Dungeons and Dragons
LEARN HOW TO PLAY:
DUNGEONS AND DRAGONS
Paintball Scenario Game

Fall Scenario Game – Sunday, October 19th @ Adventure Games Paintball
🧙♂️ DUNGEON MASTER INTRO
“Gather round, adventurers, for a tale forged in shadow and flame…”
Long ago, nestled between the crags of the Sword Coast near Waterdeep, there stood a village known as Thornhall—a once-thriving trade outpost now buried beneath the creeping tendrils of evil.
From this village rose two heroes— Thalor Vire (Kyle Auger), the Crimson Bard, and Vaelric Korr (Matt Falbe), the Emerald Fighter. Brothers not by blood, but by tragedy. Both claim to have survived the Fall of Thornhall, but neither agrees on what truly happened that day. Each blames the other.
Now, decades later, they return—not as comrades, but as rival generals. Each commands a formidable guild of warriors, spellcasters, and rogues. Their shared goal: cleanse the valley of corruption and seize control of its ancient power.
But something darker stirs beneath the soil. Dungeons rise where forests once stood. Arcane storms brew above long-forgotten altars. Monsters gather in the shadows, and whispers of a cursed artifact grow louder by the hour.
Heroes, choose your faction:
- 🟥
The Crimson Verse — Led by the enigmatic Kyle Auger
- 🟩
The Emerald Blades — Led by the iron-willed Matt Falbe
Your quests will diverge. Your fates will twist. And your dice... will decide.
🛡️ TEAMS
🟥 The Crimson Verse
Led by General Kyle “Thalor Vire” Auger
Under the waning light of the autumn moon, a flute’s melody weaves through the fog. It is a tune of longing, of vengeance, and of fate...
Once a wandering minstrel and orphaned son of slain spice merchants, Thalor Vire grew up among monks, learning the art of storytelling and survival. But his tale is no song of peace. Beneath his charm lies a burning hunger — to retake the land where his life unraveled, and to punish those he believes betrayed him.
His adventuring company, now known as The Crimson Verse, are no ordinary band of heroes. They wield blade, spell, and deception in equal measure, sweeping into the battlefield like a storm of fire and fury. Vire believes only one thing can redeem this cursed valley: his absolute victory.
“This world broke me once. But I returned a legend. And this time... the chorus ends in blood.”
🟩 The Emerald Blades
Led by General Matt “Vaelric Korr” Falbe
The anvil rings. The steel is quenched. The oath is sworn...
The smiths of Daggerfall called him “Falbe the Furnaceborn,” but his true name is Vaelric Korr.. Born to a humble blacksmith’s forge, Vaelric Korr was cast into war when his village — the same valley they now fight for — was razed by raiders. Escaping through fire and smoke, he grew into a hardened warrior, forming a brotherhood of blades and honor-bound misfits known as The Emerald Blades.
But Falbe remembers more than fire. He remembers betrayal. In whispered tales and conflicting truths, all roads lead back to one man — Thalor Vire. Whether fate or foul play, Korr swears it was Vire’s ambition that led to the fall of their home... and now, it is Korr’s shield that will restore it.
“He sings of victory. I forge it. Let the Bard play his final verse — I’ll end it with steel.”
🎯 GAME FORMAT
The event is played over Three separate games, each with a fresh set of missions, props, and scoring. Points carry over between rounds to determine the overall winner.
Between games, teams will reset to their bases. Props and items will be repositioned.
🏆 SCORING & VICTORY
- Each mission awards points to your team (listed per mission).
- Control of key objectives and retrieval of themed props add to your total.
- Final victory goes to the team with the most total points after all three games.
🧠 STRATEGY TIP
Recruit wisely, hold ground fiercely, and never let the energy out maneuver you. It's not just about muscle, it's about timing, teamwork, and tenacity.
🔄 RESPAWN & GENERAL RULES
- Standard unlimited respawn unless mission specifies otherwise.
