What can I ask the PCs to sacrifice to save people (NPCs) from a plague?

DND 5.0 ed

New on 5.0, played the 3.5 edition. Inside my new campagne the PCs are followed by a big plague. They are immune and they have a stone that can save the sick people that, otherwise NPC will die. In some way the plague will follow the PCs so they are, in some way, responsabile of the poeple who get sick. Using the stone they can heal people, but I want they do a moral decision in order to sacrifice some of their life to save people, if they want.

What can I ask the PCs to sacrifice to save people (NPCs) from a plague? The only things that I have in mind is a long curse like -1 to all hit roll for a week or, more strong, heal people will cost some EXP points. (at start only few, but any time they will us ethis power ther spend more exp points)

Do you have better ideas? How can I balance this things?

How to keep people from talking over one another

It’s been getting to the point that I now have 8 characters, happy and playing together. The problem is, due to lots of yelling we get approx. 1/4 of the stuff we’re supposed to get done per session done. What are some good ways to regulate them to stop yelling and talking over one another besides establishing out of combat initiave or a squirt bottle?

We are playing virtually and in person- discord is much easier to mute/unmute, so just help physically please

How can I make people fear a player with a monstrous character?

I am running Curse of Strahd at the moment and one of my players is using a Bugbear, which is causing me some challenge.

The module specifically states:

Barovians thus react to nonhuman characters the same way most humans in the real world would react to elf, dwarf, or half-ore adventurers suddenly walking the streets. Most such outsiders are scorned, feared, or shunned

How can I play this without locking this character out from almost every interaction or town? Specifically there is a fortified town which I can’t see letting in what they clearly see as a monster.

Just trying to persuade every NPC to not be scared sounds like it is going to get boring (and the character has -1 charisma), be that a simple roll or a proper RP interaction. Equally I don’t want to just ignore it, or play simple lip-service to it.

Is it possible to have many people using aid another use craft to earn a lot per week?

One of my players is trying to find loopholes to make lots of money without having to work. His latest idea is as follows:

  • Get a ton of low-to-mid-level NPCs willing (or “willing”) to waste a lot of their time.
  • Ensure that all of them have ranks in Craft (books) (any other craft skill will work as well), whether by training them or using a headband of vast intelligence. The player in question is absurdly good at crafting items, so supplying these guys with a crate full of headbands isn’t a massive roadblock.
  • Have one of them “practice [his] trade and make a decent living, earning half [his] check result in gold pieces per week of dedicated work.”.
  • Have the rest of them (say, 100 others) use aid another to give him a +2 on his check each. Assume that they’re guaranteed to succeed, by combining ranks and possibly skill focus.
  • The main crafter gets about +200 on his craft check, which he probably gets around a 15 on.
  • The main crafter makes about 108 gp.

The amount of gold you can make on this is directly proportional to how many NPCs you get ahold of:

  • 100 NPCs: ~108 gp
  • 150 NPCs: ~158 gp
  • 200 NPCs: ~208 gp

With 100 guys working away, he can make ~5,635 gp/year without doing anything. He can probably convince them not to need any money, whether by dominating them or being very charismatic or some other means of convincing them to spend their lives making money for him.

I can’t really think of a reason why he shouldn’t be able to do this, given that all he’s really done is invent massive sweatshops, but I would like to ensure that there’s nothing disallowing it.

How many people fit into a 10 foot by 10 foot space [duplicate]

D&D rules proclaim ONE (1) medium creature uses 5’x5′ – in combat. Thus a 20’x20′ room holds 16 people, max. There are some interesting combat rules for ‘squeezing’ for ONE exceptional creature.

Please note, in reality 16 living people also fit into a small car. In fact, according to these rules, only 2000 people could fit into an 80 000 person football stadium. It would be good, valuable & reasonable to know how medium sized creatures fit when squeezed, out of combat or otherwise.


1. Are there ANY 5e D&D rules, offical tweets, UA suggestions &/or other stuff, optional or otherwise, for how many people fit, tightly-squeezed / maximum, into a given space?

SHOULD THE ABOVE FAIL:

2. Does ANY OTHER rule system have any suggestions on humanoid / spacing / out-of-combat?

SHOULD BOTH OF THE ABOVE FAIL:

3 Anyone with grasp of ‘physics’ &/or ‘how people fit together’… or ANY OTHER SOURCE… have ANY suggestions for how many people can typically pile into a space?


Reason for asking: Many creatures do not respect social space. Example: zombies – how many could pile into a 10×10 foot room just by walking in? ‘Obviously more than four’ is obviously correct but still not a useful answer.

Does Wall of Fire hurt people inside a Leomund’s Tiny Hut?

Leomund’s Tiny Hut says

Creatures and objects⁠ within the dome when you cast this spell can move through it freely. All other creatures and objects⁠ are barred from passing through it. Spells and other magical Effects can’t extend through the dome or be cast through it. The Atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Wall of Fire says

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Does Tiny Hut negate the magical heat or Wall of Fire cook the adventurer?

Is playing D&D 5e with two people feasible, particularly with the Starter Set adventure?

My girlfriend and I want to get into roleplaying games, we’ve both been interested in trying out Dungeons and Dragons. She has never played a pen and paper RPG before, I’ve played the Swedish Drakar och Demoner (DoD) once in school. We don’t have a group yet, so we thought we’d start out with just the two of us.

We’ve bought the D&D Fifth Edition Starter Set, but I’m not sure how well the game will work with one of us as the DM and the other as a player (I will probably be the DM for our first campaign). Is this feasible? Will the example campaign in the box work well enough for us to get started? How can we get started playing one-on-one 5e effectively?

Stealing near sleeping people

How does stealing near sleeping people work in D&D 3.5e? I couldn’t find anything in the Player’s Handbook when looking for “pickpocket” or “steal”.

A concrete situation is the following: A character might want to steal the shoes of a sleeping person. Since the target (hopefully) doesn’t wear their shoes when sleeping, the thief just has to pick the up the shoes quietly from the pile of the target’s belongings they keep next to their bed.

What should determine the success? A mere check on moving silently, or should one also check for sleight of hand?

Is there an RPG where each character controls a group of people? [closed]

I am working on the beta version of an online RPG game with some friends where the players all control a nation. Each player controls a large political party/guild/noble family. My question is if there are any RPGs the forum knows of where each player controls an organization or a group of people instead of a single player.