Burn Barrel Blitz as a Skill-Based Team Mini-Game

OVERVIEW

Format:

  • Two teams of 6 (PCs, NPCs, or a mix)
  • One core heated “blitz object”
  • 3 rounds or until 3 points are scored (whichever comes first)
  • Each round consists of contested skill checks, positioning, and hazards

SETUP

1. Teams

  • Divide PCs and/or NPCs into two teams (Team A and Team B).
  • You can even give the players the chance to name their team and come up with their team crest or flag.
  • Assign positions: 1 goalie, 2 defenders, and 3 offense.
  • Each player selects a role and describes their improvised gear (gloves/tongs)—this may grant narrative advantage or impose drawbacks.
  • Most of the improvised gear choices will fall into one of these two categories. They are either choosing something to wrap around their hands or they are choosing something to hold / carrying the Blitz Object with.
  • see side bar for some examples of items

2. Field

  • Roughly 60x30 feet(ish), use a grid map or go theater of the mind with zones:
  • Home Zone (defend your barrel)
  • Midfield (neutral zone)
  • Enemy Zone (offensive approach to enemy barrel)

3. The Core

  • Treated as a dangerous, hot object.
  • Any player holding the Core makes a Con save (DC 10+ per round passed) or takes 1d4 → 1d6 → 1d8→1d10→1d12 fire damage
  • the damage increases for each consecutive round they are holding the core
  • Improvised gear grants advantage/disadvantage to this save based on creativity or quality.

TURN STRUCTURE

Use initiative order for clarity, or take turns per team.

Each turn a player can Take their move action as usual and Attempt a Play.

Attempt a Play (choose one per turn)

Grab the Core

  • Must be within an adjacent square of the core to grab it
  • Dex (Acrobatics) or Str (Athletics), opposed by enemy if contested (Enemy player in adjacent square)
  • Dex (Acrobatics) or Str (Athletics), opposed by enemy who has advantage if they are carrying the core
  • Both players need to roll a Con save for possible fire damage. The player carrying the core still gets the cumulative damage penalty

Pass the Core

  • Dex (Sleight of Hand) DC 13 to a teammate in an adjacent square.
  • If exceeding the enemy players' passive perception then a faint can be achieved
  • Choose if you keep or pass the core, while you pretend to do the other

Throw the Core

  • Str (Athletics) check to throw to a teammate within 30 ft. and they make a Dex Save (DC = 20-throw result)
  • Intercept Pass: Dex save (DC = throw result). Any character in a square on the lie of the throw can use a reaction to attempt to intercept that throw.
  • Interference with Pass: Choose the sender or receiver to target, must be within an adjacent square, to impose disadvantage on their check.

Score

  • Score: If in range of the enemy barrel (10/30 ft, cannot score closer then 10 ft), make a Dex (Acrobatics) or Str (Athletics) check, DC 15, to land the core inside.
  • Defend: any player within 10 ft of their goal can use a reaction to attempt to defend their goal. Make an opposed Athletics/Acrobatics check to block or knock the core loose (both players making Con saves due to close contact with the core).
  • Blocking results in the defending player moving between the shooting player and the goal, preventing the goal.
  • Knocking results in the defending player occupying the nearest adjacent square to the shooter and the core being knocked from the shooting player's hands on the ground in a random adjacent, unoccupied square.

Tackle/Knock

  • Must be within an adjacent square of player holding the core
  • Use your action to make an opposed Athletics/Acrobatics check to Tackle or knock the core loose (both players making Con saves due to close contact with the core).
  • Tackling results in both players becoming prone in their respective squares . The core falls to the ground on a random adjacent, unoccupied square.
  • Knocking results in the core being knocked from the holding player's hands to the ground in a random adjacent, unoccupied square.

SPECIAL MECHANICS

Burnout Rule

If the core is dropped or failed pass, possession of the core changes to the other team and play restarts at the point the core was dropped.

Additionally, the DM rolls a 1d6

  • 1–2: It scorches the ground—game pause, core reheated.
  • 3–4: It starts a small fire—burning the square and adjacent squares that the core is dropped into
  • Dex save DC 12 to avoid area damage. Failure results in 1d4 fire damage.
  • 5–6: No issue, just gets dirty or cools a little.

Core Cooling

  • After 6 total rounds, the core cools enough to become “dead.” If no team reaches 3 points by then, the game ends in a draw unless extended with re-heating using either goal (requires a 1-minute pause).

VICTORY & GLORY

  • First to 3 points wins.
  • Tie? Use a sudden death pass-off: Players line up in pairs and pass to each other under rising DCs. First failure = loss.
  • Add colorful crowd reactions, NPC chants, and burned-up field hazards to heighten drama.

ROLEPLAY OPPORTUNITIES

  • Let PCs boast, trash-talk, and taunt using Charisma checks (Performance, Intimidation, etc.) to apply minor morale buffs/debuffs.
  • Include signature moves or custom "Heat Traits" like:
  • Hot Handed: +2 to score rolls, but always fails Con saves.
  • Barrel Diver: Can score from 15 ft out with Disadvantage.
  • Scorched Legend: Once per match, ignore burn damage for one round.
  • Allow players to invent their own signature moves and player traits, just make sure they are reasonable.

SPECTACLE & INJURY

  • Injuries can be real: failed saves may cause exhaustion, equipment failure, or burn scars (pure flavor or even minor mechanical consequence).
  • First aid provided afterward; healing salves and burn treatments are part of the prize pool.

REWARDS

  • XP for creative plays, daring rescues, or rallying speeches.
  • Reputation Boost within the faction that their team is playing for.
  • Scars that may become part of the PC’s legend.
  • You can also allowing betting on the game outcome. This should generally be reserved for the players that are watching rather than playing.

DM Notes

Running Burn Barrel Blitz as a Dungeons & Dragons 5e or Ultra Modern 5 Redux event can be a thrilling, high-energy side activity or even a centerpiece for a session in Camp Hope. It’s equal parts skill challenge, hazard navigation, and gritty roleplay. This is a breakdown of how to structure and run the event using 5e mechanics, while preserving the chaos and cultural flavor of the game.

  • Make sure there are 6 players on each team, filling any empty slots with NPCs
  • This can be use as a PvP event, but it is important to make sure that all the players are interested in that type of dynamic before hand
  • Many Ultra Modern 5 Redux character builds are not geared for combat. Those characters should be encouraged to participate in this event from the side lines. Allow them to use support abilities that wouldn't be seen as cheating, such as the Face's taunting abilities. There is also no reason that a Medic couldn't give a field player an injection or two before they hit the field. Lean towards being permissive so that all the players can participate equally.

Scorchpatch Gloves
Item | Jun 11, 2025


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