Voadam
Legend
So in my 5e Iron Gods (pathfinder sci-fi stuff in D&D adventure path) campaign the party did an undermining thing and toppled a haunted mobile technomage tower in the wilderness as a timber strike against a nearby unearthed giant killer robot so they would not have to fight the robot.
They knew there was a really important android brain hard drive in the tower they have been questing for, but got super pumped about making big things go boom.
I now have a 200 foot plus tower and its dungeon sub levels crashed on its side, and I am thinking it cracks open and they can do a Poseidon Adventure dungeon delve where some things are smashed, some experiments are now released and running loose as they explore, and I just shift the maps to be 90 degrees with lots of difficult terrain and difficult maneuvering to get to different rooms.
The tower is haunted by the ghost of "The Smoke Wizard" a former Technocratic League of Void Engineers technomage who does magic and tech and a mix of magitech and as a ghost still has magic but is tied to the whole tower as his lair. The technomagic tower was known to be mobile and has both magical and mad science technomagical stuff going on. He specialized in studying gasses and gaseous creatures and air magic. He was also a secret follower of the Demon of Suspicious Accidental Deaths and had various booby traps protecting his place before the collapse. His attachment to his secret technobase and his experiments there kept him attached as a ghost after the android brain's trap went off and killed him while he was trying to access its secrets.
Any suggestions on how his technomagic or ghost powers kept/keep his tower somewhat intact after crashing to the ground instead of the complete pulverization one might expect from a crashing two hundred foot tower?
This is a 5e game, but I have been using a ton of concepts from various sci-fi franchises and other game systems (such as Mage the Ascension, Werewolf the Apocalypse, and Shadowrun) so narrative stuff without a strong 5e basis is fine.
They knew there was a really important android brain hard drive in the tower they have been questing for, but got super pumped about making big things go boom.
I now have a 200 foot plus tower and its dungeon sub levels crashed on its side, and I am thinking it cracks open and they can do a Poseidon Adventure dungeon delve where some things are smashed, some experiments are now released and running loose as they explore, and I just shift the maps to be 90 degrees with lots of difficult terrain and difficult maneuvering to get to different rooms.
The tower is haunted by the ghost of "The Smoke Wizard" a former Technocratic League of Void Engineers technomage who does magic and tech and a mix of magitech and as a ghost still has magic but is tied to the whole tower as his lair. The technomagic tower was known to be mobile and has both magical and mad science technomagical stuff going on. He specialized in studying gasses and gaseous creatures and air magic. He was also a secret follower of the Demon of Suspicious Accidental Deaths and had various booby traps protecting his place before the collapse. His attachment to his secret technobase and his experiments there kept him attached as a ghost after the android brain's trap went off and killed him while he was trying to access its secrets.
Any suggestions on how his technomagic or ghost powers kept/keep his tower somewhat intact after crashing to the ground instead of the complete pulverization one might expect from a crashing two hundred foot tower?
This is a 5e game, but I have been using a ton of concepts from various sci-fi franchises and other game systems (such as Mage the Ascension, Werewolf the Apocalypse, and Shadowrun) so narrative stuff without a strong 5e basis is fine.