- Players must return to base and touch their respawn point or a mobile respawn point
- Generals are worth more points (XP) so make sure you eliminate them!
⚖️ General Scenario Rules & Guidelines
🎨 Team Colors
- Red Items = Crimson Verse only
- Green Items = Emerald Blades only
- Purple Items = Universal/Neutral – These can be touched, carried, or used by either team.
- Players MAY NOT steal, hide, or move the opposing team’s color-coded props or loot.
💀 Item Drops
- When a player is hit while carrying a mission-critical item (e.g., essence, orb, relic), they must drop it immediately at the point of elimination.
- Referees or opposing players may then recover or secure these items based on the mission rules.
🧙♂️ Roleplay & NPC Interaction
- Players should listen and cooperate with NPCs (clerics, wizards, etc.)—these characters may give hints, unlock side quests, or award hidden XP.
- Harassing or ignoring NPCs results in penalties or lost mission opportunities.
🛑 Obstruction & Sabotage
- Deliberately obstructing field props, spawn areas, or misdirecting referees/NPCs is prohibited.
- Keep the gameplay immersive and focused on teamwork and strategy.
🎭 Spirit of the Game
This is a scenario event built on imagination, teamwork, and the shared love of fantasy, paintball, and epic storytelling. Whether you’re a grizzled D&D veteran or this is your first scenario game, we ask everyone to:
- Be kind, inclusive, and encouraging.
- Celebrate big moments — even when the other team pulls them off!
- Play with passion, but remember we’re all here to have a good time.
- Respect the refs and game staff — their rulings are final and made to keep things running smoothly.
Let’s keep the energy high and the vibe light-hearted — this is your chance to live a fantasy epic on the field of battle.
🎲 GAME 1 — “SHADOWS OVER THORNHALL”
🔍 Dungeon Master’s Campaign Summery:
The sun crests low over the haunted ruins of Old Thornhall. Cloaked in fog and guarded by beast and shadow, the village holds fragments of your past—and keys to your future. The path ahead is unclear, and your adversary walks among the mist. You must tread carefully, for every step could spring a trap… or trigger a prophecy.
🗺️ Starting Bases:
- 🟥
The Crimson Verse —
Thornhall Keep (Castle Anthrax)
- 🟩 The Emerald Blades — White Plume Mountain (Tomahawk)
📜 Objectives (🟩 The Emerald Blades)
1. Rat Catcher
Track and Catch a roaming swarm of Plague Rats near the old granary. Their taint lingers—leave no tails alive. (5XP for each rat captured)
2. Secure the Trade Route
Your party has discovered a once-forgotten road twisting through the forested edge of Thornhall — perfect for trade, travel, and ambushes. To ensure your faction's dominance, you must secure the Ancient Herms (landmarks) by adding 3 Stone markers and designate to fellow allies that the area is safe. (5XP per stone marker remaining at the end of the game)
📦 Details:
- There are
8 Ancient Herms or landmarks, hidden in different areas of the field (marked purple)
- Players may carry only
1 Stone Marker at a time.
- Teams can defend their Claimed Herms.
- To claim a Herm for another team just “remove” the other team's stone markers.
3. Escort the Cleric
Safeguard NPC Cleric Aelwyn as they journey from the South Outpost to the Abandoned Wizard Tower. (30XP for Completing)
🧙♀️ Bonus: If Aelwyn survives the full route, unlock
Divine Healing
— a one-time magical spell that revives all allies within a 30 foot radius.
4. Recover the Ancestral Staff of Ra
- Three glowing fragments of the
Staff of Ra have been consumed by Gelatinous Cubes.
