Sunday 25 August 2019

Blender Line Art

Back to Basic Blender


This weekend I have been experimenting with some methods using the Blender Render (rather than cycles) to take simple renders and make them look like Line Drawings.

My original reason for using Blender was as a method to get passable images. My results have been interesting.  I am not certain I will continue experimenting because Blender render is in less use with version 2.80.  All of these images were done in version 2.79.

I stumbled on this when I saw a short tutorial posted on MeWe. Using a basic texture which emphasized black and white lines it was possible to get an approximation of line art. But it is very difficult to get the lighting correct to bring out the lines.


A Fantasy Hero meets a beholder.

I looked around on the internet and found something even simpler. Using the Freestyle toggle on Blender Render as long as you keep your images simple it works okay. Once you start to introduce complicated smoothed objects it is less successful. But it is dead simple.


A Roman merchant ship

I also tried combining the two methods with limited success.


A Fantasy Hero in a dungeon

It is a struggle to get the textures correct once you get a complicated shape.

Monday 19 August 2019

Colossal Caves Final Part


I have been away all summer but I finally got around to posting the rest of the Colossal Caves dungeon. I made a couple of changes from the original where I felt it needed some work.


Part 3: The Upper Caves


The Red Claw tribe of Orcs have made their home in the Upper Caves. Some mercenary monsters hired by Ikalis (and Ikalis himself) can be found in this upper level. Also, a band of the previous inhabitants is making their presence known.

Wandering Monster Table
Every two turns the DM should roll a 1d6 and on a 1 the adventurers encounter a wandering monster from the table below.

1 Acolyte NA 1-8, AC 2, HD 1, hp 4 each, MV 60’ (20’), #AT 1 mace, Dmg 1-6, Save C1, ML 7, AL C, xp 10, THAC0 19, TT U. Acolytes of Itrix.

2 Bandit NA 1-8, AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U. A straggler from the bandit band.

3 Ghoul NA 1-6, AC 6, HD 2*, hp 14, MV 90’ (30’), #AT 2 claws/ 1 bite, Dmg 1-3 all + special, Save F2, ML 9, TT B, AL C. Any attack by a ghoul that hits will paralyze the victim unless a Save vs. Paralysis is passes. Paralysis lasts 2-8 turns (remember Elves are immune).

4-6 Orc NA 2-8, AC 6, HD 1, hp 4 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D. A wandering patrol.




Key to the Upper Caves.


(44). Alcove

Off to the side of the main passage is a 10-foot square alcove filled with sacks full of garbage. A huge, filthy humanoid creature is sprawled out amongst the garbage apparently asleep.

The creature is an ogre hired by Ikalis to supplement the Upper Caves defenses. It is either asleep or pretending to be asleep (if the heroes have made a lot of noise fighting orcs in area 42).

Ogre (1) AC 5, HD 4+1, hp 28, MV 90’ (30’), #AT 1 club, Dmg 1-10, Save F4, ML 10, AL C, xp 125.

Hidden amongst the garbage are the Ogre’s pay, 55 gold, and 175 silver coins.


Ogre Ambush in the Hall

(45). Meeting Hall

The passage opens into a large, open hall that has a large wood table down the center with about 30 chairs placed around it. Many of the chairs are broken and the table is covered in food debris. Four large tapestries hang on the walls. They appear out of place here, depicting knights and ladies in castle towers. All of the tapestries have been crudely defaced with red paint. Standing about the table near the center of the room are five orcs.

Orc (5) AC 6, HD 1, hp 5 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

(46). Kitchen

There is a large stone fireplace on the west wall. Two large iron pots rest over the flames. A bubbling, brown broth is cooking in the pots. Four orcs work in this chamber, chopping up strips of meat and tending the fires.

The orcs are cooks for the clan but they will quickly move to attack intruders.

Orc (4) AC 6, HD 1, hp 5 each, MV 120’ (40’), #AT 1 meat cleaver, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

(47). Barracks

This room is a barracks. Bunks of rough wood with straw pallets line the walls. A table near the west wall has a padlocked footlocker resting on it.

There are 6 orcs in this room. They could be sleeping if the heroes have been quiet or they could be ready to attack once the door opens if the heroes have been noisy.

Orc (6) AC 6, HD 1, hp 5 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

The padlocked chest is made of hardwood with metal brackets. The lock is protected by a poison needle trap (save vs. poison or receive 2 HP damage).

