Brainstorming a Golemworks Map (PF#2 Spoilers)


Rise of the Runelords


Hey everyone,

A sidequest in Magnimar (PCs are 6th level and halfway through Pathfinder #2) has my players infiltrating the Magnimar Golemworks in the hopes of finding a secret entrance to the Irespan. Their goal is to capture a specimen of the "spider-like creatures" that once escaped the Irespan.

I have a pretty good idea of what the Ire-spider will be like in combat, when they find it.

The trouble is, I have a very map-dependent GMing style, and I really want a big, detailed map of the Golemworks. I presume the physical plant of the Golemworks comprises some of those buildings east of the Irespan (and on the same elevation) but west of the roundish building I take to be the Cenotaph.

Please give me your suggestions for an adventure layout, enemies, traps, secret doors, treasure, descriptions, anything that springs to mind when you think "Magnimar Golemworks". Any ideas for the inside of the Irespan are welcome as well.

Two potential plot hooks:

  • One of my party is a warforged who has already been spotted in Magnimar by one of Toth Bhreacher's apprentices — so the golemwrights have heard rumors of a living construct walking the streets in recent weeks. In my campaign, the few warforged are the remnants of the armies the Runelord Belimarius of Eddasseril. The Warforged PC is the only known Warforged.

  • My party's wizard, a brazen Varisian gypsy, sneaked into the Stone of Seers magic academy. There he infiltrated Toth Bhreacher's private reading room (I figure there's some connection between Toth and the school) and stole several books, including the entire sequence of repair spells, and a treatise on Thassilonian magic. An apprentice of Toth's interacted with him briefly before the intrusion was revealed.

    So, does this give anyone some great map ideas? Any input on where/how you think a Golemworks map would fit into the Magnimar scene?


  • ...so lonely.

    Scarab Sages

    toyrobots wrote:

    Hey everyone,

    A sidequest in Magnimar (PCs are 6th level and halfway through Pathfinder #2) has my players infiltrating the Magnimar Golemworks in the hopes of finding a secret entrance to the Irespan. Their goal is to capture a specimen of the "spider-like creatures" that once escaped the Irespan.

    I have a pretty good idea of what the Ire-spider will be like in combat, when they find it.

    The trouble is, I have a very map-dependent GMing style, and I really want a big, detailed map of the Golemworks. I presume the physical plant of the Golemworks comprises some of those buildings east of the Irespan (and on the same elevation) but west of the roundish building I take to be the Cenotaph.

    Please give me your suggestions for an adventure layout, enemies, traps, secret doors, treasure, descriptions, anything that springs to mind when you think "Magnimar Golemworks". Any ideas for the inside of the Irespan are welcome as well.

    Two potential plot hooks:

  • One of my party is a warforged who has already been spotted in Magnimar by one of Toth Bhreacher's apprentices — so the golemwrights have heard rumors of a living construct walking the streets in recent weeks. In my campaign, the few warforged are the remnants of the armies the Runelord Belimarius of Eddasseril. The Warforged PC is the only known Warforged.

  • My party's wizard, a brazen Varisian gypsy, sneaked into the Stone of Seers magic academy. There he infiltrated Toth Bhreacher's private reading room (I figure there's some connection between Toth and the school) and stole several books, including the entire sequence of repair spells, and a treatise on Thassilonian magic. An apprentice of Toth's interacted with him briefly before the intrusion was revealed.

    So, does this give anyone some great map ideas? Any input on where/how you think a Golemworks map would fit into the Magnimar scene?

  • Ok, I'd suggest a horseshoe shape with three long halls, with rails along the top for moving the heavy metal pieces, These are also easy improvised traps, even if not intended as traps.

    A Series of rooms on the inside of the loop sharing a very very large fire/ crucible of molten metal. Magic item creation requires it, to say nothing of actual metal working. This allows a few neat things, like the possibility of listening (hidden) to conversations across it, pyrotechnics becoming effective, Unlike mere fire even hardass PCs will hesitate to try and run through molten metal.
    Throw in a few fire elementals or similar creatures who live in it.

    The inner rooms also probably contain the forges, thigns like triphammers for pounding metal into shape, and maybe wheelmills for making sheet metal. You could put some sort of golem-top automation in place which might attempt to grapple/disarm pcs of their weapons if they get to close thinking that they should be reforging it into bar stock of metal.

    Add air wells, with little air elementals in them, because without them the air could get pretty bad pretty quickly. If the PCs start wiping them out, there could be a suffocation trap inherant in the big crucible.

    I'm picturing the outer areas with large windows, and lots of bookshelves. Scribes (mostly low level wizards) sit there copying scrolls for the spells needed to animate the golems. An important npc should rule over this area as his own little kingdom.

    Along one of the Sides you probably have the industral equivalent of an alchemist's lab. Big vats of acid (A leak from one of those might have eteched out an early secret passage, which was later improved upon). Acid is used in a lot of metalworking processes.

    Along the other I'd suggest something like commisaries (smart people eat elsewhere) and smaller labs for testing out ideas.

    Their should be a second floor with huge tanks of water to do emergency quenching of fires or people, with pipes to get it into position running all over the floor. Hindered terrain, trap doors leading down to the first floor all over the place, dimly lit. Awesome place for a chase scene or a clandestine meeting (as all those exits make it relatively safe)

    Which books (other then the setting) have useful info on Magnimar in them?


    DivineAspect wrote:
    Which books, other than the setting, have useful info on Magnimar in them?

    There is a whole sourcebook chapter in Pathfinder #2.

    Silver Crusade

    DivineAspect wrote:
    toyrobots wrote:

    Hey everyone,

    good stuff

    I just want to say AWESOME stuff here. I love it, thank you.

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