Locate and extract the fragments and rescue them from the Cubes. (15XP for each staff piece)
- One all 3 pieces of the staff have been recovered, return them to the Forge Altar to reforge the Staff. Players must roll a +10 or greater (plus Intelligence modifier) to reforge the staff. Use Intelligence as your bonus modifier. (20XP for reforging the staff)
- Once reforged, carry the completed staff to the Altar of Secrets. There, the staff will reveal the location of the Tome of Vel’Zereth—a relic needed to slay the lurking Beholder. (20XP for located the Tome of Vel’Zereth)
📜 Objectives (🟥 The Crimson Verse)
1. Rat Catcher
Track and Catch a roaming swarm of Plague Rats near the old granary. Their taint lingers—leave no tails alive. (5XP for each rat captured)
lingers—leave no tails alive. (5XP for each rat captured)
2. Secure the Trade Route
Your party has discovered a once-forgotten road twisting through the forested edge of Thornhall — perfect for trade, travel, and ambushes. To ensure your faction's dominance, you must secure the Ancient Herms (landmarks) by adding 3 Stone markers and designate to fellow allies that the area is safe. (5XP per stone marker remaining at the end of the game)
📦 Details:
- There are
8 Ancient Herms or landmarks, hidden in different areas of the field (marked purple)
- Players may carry only
1 Stone Marker at a time.
- Teams can defend their Claimed Herms.
- To claim a Herm for another team just “remove” the other team's stone markers.
3. Cleanse the Shrine
Purge the corrupted
Shrines of Light by using a holy relic. Roll a +10 (plus Constitution modifier) to succeed and sacrifice two players to complete. 4 Shrines are located around Thornhall (20XP per shrine Cleansed)
4. Recover the Ancestral Staff of Varnok
- Three glowing fragments of the
Staff of Varnok have been consumed by Gelatinous Cubes.
Locate and extract the fragments and rescue them from the Cubes. (15XP for each staff piece)
- One all 3 pieces of the staff have been recovered, return them to the Molten Anvil to reforge the Staff. Players must roll a +10 or greater (plus Intelligence modifier) to reforge the staff. Use Intelligence as your bonus modifier. (20XP for reforging the staff)
- Once reforged, carry the completed staff to the Sanctum of Echoes. There, the staff will reveal the location of the Grimoire of Ashkar—a relic needed to slay the lurking Beholder. (20XP for located the Tome of Vel’Zereth)
👁️🗨️ BOSS CHARACTER — “The Beholder of Tombs”
🗺️ Location:
Roams between the
Tombs of Horror and
Southern Tree Line, shrouded in a floating haze of anti-magic mist.
⚔️ Encounter Requirements:
Players must possess one of the following to engage the Beholder:
- The
Grimoire of Ashkar (held by Crimson Verse)
- The
Tome of Vel’Zereth (held by Emerald Blades)
⚠️Attempting to approach without one of these arcane texts results in instant elimination by a disintegration ray.
🎲 Combat Mechanics:
- Players must
roll a D20 to defeat the Beholder once engaged
- 60HP = Instant Victory (3 players roll D20 + Strength modifier)
- 30+ = Wound inflicted, Beholder is stunted temporarily (players may roll again)
- 30 or below = You are slain; return to spawn with a 1-minute delay
📣 Bonus:
- Successfully defeating the Beholder awards
your team 80XP
(+10 if you are the first team to do so).
- The defeated Beholder drops a Legendary Loot Chest (first team to defeat the beholder).
⚔️ Game 2: The Forgotten Forest
🔍 Dungeon Master’s Campaign Summery:
The magical veil has lifted. Deep within the forested edge of the valley, a rift between realms grows unstable. Shadows stir, creatures roam, and ancient relics flicker with dormant power. Team Bard and Team Blade must press deeper into unknown territory — but not all truths are meant to be uncovered.