(48). Store Room

This oddly-shaped chamber has a low ceiling that slopes to the west and east corners. The room is packed to the ceiling with wooden crates. Many of the crates are broken open spilling their contents on the floor. Amongst the debris is a dozen broken spears. There is a narrow path through the chamber from south to north.

Most of the crates are marked with the Noss Shipping stencil.  If the players want to take a turn to search allow them to find one useful equipment item per turn searched for a maximum of 5 turns.

Useful Items
50’ of rope.
3 spears.
4 staves, there is a 1 in 6 chance that one staff is a Staff of Healing.
6 slingshots.
3 shortswords.
1 suit of chainmail human-sized.
5 oilskin cloaks.
2 swords, one of the swords is a cursed Sword-1.
1 broken looking glass. Hidden inside is a Ring of Water Walking.

(49). Conflict

This looks like another barracks. There are four bunk beds made of crude wood with straw pallets. There is also a table and three stools, two of which are knocked over. Lying on the floor are four orcs pierced with many wounds. Searching the dead orcs are two men. Four more men keep watch.

Bandits (6) AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U.

The bandits are members of Reginald’s band who have remained loyal to their leader.

(50). Thieves Ambush

This chamber is a storeroom. Large, wooden crates are stacked along the north and south walls almost to the ceiling. There is a narrow, path through the center of the room free of crates.

The path through the chamber is between 6 and 8 feet wide. All of the crates are still closed, although close examination will reveal that they have been opened and hammered back shut. The crates are full of wool blankets, they were part of a shipment bound for Carlion.

Hidden behind the crates with a clear view of the chamber are six bandits and their leader Reginald the Mumbler. They will ambush anyone entering the chamber. They are armed with short bows and short swords.

Bandits (6) AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short bow or 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U.

Reginald the Mumbler AC 6, HD 2, hp 14, MV 90’ (30’), #AT 1 sword, Dmg 1-8, Save T2, ML 9, AL N, xp 35, THAC0 17. He has a pouch with 20 gold, 40 silver and 2 gems worth 50 gold each.
Reginald is middle-aged with short red hair and a bushy beard. He has almost no teeth and mumbles because of it. He does not appreciate being called the Mumbler.

(51). Barracks

This area is a barracks. Several bunk beds line the walls. The bunks are made of rough-hewn wood and have simple straw pallets. There is a table in the center of the room with a lit candle resting on it.

This area is a bunkroom for orcs who are out on patrol.

(52). Red Claw Chieftain

The secret door slides open to reveal a small, unlit room. There is a single bed against the east wall. Along the north wall are four wooden crates that have been opened. Furs spill out of the crates. There are a table and a chair in the center of the room. A candle on the table is lightly smoking.

This secret room is the sleeping area for Tarak Bonebreaker the Red Claw tribe chief. He is concealed along the south wall. If anyone enters, he will attack from behind with surprise.

Tarak Bonebreaker AC 6, HD 2, hp 14, MV 120’ (40’), #AT 1 sword, Dmg 1-8+1, Save F2, ML 10, AL C, xp 35, THAC0 17. He has a belt pouch containing 24 gold coins.

The crates are full of furs that were stolen from Carlion. They are worth about 150 gold but are difficult to carry.

(53). Red Claw bodyguards

Listening at the door, players will hear two orcs loudly arguing about who is responsible to tell Tarak that human thieves have been seen in the Caves.

This chamber is well lit from a lantern resting on a table. Two orcs are loudly yelling at each other in their native language in the center of the room. Around the room are piles of dirty clothes, blankets, and furs.

Orc Bodyguards (2) AC 6, HD 1, hp 6 each, MV 120’ (40’), #AT 1 spear, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

The piles of clothing and furs are filthy and serve as beds for the two orcs. Hidden amongst the mess is a golden belt worth 150 gold that one of the orcs managed to hide from the chief.

 
(54). Secret Chamber

This small chamber has no lighting. Each wall is bare stone blocks. It appears to be a dead-end.

There are 3 secret doors in this chamber. Each is operated by a separate loose stone that needs to be pressed in.


(55). Antechamber

Two weapon racks full of spears rest against the walls in this chamber.

The spears are all functional but none of them are special.

(56). Dragon’s Horde

An alcove off from the main cavern has been widened and stone walls have been built to protect it. There are three rectangular, stone basins lying on the floor. The glint of gold gleams from the basins.

Anyone examining a basin closely will notice that it is indeed full of gold coins, but that the coins are sunken in about six inches of clear liquid. The liquid is black dragon acid. It causes 1d6 points of acid damage per round in contact with it. All three basins are the same. Each holds 200 gold coins.

