword, and has a massive red scar on her left arm. Successful insight checks: it's a burn scar! Caused by a magical fire! (Cue me snarking privately to Sensible Bard Lady's player that obviously it's a sparkly scar; it was silly, but it didn't feel like a big enough deal to mention in the group chat itself.) Talking with her, half-orc lady tells us that she's at odds with the moon religion's people; she feels that they're too soft. She also tells us about Volt, when we ask about her scar! Turns out, he gave it to her and he's got a group of buddies who're running around being murderhobos with him. She also warns us that he's powerful and rather unpredictable, and then goes "hey, if you bring me his head, I'll give you 200 gold each - 500 if he's still alive". Sensible Bard Lady and Mardred are trying to tactfully avoid actually promising anything - after all, we did already kinda promise the priestess that we'd bring Volt back alive if we could and that might be a conflict of interest - when Gunslinger abruptly goes "yeah, sure, we'll bring him back" and holds out his hand to shake on it. He promptly gets his hand crushed a little because half-orc lady is Strong and a bit of a jerk, and he's got 8 strength and failed the check. (Mardred is, at this point, debating whether or not she considers herself bound by that promise at all - she's lawful good, but that doesn't mean she's stupid. And the party currently has no idea why Volt attacked the half-orc lady! Maybe he was defending himself!) That done, the party heads onwards to the dungeon - which, as we've been informed by the priestess, used to be a temple to the moon goddess. And then it got infested with skeletons. She asked us to clear it out if we could; all we're getting in payment is whatever we can loot, plus the idol piece that's in there. It's not that she doesn't want to give us more, but the church (and the town in general) have been repeatedly referenced by the GM as being dirt-poor; the stuff we're getting is literally all there is that they can spare - this is why we got a house that used to belong to someone who died to bears, instead of any kind of monetary reward, in the first session. (I'm not entirely sure if this dungeon is a different one from the one the mayor told us about or not. It might be.) So, warned about skeletons, we go in. We manage to wreck the first group we come across, enough that the last one standing starts trying to run away in fear. ("Oh shit they have a cleric" gets heard after Tickling Jerk / Bear Puncher starts casting divine spells, which contributes. Also Cheep Cheep, the chicken belonging to Chicken Worshiper, manages to scare the bejegus out of the skeletons.) We consider, decide we're all doing okay, and decide to push on a bit further into the next room. Surprise: more skeletons! This time, with a side of minotaur skeletons! Chicken Worshiper very nearly dies in one hit from one of the minotaurs, and Mardred's useless for a couple rounds because everyone's decided to crowd around the narrow entrance to the room, instead of maybe spreading out a little or backing up once they saw minotaurs. Once I do have a clear line of sight, I summon the fuckoff ball of fire again and drop it near a pair of skeletons and one of the minotaurs, right where they'll all be in range to take damage from it. Sensible Bard Lady does what she can (somewhat more than you'd expect, considering she picked up a crossbow from one of the skeletons we wrecked earlier), and Bear Puncher decides to keep living the dream by running up to the skeletons and skeleton minotaurs and casting something or other that has the effect of 'they're all trying to keep the heck away from him, but also now we can't attack them and we have disadvantage on attack rolls against them'. The GM asks if he actually thought that one through, but we manage - damage from the fuckoff ball of fire isn't an attack at this point, after all; it's just the effect of being within five feet of a giant orb of fire. And Chicken Worshiper's been gotten back up on their feet and is proving that they don't afraid of anything by wrecking one of the minotaurs (turns out, skeletons take extra damage from bludgeoning! who knew?) and Gunslinger's managing to do some decent damage of his own. That, combined with some judicious acid-throwing, manages to clear out the room and we check for loot and consider taking a rest, since that was a tough fight. It is decided that we're not taking a short rest. (We cannot take a long rest, since we haven't cleared out the dungeon; it's not safe.) We head down the next corridor, skirt around a hole in the floor, and come into the next room! Which appears to be an altar