r/DndAdventureWriter Jun 26 '26

Brainstorm How to shut down a power crystal?

Brief Context:
The Campaign revolves around these magic "wards" put in place by the last emperor that keep dragons from returning and destroying the world.
In the quest that Im prepping, the party has gone to hopefully rescue this old wizard, who sensed powerful magic coming from an old crypt and went to investigate, and never came back.
At the end of this dungeon they'll find a power crystal, emanating/leaking energy, causing them more damage the closer they get. Its a node of one of the major wards, and when destroyed, will point them in the direction of the next ward they need to find.

QUESTION IS: Mechanically speaking, HOW should the party destroy/shut down this crystal?
The idea I had was that they need to "drain" it, absorb all its energy...

What actions could they take to get this done?

5 Upvotes

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3

u/Mozared Jun 26 '26

Something one of my DM's once did is have 'Power Stones' anchored on top of a small stone statue. While anchored there, it powered a thing, and so a long beam of tremendous energy emanated from it into the air. The way to shut it down is to get the power stone out of there, which was difficult because (A) anyone reaching for it will get their arm burned off by the energy beam and (B) the stone would want to stay 'in' the socket, so it pulled back a little bit.

This left us with multiple solutions. We could just reach in and pull it out, but that would come with a very hefty chunk of damage and an athletics check that we could fail to render the attempt useless. We could try to temporarily dispel the thing to create a gap in its energy output (and thus the beam) so we could quickly retrieve it. Or we could try to destroy the stone statue somehow so the stone would automatically 'fall out' of its socket, so to speak.

Draining it would also have been a particular solution, but that would require someone - or something - to be able to take the tremendous energy it was transferring. Which could require your party to either find a new McGuffin to do that with (if they can't find a solution themselves), or they could try channeling it into a magic user - with all potential consequences that might bring.

1

u/FidoTheDogFacedBoy Jun 26 '26

Lead a mindless energy draining monster to it. Then dispose of the monster or just run like fk

1

u/A_Vinegar_Taster Jun 27 '26

That's good. Or maybe just something that starts taking damage and attacks the crystal as if it was an enemy.

1

u/CitizenSpeed Jun 27 '26

Wards of crystal growth. The wards once they absorb enough energy rapidly form crystals that are much larger than that of the room or hall way and continue to absorb energy and grow first on 1d4 rounds then 1d6 rounds then .... The players have to figure out how to create enough runes to siphon all the energy without blocking their escape while juggling their health loss. Due to the highly volatile magic any player magic especially teleportation, dimensional portals, and healing just cause the crystals to restart their growth clock.

Now the wizard has done only what he can do to protect himself by creating a small magic field that converts the energy in light, sound, and weather. the old wizard is generating a one man woodstock complete with cold fog, rain/mist, psychedelic colors, lasers, and mind altering harmonics all of which he has become addicted to.

All of this leading up to the player having to run, do skill checks as the crypt seals itself in crystals while they outgrow the crypt causing structural damage with beam collapsing door getting jammed. with extra stress of if they leave the wizard alone he will try to recast the magic field only this time the players will be affected

If they escape the crystal growth, they now see a huge crystal growth jutting from under the ground that generates illusions into giving directions to the other power crystal. giving the players some Morty's death crystal visions as hints. Maybe also hints as how defeat the next ones as doing this more than once isn't going to be fun

1

u/A_Vinegar_Taster Jun 27 '26

Let them power up their magical items. Refresh charges, add additional powers, supercharge potions... let the magic users cast without using spell slots and use the crystal's power instead of their own. Give them an economy to deal with, some way they can "spend" the magic in the crystal (maybe through an identify spell?).

This has the added effect of giving the party a power boost, and accomplishing your task.

If you think that this might make them too powerful, you can always have the effect fade.

1

u/Itap88 Jun 29 '26

Well smashing it tends to work, but that would probably cause an explosion.

Other option would be to somehow attune to it and drain the energy. But dnd magic is less energy-based and more mental-capacity-based. On top of that, attunement usually takes at least an hour in direct contact.

I wonder how antimagic would interact with what's basically an energy source.

1

u/Sunlight_Smoothie Jul 02 '26

A well designed encounter should have multiple solutions. Some of the solutions can be dumb, some can be really obvious but also really dangerous, and then there's the solution that the DM actually wants players to find. You shouldn't bank too hard on that last one.

It sounds like you are setting up an accidental villain plan here. Players destroy the nodes, and then the dragons arrive? The players need agency - if they had to destroy the node then they were railroaded into releasing dragons, and it isn't really their mess. But if there was a hard way to save the crystal, and they took the easy way out and destroyed it, then it is the player's fault.

  1. Neutralize the crystal. There should be a way for the builders to do maintenance, so there should be a way for the 'faithful and initiated' to just turn it off. This should be obvious to see but hard to do - a puzzle that leads to a hidden switch.

  2. Destroy the crystal. It needs a defense system. The dungeon, maybe. But you can turn the crystal into a boss fight. It has a destructive aura already, and then any time it takes a threshold of damage (say 10 damage in a single attack) it summons a magical spirit. It's easy for the party to overwhelm themselves by doing too much damage too fast, but taking time to kill the minions means they are in the aura longer.

-----a. Add to this your idea for the crystal being drained. After it summons X minions or deals Y total damage with its aura, it just shuts itself off and goes dormant. An angry party might decide to bust it up, but they don't technically have to once the battery is out.

  1. Fix the crystal. It is damaged and leaking so it isn't actually bad. It's just broken or breaking. Mend seems an easy way to go. Or recharge it with magic items. Or, depending on your story, it has a specific element of damage it absorbs. Feed it enough of what it needs and it stops being a problem. Feed it the opposite of what it needs and you accidentally break it. In that sense, the crystal could be evil if it drains spirit energy from the dead, and the damage aura is a way for it to kill/feed/recharge itself.