(57). Display Room

Resting against the east wall of this room are two armor-clad skeletons. The armor on the skeletons is corroded and pitted as if it was sprayed with acid.

These are the remains of two brave heroes who tried to kill the black dragon. They have been here for only a month but the dragon’s acid breath boiled off their flesh and left clean skeletons.

(58). The Wizard

Near the entrance to this large, room there are four skeletons seated on stone biers. The skeletons hold shields and spears and appear ready to leap up and attack. The far end of the room is filled with a light, blue smoke that gets thicker as it comes closer to the source, an ornamental brass smudge pot. Blue-green flames leap from the pot producing the blue smoke. Standing before the pot clutching a staff is a black-robed wizard with his back to the entrance.

This is the wizard Ikalis Blackflame. He is busy with an alchemical experiment but he will be aware of intruders once the skeletons stand up and attack.

Ikalis Blackflame AC 8, HD 5, hp 16, MV 90’ (30’), #AT 1 staff+1, Dmg 1-4+1, Save M5, ML 10, AL C, xp 400. Spells: Magic Missile, Darkness, Invisibility, Mirror Image, Hold Person.

Ikalis will cast spells at the heroes while the skeletons hold them at bay in melee. Hold Person, Magic Missile and Mirror Image are his first three choices. If the heroes get close, he will use Darkness and Invisibility to escape. He will only fight with his Staff+1 in melee as a last resort. In a belt pouch, Ikalis has 4 x 100 gold rubies.

Behind the smudge pot is Ikalis’ work area and sleeping area. Two wooden tables, three wooden chairs, a wooden bed with clean sheets, a nightstand with a bottle of wine resting on it and a plate with several kinds of cheese and strips of meat.  The room is well-lit but four lanterns. There is a large, iron-bound travel chest at the foot of the bed. It is pad-locked and Ikalis has the key on a string about his neck.

The chest padlock is not trapped. But there is a hidden blade trap inside that is deactivated with a successful find traps roll on the chest. In the chest are two bags of gold coins (1200 gold and 600 gold), a bag of five rubies (5 x 100 gold) and a crystal ball carefully wrapped in furs.

(59). Forgotten Vault

The door swings open into a small, dark chamber. The walls are stone blocks covered in cobwebs. In the center of the room, there is an iron-bound wooden chest. A crumpled figure lies on the ground in front of the chest.

The only entrance to this room is a secret door. The room appears long forgotten, dust and dirt litter the floor. There are no footprints in the dust. The figure before the chest is the skeleton of a halfling sized individual wearing a faded, dark red cloak. He clutches one hand in the other. There is a pouch on the skeletons belt but it holds only small, wooden trinkets.  There is an open padlock resting on the floor near the skeleton. The chest is unlocked and empty.

(60). The Great Cavern

This is a huge, natural cavern although there are some stone walls around the perimeter with doors in them. The floor of the cavern is slightly hilly rock, gravel, and ash. The ceiling of the cavern is more than 60 feet tall. High up the wall in the southeast corner of the cavern, there is a large opening to the outside. Lying on a hill of ash near the center of the chamber is a large, black dragon.

The dragon is Scatha the black. He is about 40 feet from snout to the tip of his tail. Scatha was subdued by Ikalis and brought to the Caves to be used as a weapon. The dragon is not happy about the situation and if Ikalis is killed he is likely to leave.

Scatha, black dragon AC 2, HD 7**, hp 36, MV 90’ (30’), Fly 240’ (80’), #AT 2 claws, 1 bite, plus acid breath, Dmg 2-5/2-5/2-20, Save (F7), ML 8, AL C, xp 1200. Spells: Charm Person, Detect Magic, Ventriloquism, Darkness.

Scatha’s breath weapon is a 60’ x 5’ stream of acid. He can use it three times per day. The damage done by the breath weapon is equal to his current hit points. Scatha will speak with heroes first if they give him the opportunity. Once someone looks him in the eyes, he will use Charm Person. Once combat gets underway, he will open with his breath weapon against the hero that appears to be the greatest threat.

Scatha’s treasure is in a nearby alcove (area 56).

Double Trouble, Scatha and Ikalis.

(61). Shield Room

On the eastern wall of this room hang several battered, metal shields. Four have a faded red sun design on them and the fifth has a partially rusted over Black dragon design.

If the black dragon shield is removed from the wall, it will reveal a hidden cobra in a small opening behind it.  The cobra attacks with surprise.

