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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

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

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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