
11/10/2018 - 11/11/2018
Black Tree Paintball Smithville, TX -
Our last hurrah at one of our favorite venues. Come join us for the end of an era!
CLICK HERE TO REGISTER ONLINE
Official Facebook Group for Viper's final 'Quest for the Grail' at TXR Paintball
Special Game Elements
SPECIAL CHARACTERS
Castle Anthrax
Inhabitants – The castle is inhabited only by women (and/or possibly men in drag), whose life must seem very dull and quiet compared to yours. They are but eight score young blondes, all between sixteen and nineteen-and-a-half, cut off in this castle, with no one to protect them. But enough of that.
What to expect – Scattered about the playing field will be assorted paddles of different colors. When you approach the castle you should display your paddle and let them see what color it is. Their reaction will be based solely on this color. They may attack you, befriend you, offer you hospitality, or possibly even reward you with something valuable. The reaction to these colors will change every hour or so. All of the maidens’ valuables are secured in a vault, so if you expect to be rewarded you should avoid outright attacks.
The Black Knight
Inhabitant – The (moderately) dangerous “Black Knight.”
What to expect – The Black Knight will engage anyone who attempts to pass through his wood. He will continue to fight as long as he is able. The ONLY way to completely subdue him is with a shot to his center torso. Once he is eliminated, he is bound by normal rules of insertion. However, you can hinder him by “shooting off” his limbs. If you shoot him in an appendage he must cease to use it. ie: Shoot him in the left leg and he must hop or stand only on his right. Shoot his right leg and he must sit. Shoot him in his gun hand and he must shoot with the other hand, etc…
The Bridge of Death
Inhabitant – The Bridgekeeper – He is NOT to be fired upon unless he fires at you first! Failure to abide by this will result in disciplinary action.
What to expect – “Bridge of Death” crosses the “Gorge of Eternal Peril.” If you wish to cross you will need to have someone in your party answer three questions. If you answer them correctly you will not only be allowed to cross the bridge freely, but your side will also be awarded bonus points. If you answer incorrectly you will face great peril.
The French Castle
Inhabitants – The obnoxious Frenchmen
What to expect – You may be taunted, have animals catapulted at you, or both. Feel free to taunt back, or even throw the animals back at them. But, remember; keep it clean, fun, and good-spirited.
The Killer Rabbit – Intermittently throughout the event
What to expect – The Killer Rabbit will be easily recognizable. The only way to eliminate it is with a “Holy Hand Grenade.” These will be located hidden about the field (kind of like Easter Eggs). If you are shot be the Killer Rabbit normal elimination rules apply. If you eliminate the Killer Rabbit you should escort it to the command center and claim your prize. With the “bunch of carrots” prop you can influence his direction of travel by throwing them between him and the direction you wish him to go. After they have been deployed the referee will retrieve them and send them to Central Command.
The Knights who say “NI!”
Inhabitants – A small number of mysterious knights
What to expect – The leader of the knights will be easily recognizable, as he will be twice as tall as the others. The only way to eliminate him is with a head shot (as long as he is in “tall mode”). All others in the group can be eliminated as normal. The choice as to whether to shoot at them or bargain with them (possibly gaining valuable props or information) is up to you (and them).
Tim the Enchanter
What to expect – He makes lots of fire and noise. Oh, and he may have answers to your questions. That is, if you can get his attention and get a straight answer from him.
The Cartmaster
What to expect – He can be found rolling his cart and calling “Bring out your dead!” If you bring him your dead you just may find that they’re “not dead yet” as he will be able to resurrect players in very limited numbers. He cannot be eliminated. However, if you choose to shoot at him it just may motivate him to be of more assistance to your enemy. Resurrections cost tokens, and the price for a resurrection may vary throughout the game.
Sir Not-Appearing-at-This-Event: You twit! I just said he wasn’t appearing at this event! Now sod off!
Tokens – The referees and NPCs will have special “tokens” that they will hand out as rewards for active, creative roleplaying. These can be cashed in by your commander for extra supplies and other goodies, but are not worth points toward your score. They will also be used to determine side choice for the Final Battle. Therefore, the more you interact with the NPCs and “get into the game” the more it will benefit your side.
Coconuts – May be used by anyone, and may be acquired in various ways. When being clapped together (imitating the sound of horses hooves) you are on “horseback” and cannot fire, or be fired upon. (This includes barrel-tagging). Once you stop you must wait five seconds before you can eliminate anyone, but they may fire upon you immediately after you “dismount.” Therefore, we suggest finding an appropriate place to “dismount.” Once you are eliminated you must turn in your coconuts to the nearest referee.
Holy Hand Grenades – These are the only thing that will take out the Killer Rabbit. (He has nasty, big, pointy teeth!) These may be found on the field, or you may be able to talk some of the NPCs out of them.