🗺️ Starting Bases:
- 🟥
The Crimson Verse —
Castle Amber (Octagon)
- 🟩 The Emerald Blades — Sinister Saltmarsh (the Bridge)
📜 Objectives (🟩 The Emerald Blades)
1. Unlock the Treasure Chests
Mysterious chests are located within Thronhall—sealed by arcane locks. Whispers tell of fortunes within, Find hidden keys around Thornhall. Use them to open treasure chests—but beware! Some may be cursed or contain traps. Chests will be located at each teams starting base.(5XP for chest successfully opened + you will be awarded the contents within)
2. Essence of the Ancients
Across the ruins of Thornhall, four
Mystic Wells have awakened, bubbling with forgotten magic. These wells are ancient conduits that once powered the city’s greatest defenses,the legendary Thornhall
Wardstones. Each team must draw
Elemental Essences from these wells and deliver them to specific sites to
restore the Wardstones Power. (2X Essences level at Each Warstone Site)
3. Purify the Grove
Deep within Thornhall, four
Shrines of the Verdant Path have been corrupted by dark magic. Using the
Relic of Renewal, your party must purify each shrine to restore its power. Roll a +10 (plus Wisdom modifier) to succeed and sacrifice two players to complete. 4 Shrines are located around Thornhall (20XP per shrine successfully purified)
4. 🐉 Craft the Orb of Dragonkind
Whispers echo through the ruined halls of Thornhall… legends speak of an ancient artifact forged to kill even the mightiest of wyrms — the Orb of Dragonkind. Shattered in ages past, its arcane formula was hidden across the realm. Cast “Locate Item Spell” and Recover all 4 Lost Pages of the Orb of Dragonkind's crafting recipe hidden throughout the map. Roll a +17 (plus Wisdom modifier) to
Once all pages have been recovered Return the pages to your Runic Altar at your team's main base and Craft the Orb. Roll a +12 (plus constitution modifier) to successfully craft the orb.
📦 Details:
- There are
4 Lost Pages, hidden in different areas of the field (marked with purple “arcane page” props).
- Players may carry only
1 page at a time.
- Teams must
defend their crafting station while retrieving pages.
- If eliminated while carrying a page, drop it where you stand.
- First team to return all pages and complete a successful craft roll gains The Orb of Dragonkind.
5.
🎲 Mission: The Critical Roll
Somewhere in the wilderness of Thornhall an enchanted
D6 die is hidden . Once found, the die must be safely carried to Slums of Grayhawk (Frequency) and “rolled” onto the dice landing pad. The goal is for the team to achieve a total of 12 or more across all combined rolls.
(20 XP for Rolling 12 or greater)
📜 Objectives (🟥 The Crimson Verse)
1. Unlock the Treasure Chests
Mysterious chests are located within Thronhall—sealed by arcane locks. Whispers tell of fortunes within, Find hidden keys around Thornhall. Use them to open treasure chests—but beware! Some may be cursed or contain traps. Chests will be located at each teams starting base.(5XP for chest successfully opened + you will be awarded the contents within)
2. Essence of the Ancients
Across the ruins of Thornhall, four
Mystic Wells have awakened, bubbling with forgotten magic. These wells are ancient conduits that once powered the city’s greatest defenses,the legendary Thornhall
Wardstones. Each team must draw
Elemental Essences from these wells and deliver them to specific sites to
restore the Wardstones Power. (2X Essences level at Each Warstone Site)
3. Escort the Warlock
Safeguard NPC
Warlock Draven as he travels from the
Northern Crypts to the
Runestone Keep.(30 XP for completing the full escort).
🧙♀️ Bonus: If Draven survives the full route, your team unlocks Arcane Blast — a one-time magical strike that eliminates all enemies within a 30 foot radius.
4. 🐉 Craft the Orb of Dragonkind
Whispers echo through the ruined halls of Thornhall… legends speak of an ancient artifact forged to kill even the mightiest of wyrms — the Orb of Dragonkind. Shattered in ages past, its arcane formula was hidden across the realm. Cast “Locate Item Spell” and Recover all 4 Lost Pages of the Orb of Dragonkind's crafting recipe hidden throughout the map. Roll a +12 (plus Wisdom modifier) to craft the orb
Once all pages have been recovered Return the pages to your Runic Altar at your team's main base and Craft the Orb. Roll a +12 (plus constitution modifier) to successfully craft the orb.