Cobra (1) AC 7, HD 1*, hp 3, MV 90’ (30’), #AT 1 bite or spit, Dmg 1-3 + poison, Save F1, ML 7, AL N, xp 25. This is a 3-foot-long grey snake that can spit venom up to 6 feet. It will aim for its victims’ eyes. Those hit by the spit must save vs poison or be blinded. The bite of the cobra does 1-3 damage plus a deadly poison (save vs. poison or die in 1-10 turns). Behind the cobra is a small sack containing 40 silver coins.

(62). Guard Chamber

This room has several piles of furs and blankets on the floor used for sleeping. In the center of the room is a square, wood table around which five orcs sit on stools and broken crates. On the table are a half-dozen wine bottles.

These five orcs are all off duty and drunk on pilfered wine. This gives them a -2 to hit rolls.

Orc (5) AC 6, HD 1, hp 4 each, MV 120’ (40’), #AT 1 spear-2, Dmg 1-6, Save F1, ML 8, AL C, xp 10, THAC0 19, TT D.

(63). Trap Room

The narrow hallway leads to a small chamber. The room is lit with two torches. Two wooden chests rest on the floor on the far side of the room. One chest is on its side and a heap of gold coins has spilled out onto the floor.

The entire contents of this room are an illusion hiding a pit trap. The pit occupies the entire floor of the room. The pit is 20 feet deep. Heroes who stride into the room fall 20 feet taking 2d6 points of damage. The illusion will remain in place until dispelled. Heroes looking closely will notice that the torches do not produce any smoke or make any noise.

Trap!




Part 4: The Natural Caves


Ikalis has given these natural caves over to a family of ogres he has recruited. They reside in several of the caves. This area is for the most part natural caves with some excavation apparent. The walls are natural rock, the ceilings have stalactites and the floor has light sand covering over more rock.

Wandering Monster Table
Every two turns the DM should roll a 1d6 and on a 1 the adventurers encounter a wandering monster from the table below.

1 Ogre NA 1, AC 5, HD 4+1, hp 26, MV 90’ (30’), #AT 1 club, Dmg 1-10, Save F4, ML 10, AL C, xp 125, THAC0 15, TT C.

2 Bandit NA 1-8, AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U. Stragglers from the bandit band.

3 Ghoul NA 1-6, AC 6, HD 2*, hp 14, MV 90’ (30’), #AT 2 claws/ 1 bite, Dmg 1-3 all + special, Save F2, ML 9, TT B, AL C. Any attack by a ghoul that hits will paralyze the victim unless a Save vs. Paralysis is passes. The paralysis lasts 2-8 turns (remember Elves are immune).

4-5 Giant Rats NA 2-12, AC 7, HD 1-4 hit points, MV 120’ (40’), #AT 1 bite, Dmg 1-3 + disease, Save F1, ML 8, AL N, TT C, xp 5. There bite has a 1 in 20 chance of causing disease.

6 Carrion Crawler NA 2, AC 7, HD 3+1*, MV 120’ (40’), #AT 8 tentacles, Dmg paralysis, Save F2, ML 9, AL N, TT None, xp 75. Worm-shaped nine-foot-long scavengers. It can move on floors, ceilings or walls at the same rate. It makes 8 attacks per round with 2-foot-long tentacles around its mouth.




Key to the Natural Caves.


(64). Bandits and Spy

Stairs lead down into a small natural cave with three tunnels leading into it. The walls and ceiling of the cave are covered with a sheen of moisture. Four men in the center of the open area are talking. One is waving his arms about.

The four men are all bandits working for Reginald the Mumbler. Three of the bandits are thieves who have turned their loyalty to Ikalis. The fourth man is a fighter and a recent recruit to the band after Ikalis arrived. He is arguing with the 3 bandits insisting they should disobey their orders and get out of here.

Bandits (3) AC 6, HD 1, hp 3 each, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save T1, ML 8, AL N, xp 10, THAC0 19, TT U.

Leandorous AC 6, HD 2, hp 10, MV 120’ (40’), #AT 1 short sword, Dmg 1-6, Save F2, ML 8, AL N, xp 25, THAC0 19. Leandorous claims to be a spy from the Realms sent to infiltrate the Caves. This is nonsense he is an opportunist and will turn on the bandits if the heroes seem more powerful. He has a short sword, 50 feet of rope, a lantern, 2 flasks of oil and a pouch with 45 silver coins in it.