room of some sort, with a guy in a hooded robe standing near it. The three people who first enter (Chicken Worshiper, Sensible Bard Lady, and Bear Puncher) all get asked to roll for stealth - Sensible Bard Lady and Chicken Worshiper pass flawlessly, but it doesn't matter because Bear Puncher fails terribly and his clanking armor catches the dude's attention. Oh hey. Turns out, we found Volt! Turns out, he's holding one of the idol pieces we need. And he's not really interested in sticking around either - his first response is to cast Darkness (which Bear Puncher counters by casting Light), and he then keeps going "eh, yeah, you guys want it but I need it too and you can wait a bit for it" in response to us trying to talk him into giving us the idol piece. He nips out through the corridor we came through and promptly falls into the hole we all carefully avoided. Which is handy, at least, because hey - he's not going anywhere, right? And Sensible Bard Lady swings back into trying to convince Volt to calm down and maybe give us the idol piece, and hey, we can help him out of the hole, that'd be a good exchange, right? But he keeps insisting that he doesn't need our help getting out of the hole, and then Gunslinger promptly wrecks any hope of us managing to get through this without a fight by pulling his gun. Again. After Chicken Worshiper had already tried to mitigate him doing that by using Minor Illusion to make it look like a chicken. So on the one hand, to Volt? It looks like Gunslinger's trying to threaten him with a chicken. On the other hand, Gunslinger is definitely trying to threaten him and the rest of us definitely want to get the idol piece off of him - and then Sensible Bard Lady tries to cast Charm Person to convince Volt to calm the fuck down and give us the idol piece. It fails. Because, as it turns out, Volt is a sorcerer; he succeeds the Charisma check easily, and then responds with a sonic attack that shoves half the party down the hall and away from him and then mass magic missiles the other half of the party. And then he vanishes. "He can't have gone far, he was in a hole!" Bear Puncher cries out. About that - turns out, the hole leads into a whole different section of the temple. Gunslinger is champing at the bit to get after Volt, but Sensible Bard Lady, Chicken Worshiper, and Mardred overrule him; the party's in no shape to go chasing after a pissed-off, possibly invisible sorcerer who, as it turns out, cleared out the rest of the dungeon on his own. (Turns out, we came in through the back entrance!) Checking out the altar room turns up a donation box full of money and a talisman that's related to the moon goddess; Sensible Bard Lady argues (with Mardred backing her up) that we should turn these over to the priestess, since we did get a fair bit of money out of the skeletons and also we could really do with building some goodwill in the town, considering how we just completely failed at getting Volt and half-orc lady might be a bit pissed off about that if she finds out. (It is also pointed out that we should probably not mention seeing Volt to the half-orc lady, if we can avoid it.) We could also do with helping to counter the general image of "adventurers are murderhobos", too. On the way back to town, we encounter what looks like a small child up a tree - it's the mayor's daughter. (The mayor, for reference, is a halfling. So's his daughter.) She's very eager to know if we came out of the dungeon, and if we found anything in there. There's some hedging and then Sensible Bard Lady asks if she means the talisman (showing it to the girl); the girl goes "yup, that's mine" and a successful insight check indicates that yes, she's telling the truth - it really is hers, so Sensible Bard Lady turns it over. The girl is really eager to know if we did a lot of fighting, and if it's fun being an adventurer, and we decide to set up camp for the night. Gunslinger and Chicken Worshiper teach the girl a bit about how to fight (turns out, the girl is in fact 16! And a level 1 rogue!) while most of the rest of the party settles down to sleep. End of the day, Mardred's turning out to be a bit more paranoid than I was expecting - she doesn't really trust that getting the idol pieces will really help the party get back to where all of them belong (and she's on the fence about going back anyways - her main reason for leaving is that maybe she won't have to be around Bear Puncher and Gunslinger any more), and she's pretty sure that Gunslinger is going to get them killed if they don't find a way to make him settle down. She's also considering Sensible Bard Lady, the drow, to be one of the only other sane people in the party.