📦 Details:
- There are
4 Lost Pages, hidden in different areas of the field (marked with purple “arcane page” props).
- Players may carry only
1 page at a time.
- Teams must
defend their crafting station while retrieving pages.
- If eliminated while carrying a page, drop it where you stand.
- First team to return all pages and complete a successful craft roll gains The Orb of Dragonkind.
5.
🎲 Mission: The Critical Roll
Somewhere in the wilderness of Thornhall an enchanted
D6 die is hidden . Once found, the die must be safely carried to Thornhall Keep (castle) and “rolled” onto the dice landing pad. The goal is for the team to achieve a total of 12 or more across all combined rolls.
(20 XP for Rolling 12 or greater)
🐉 BOSS CHARACTER — “The Dreadwyrm of Thornhall”
🗺️ Location:
The Dreadwyrm stalks the skies and ruins between the
Tombs of Horror,
Southern Tree Line, and
the Castle Amber, unleashing fear and flame upon all who enter its domain.
⚔️ Encounter Requirements:
Players must possess one of the Orb of Dragonkind to engage the Dreadwyrm.
⚠️An ancient ward surrounds the dragon. Attempting to approach without the completed Orb of Dragonkind will result in immediate flame breath incineration (instant elimination)
🎲 Combat Mechanics:
- Players must
roll a D20 to defeat the Beholder once engaged
- 80HP = Instant Victory (3 players roll D20 + Strength + modifier)
- 40+ = Wound inflicted, Dreadwyrm is stunted temporarily (players may roll again)
- 40 or below = You are slain; return to spawn with a 1-minute delay
📣 Bonus:
- Successfully defeating the Dreadwyrm awards
your team 80XP
(+10 if you are the first team to do so).
- The defeated Dreadwyrm drops a Legendary Loot Chest (first team to defeat the beholder).
🏰 Game 3: The Siege of Thornhall
🔍 Dungeon Master’s Campaign Summery:
The Final Battle for the Realm Begins…
“Steel clashes, spells ignite the sky, and warhorns echo across the valley. The time for skirmishes is over—now, only one banner shall fly over Thornhall.”
After days of perilous quests, arcane discoveries, and blood-soaked battles, the adventuring guilds of The Crimson Verse and The Emerald Blades converge upon the shattered gates of Thornhall Keep. The castle, long abandoned and rumored to be haunted by the spirits of fallen kings, holds the final relic: The Sigil of Sovereignty—a symbol of total dominion over the realm.
📜 Objectives
The Crimson Verse and The Emerald Blades now turn their full strength toward the ancient Castle of Thornhall — the last bastion of power in this war-ravaged realm.
One team will defend the castle, holding the inner sanctum, ramparts, and surrounding terrain. The other will assault with fury, using magic, steel, and strategy to breach the walls and claim the throne room.
🗡️ All-Day Objective: Legendary Weapons of Thornhall
🎯 Objective Summary
Throughout the realm of Thornhall, 13 mythical weapons lie hidden — relics of forgotten wars, dragon-slaying heroes, and cursed kings. These powerful artifacts must be recovered by brave adventurers. Each weapon recovered earns XP.
Players must search the field all day, find and return these weapons to their base (or designated drop-off), and report to their general or questmaster. Each weapon has a unique name, type, and XP value.
Weapon List & XP Breakdown
Name
Type
XP Value
Dragon’s Bane
Great Mace
20 XP
Razorwind
Bardiche
15 XP
The Soul Taker
Spiked War Club
20 XP
Furyborn
Halberd
10 XP
The Unrelenting
Spear
5 XP
Black Heart
Morningstar
10 XP
Stormbringer
Wizard Staff
15 XP
Orc’s Dread
Battle Axe
10 XP
The Incorruptible
Double Sided Axe
15 XP
Smiter of the Unseen
War Hammer
10 XP
Fatebringer
Spear
5 XP
Warden’s Edge
Halberd
10 XP
Skullpiercer
Bardiche
15 XP
🏰 ALL-DAY MISSION: “Claim the Realm of Thornhall”
Objective:
The ancient lands of Thornhall are fractured and lawless. The Crimson Verse and the Emerald Blades now seek to restore order — but only one banner shall rise in the end.