MISSION TYPES
• Insult objective (Assault) – All members of your party must shout at least one insult about the objective or its inhabitants (PG rated and family acceptable)
• Abuse objective (Another version of Assault) – All members of your party must approach the objective and physically kick, punch, slap, or otherwise physically attack the bunker (without damaging it)
• Dance a jig (Patrol) – You must travel between each prescribed point for a period of 20 minutes. At least one member of your party must be dancing. You may all dance if you wish. You may also take turns…as long as someone is dancing.
• Fart in their general direction (Snipe) – The prescribed number of players must go to the objective and each, in turn, must turn their hindquarters toward the objective, place their tongue between their lips, and blow very hard so as to mimic the sound of a person passing gas in a very noticeable fashion.
• Tell the other pansies to bugger off (Take & Hold) – You need to secure the area and prevent your opponents from being near the objective. This does not mean that one random enemy player running up and touching it means the mission is a failure. You simply need to have a large number of your own players in the immediate area defending it from enemy control. If the objective is a two story building you cannot enter any taped off portion of the building. (Those are reserved for the NPCs at the objective)
• Sack (Destroy) – Same as usual
• Get Nosey (Recon & Report) – Same as usual
Remember, while you are expected to run your missions as normal, doing so with complete disregard for the NPCs will result in your commander not having tokens to buy supplies. This game will still have Medics (Healers), Engineers (Builders), and Demolitions Techs (Sappers), so they will still need supplies.
Viper Scenario Rules
Schedule of events
Schedule of Events
Friday
10:00am – Gates opens
Noon – Check in and paint sales open
8:00pm – Check-in closes
8:01pm – New player orientation at Team Odyssey campsite
Midnight – Quiet time – Camping areas need to be quiet. No loud partying.
2:00am – No alcoholic beverages allowed by anyone (whether playing or not) until end of game on Sunday afternoon!
Saturday
8:00am – All services open
9:00Am – Young Guns orientation (for young players) at the main stage near the chrono station – Hosted by Team Loyalty
10:30am – Mandatory Player Orientation at main stage
Noon SHARP! – Game on
4:00pm – Dinner Break
6:00pm – Game Resumes
11:00pm – Stand Down (May be earlier or later depending on participation)
Sunday
8:00am – All services open
8:01am – Non-denominational church services at main stage led by Reverend Splatter
9:00am – Game Resumes
12:30pm – Pre Final Battle Break
1:00pm – Final Battle
2:00pm – Game Over!
Awards and door prize drawings to follow
TEAM LIST!
KNIGGGITS
254 Wolfpack
512 Landsharks
Allen
Anything Goes
Archangels
Aztec Warriors
Bad Company
Bailey
Baker
BDE
Betcher
BOB White
Clan Ardis
Collective
Critical Mass
Dalton
Dark Knights
Dead Horse
Dogmen
FOR
Ghostriders
Gophers
Gorillaz0811
Green Devils
Harris
Harrogate Mafia
Hellhounds
Hellions
HOHE
Khaos Kompany
Lapsley
Ledet
LOBOS
Lost Boys
Lost Boys’ Lil’Army
Loyalty
Monster Killers
Montoya
Murphys Law
No Name
No Remorse
North West Insanity
Obergas
Panke
Parks
Perez
Poole
Psycho Clown Posse
Pump Rangers
Ralston
RedRum
Relentless Rejects
Respawn Productions
Rogue 307
SAS West Virginia Chapter
Sneakin Mohicans
Sons of Arthritis
Talash
Tanks Paintball
Task Force Tiger
Team Fun
Texas Immortals
Texas Wood Dogz
TNT
Twisted Militia
Varnadore
War Devils
PEASANTS
Abney
Alliance
Area 51 (friends of rangers)
Assassin Alliance
Battle Monkeys
Black Cell
Blacklist
Borsch
Boyer
Bracksieck
Chimpanzers
COBRA
Cox
Desert Dwellers
Devious Deception
Endless
Escalante
Fate
Fink
Finlay
Flanagan
Fox’s Den
Foxtrot
FUBAR
Ghosts of Sparta
Giusti
Gressman
Grim
Grosskreuz
Headhunter Nation
Honey Badgers
Hooba
Hooba Hut Killaz
Hounds of Hell
Hudson
Jesters Tactical Elite
Knight Owls
Legacy
Martinez
Mastadons
McConnell
Mexicans Elite
Meyer
Monster Squad
Montgomery
Odyssey
Omega Red
PaintballOps San Antonio
Park
Peasants
Pennock
Pipe Creek RPM
Plake
Sanders
Shottas Elite
Texas Bandits
Texas Nightstalkers
Texas Rangers
Todd
Type 3
Voodoo Crewe
Wallin
Wildcards
Wilson
Zone Out