(65). Wereboar

This is a large cave with stalactites on the ceiling and a pair of stalagmites rising from the floor. From behind one of the stone pillars you can hear snuffling and grunting noises.

A wereboar is lurking in this cave and will attack anyone who enters.

Wereboar (1) AC 4, HD 4+1*, MV 150’(50’), #AT 1 tusk-bite, Dmg 2-12, Save F4, ML 9, AL N, xp 200, TT C.
Once in battle the wereboar will fight to the death.

(66). Battle scene

Several tunnels converge in this open cave area. Lying in the sand on the floor are the tattered corpses of three human men.

The men are bandits who were killed recently. The corpses all have mortal sword wounds. These bandits were victims of the fighting for control of the band.

(67). The Hub

This area was probably a natural cave at one time but the walls have been worked by tools to make the chamber into an octagonal shape that is 12 feet high. Five separate natural tunnels enter the chamber. A large lantern hangs from a ring in the ceiling. It can be raised and lowered by the rope which is tied off on the wall.

The lantern is too large to be used by adventurers. The rope holding the lantern up is trapped with a poison needle in the knot that ties the rope off onto a ring in the wall. If a save vs. poison is failed, the victim will become nauseous and gains a -2 to hit for 1d6 hours.

(68). Pillars

In this cave natural stone pillars have formed reaching from floor to ceiling. There are at least six pillars and they block the view of much of the cave.

There is an abandoned backpack lying against the south wall out of sight. In the backpack are four packs of spoiled rations, an empty water flask, three torches and 50 feet of rope.

(69). Unstable cave

This large cave is full of rock debris, lying on the floor. Large cracks can be seen in the walls leading down to the floor or up into the ceiling.

There is a 1 in 6 chance that the passage of the heroes through this cave causes a minor cave-in. Each time they pass through the cave the chance goes up by one more (2 in 6 etc.). Heroes must save vs. Turn to Stone to avoid falling rocks (1d6 points of damage).

(70). Ogre Lair

The passage leads to a foul-smelling cavern. Filthy puddle of yellow liquid and piles of garbage suggest that this area is a garbage pit. Suddenly, two enormous ogres pull themselves up out of the garbage.

The ogres live in the garbage pit of the caves. Two ogres are currently present and will attack.

Ogres (2) AC 5, HD 4+1, MV 90’(30’), #AT 1 club, Dmg 1-10, Save F4, ML 10, TT C, AL C, THAC0 15, xp 200.

(71). Cavern of Mold

This long cave is covered in moisture. The moisture has promoted the growth of a sickly-looking yellow mold that covers the floor and walls. There is little chance of passing through the cave without stepping in the mold.

This is completely harmless mold. It does have a strong smell of rot.

(72). Slave Cave

Chained to the west wall are two human corpses. The corpses wrists are manacled to chains hanging from high up the cave wall. There are two other rings on the wall with more chains but these ones are empty.

The orcs chain up slaves for punishment in this cavern.

(73). Deep pool

A pool of water extends across this cave splitting the cave west from east. The pool is more than 10 feet wide and the water in it is so dark the depth cannot be seen. Strangle ripples and bubbles occasionally occur on the surface of the pool.

This pool extends down 20 feet before turning north and entering an underground stream. There are three troglodytes waiting just beneath the surface of the water for unwary adventurers. Anyone leaning over the water to look may get pulled in by a troglodyte.

Troglodytes (3) AC 5, HD 2, hp 12 each, MV 120’ (40’), #AT 2 claws/1 bite, Dmg 1-4 each, Save F2, ML 9, AL C, TT A, THAC0 17, xp 20, troglodytes can secrete oil that will nauseate victims unless they save vs. poison. Nauseated characters have a -2 to hit penalty while fighting the troglodytes.

(74). Mine

This cave looks like it is freshly carved from the surrounding rock. The ceiling is only eight feet high and there are mounds of crushed rock piled against the wall. A flickering light can be seen emanating from a tunnel to the west.

The orcs have been instructed to use human slaves to expand this area of the caves.

(75). Slaves

The darkened passage is dimly lit by a flickering candle resting on a stone. Huddled, humanoid shapes lie on the stone floor around the candle. You can hear the clinking of chains coming from the figures.

The figures are four, scared and tired humans forced to dig for the orcs. They are not refugees from Carlion they were part of a caravan further to the north. There are two men (Olaf and Achill) a woman (Birgit) and a boy of about thirteen years (Detlef).  Their statistics are as normal men.


Final Map