Each team must locate and raise their banner at 4 iconic strongholds across the realm to claim the region as their own. Once raised, the banner signifies the area is under control and actively held.
🗺️ Capture Points & Locations:
- White Plume Mountain (Tomahawk Field)
- Thornhall Keep (Castle Anthrax)
- Sinister Saltmarsh (Bridge Field)
- Castle Amber (Octagon Field)
10 XP for each area held at the end of each game. Players are also able to respawn at any of the held territories
🛡️ ALL-DAY PERKS & PLAYER POINTS
🔫 Player Points:
+1 XP for each opposing player eliminated (tracked at respawn)
+3 XP for each General eliminated (tracked at respawn)
-10 XP for any player caught cheating – don’t be that player.
♻️ Respawn Rules:
- Each team has a main base respawn point. Players must physically touch it to re-enter the game.
- Mobile respawns may also be deployed during missions and function the same way. Mobile respawns may require a dice roll before they will be allowed back into the game.
- All respawns are instant unless affected by a perk.
🧙♂️ Arcane Perks & Magic Relics
Scattered across the battlefield. Use them wisely to change the tide of battle. Purple = usable by all. Red & Green = team-specific.
🛡️ Shield of Invulnerability (Battle Shield)
A mighty enchanted shield forged in your team's colors. Absorbs all physical attacks until the bearer is marked.
- Drop on the spot when eliminated.
- Only usable by your own team color.
💫 Potion of Supreme Healing (Instant Revive)
A crystal vial glowing with Purple light.
Drink immediately after being eliminated to return to play on the spot.
- Single-use. Must be handed to a ref.
- Inspired by: Potion of Supreme Healing from D&D.
⏳ Chronomancer's Hourglass (Respawn Delay Ritual)
A magical timepiece infused with temporal energy.
Deliver it to a ref to delay the opposing team's respawn and mobile spawn points by
2 minutes.
- Single-use. Must be handed to a ref.
💀 Vial of Stinking Cloud (Poison Gas)
A noxious alchemical concoction brewed in the Underdark.
Toss this vial to unleash a green magical fog. All players caught inside are instantly eliminated.
- Use under supervision of a ref.
🔥 Scroll of Flaming Volley (Fire Arrows / Field Wipe)
This scroll invokes a rain of magical fire arrows upon an entire field.
- Single-use. Must be handed to a ref.
- Eliminates all enemy players on a single field.
🧵 Rope of Climbing (New – Magic Rope Perk)
A 40-foot enchanted rope, animated and responsive to your will.
Use it to grab distant props, pull flags, or retrieve items behind cover.
- Roll a 10+ on D20 (plus Dexterity modifier) to use successfully.
🧠 Charm Monster Spell Scroll (Boss Control Spell)
A powerful arcane scroll that bends even the will of dragons… temporarily.
Cast this spell on any roaming boss to
charm it into attacking the enemy team.
- Must be presented to a ref when used.
🟣 Reminder: Items marked purple are scenario-neutral and may be used or collected by either team. Items marked with red or green are team-bound and may not be touched or moved by the opposing team.
🛡️ WINNING TEAM PRIZE
The warband that emerges victorious shall be etched into the annals of the Realm of Thornhall. Their names shall echo in bard songs, their banners hoisted atop castle walls, and their deeds whispered by firelight in every tavern across Faerûn.
🎉
CELEBRATION AT THE YAWNING PORTAL INN (SnaskShot)
Once the final horn has sounded and the last arrow loosed, join us at the
Yawning Portal Inn for Awards and Winners!




















