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ChessMess

mcp-server-return-to-dark-tower

by ChessMess

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}
logging
{}
prompts
{
  "listChanged": true
}
resources
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
tower_connectA

Connect to the Return to Dark Tower via Bluetooth LE

tower_disconnectB

Disconnect from the Return to Dark Tower

tower_calibrateA

Calibrate the tower drums. Must be connected first. The tower will rotate all drums to their home positions.

tower_statusA

Get the current tower connection status, calibration state, and battery info

tower_device_infoA

Get device information: manufacturer, model, firmware/hardware revision, serial number

tower_is_responsiveA

Active connectivity check — verifies the tower is connected and responding

tower_reconnectA

Clean up, reconnect, and recalibrate the tower in one step. Use this when tower_is_responsive returns false or the tower stops responding after going idle.

tower_set_connection_monitoringB

Enable or disable connection monitoring with optional frequency and timeout

tower_set_battery_monitoringC

Configure battery heartbeat monitoring

tower_play_soundA

Play a sound from the tower audio library by index number (1-113). Volume is 0 (loudest) to 3 (soft).

tower_play_sound_by_nameB

Play a sound by name (e.g. 'Ashstrider', 'Battle Start'). Case-insensitive lookup.

tower_list_soundsA

List all available sounds from the tower audio library, optionally filtered by category

tower_set_lightsA

Control tower lights. Set doorway lights (north/south/east/west at top/middle/bottom), ledge lights (corner positions), and base lights. Effects: off, on, breathe, breatheFast, breathe50percent, flicker.

tower_set_ledA

Set a single LED by layer and light index. Layers: 0=top ring, 1=middle ring, 2=bottom ring, 3=ledge, 4=base1, 5=base2. Light index 0-3.

tower_light_sequenceA

Play a predefined light sequence by ID (1-19). Optionally play a sound simultaneously.

tower_light_sequence_by_nameA

Play a predefined light sequence by name (e.g. 'victory', 'defeat', 'dungeonIdle', 'twinkle'). Case-insensitive.

tower_lights_onA

Turn on all 24 tower LEDs with a single command. Optionally specify an effect (0=off, 1=on, 2=breathe, 3=breatheFast, 4=breathe50%, 5=flicker); defaults to on.

tower_lights_offA

Turn off all 24 tower LEDs with a single command

tower_rotateB

Rotate all three drums to specified positions. Requires calibration. Optionally plays a sound.

tower_rotate_drumC

Rotate a single drum to a specified position. Requires calibration.

tower_random_rotateA

Randomly rotate drum levels. level: 0=all, 1=top, 2=middle, 3=bottom, 4=top+middle, 5=top+bottom, 6=middle+bottom

tower_get_drum_positionsA

Get the current position of all three drums

tower_break_sealC

Break a seal at the specified side and level. Plays the seal-breaking animation and sound.

tower_is_seal_brokenC

Check if a specific seal has been broken

tower_get_broken_sealsA

Get a list of all broken seals

tower_reset_sealsA

Reset all seals to unbroken state (in software tracking only)

tower_random_sealC

Get a random unbroken seal location

tower_get_stateA

Get the full current tower state including drums, lights, audio, and beam sensor data

tower_send_stateC

Send a complete tower state to the tower. Advanced: directly sets all tower hardware state.

tower_get_glyphsA

Get the current facing direction of all 5 glyphs (cleanse, quest, battle, banner, reinforce)

tower_get_glyphA

Get the current facing direction of a specific glyph

tower_glyphs_facingB

Get all glyphs currently facing a given direction

tower_skull_countA

Get the cumulative number of skulls that have dropped into the tower

tower_reset_skull_countA

Reset the skull drop counter to zero

Prompts

Interactive templates invoked by user choice

NameDescription
dramatic_entranceA dramatic tower startup sequence: connect, calibrate, play adversary sound, strobe lights, random rotate drums
victory_sequencePlay a victory celebration: victory sound, victory lights, drum rotation
defeat_sequencePlay a defeat sequence: defeat sound and defeat lights
monthly_transitionTransition between game months: end sound, rotate, start sound, month lights
dungeon_runSet up a dungeon atmosphere: dungeon sound and idle lights
battle_startStart a battle with sound and dramatic lighting
game_master_setupGuide for the AI to manage a full game session — connect, calibrate, and learn available tools and resources
sound_browserBrowse the tower audio library, optionally filtered by category

Resources

Contextual data attached and managed by the client

NameDescription
tower-connectionCurrent connection state, calibration, and command status
tower-device-infoManufacturer, model, serial, firmware, hardware revisions
tower-batteryBattery voltage, percentage, and monitoring configuration
tower-drumsCurrent position of all three drums
tower-glyphsAll 5 glyph positions and facing directions
tower-sealsBroken and unbroken seal status
tower-stateFull tower state including drums, lights, audio, beam
tower-audio-libraryComplete list of all 113 sounds with names, indices, and categories
tower-light-effectsAvailable light effects (6) and predefined light sequences (19)
game-rulesCore rules — setup, turn structure, quests, battle, win/loss
game-adversariesAll adversaries — abilities, spawn mechanics, escalation
game-questsQuest types, completion conditions, rewards
game-itemsEquipment, potions, relics — names, effects, costs
game-heroesHero classes, starting stats, special abilities
game-buildingsKingdom buildings — citadel, sanctuary, village, bazaar
game-loreWorld lore, tower history, thematic flavor
game-glossaryKey terms — virtues, corruption, skulls, seals, glyphs

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