mcp-server-return-to-dark-tower
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
| logging | {} |
| prompts | {
"listChanged": true
} |
| resources | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
| dramatic_entrance | A dramatic tower startup sequence: connect, calibrate, play adversary sound, strobe lights, random rotate drums |
| victory_sequence | Play a victory celebration: victory sound, victory lights, drum rotation |
| defeat_sequence | Play a defeat sequence: defeat sound and defeat lights |
| monthly_transition | Transition between game months: end sound, rotate, start sound, month lights |
| dungeon_run | Set up a dungeon atmosphere: dungeon sound and idle lights |
| battle_start | Start a battle with sound and dramatic lighting |
| game_master_setup | Guide for the AI to manage a full game session — connect, calibrate, and learn available tools and resources |
| sound_browser | Browse the tower audio library, optionally filtered by category |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| tower-connection | Current connection state, calibration, and command status |
| tower-device-info | Manufacturer, model, serial, firmware, hardware revisions |
| tower-battery | Battery voltage, percentage, and monitoring configuration |
| tower-drums | Current position of all three drums |
| tower-glyphs | All 5 glyph positions and facing directions |
| tower-seals | Broken and unbroken seal status |
| tower-state | Full tower state including drums, lights, audio, beam |
| tower-audio-library | Complete list of all 113 sounds with names, indices, and categories |
| tower-light-effects | Available light effects (6) and predefined light sequences (19) |
| game-rules | Core rules — setup, turn structure, quests, battle, win/loss |
| game-adversaries | All adversaries — abilities, spawn mechanics, escalation |
| game-quests | Quest types, completion conditions, rewards |
| game-items | Equipment, potions, relics — names, effects, costs |
| game-heroes | Hero classes, starting stats, special abilities |
| game-buildings | Kingdom buildings — citadel, sanctuary, village, bazaar |
| game-lore | World lore, tower history, thematic flavor |
| game-glossary | Key terms — virtues, corruption, skulls, seals, glyphs |
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