arrow_back   GS1 Tower of Power Level 1: Entry
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March 11th, 2025, 9:30PM UTC

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Archived in Table History

Level

1

Players

3 - 6

computer VTT: Roll20
1.5 hours $10 5XP
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Time Zone

PDT

Location

Portland

Chris Durand
he/him Admin, GM, Player 1 year 106 tables played 299 hosted

Style

Patient, adaptable, the Player's "Forever GM"!!

Experience

Very Experienced

Lifelong gamer of all the gaming realms from Atari and TRS80 days to the modern era, Started with Dungeons and Dragons 2E, although I had an original boxed set. Created several campaign worlds for IRL TTRPG games like DnD. Service industry management professional. Avid sports fan and fantasy sports player. Head banging, rhythm and bluesing, funky disco rock and roller!

Very Experienced

#Beginner
#Learn to Play
#Lighthearted
#Dungeon Crawl
#Puzzles
#Survival

Welcome to the Tower of Power, a fast-paced dungeon crawl that will test your skills, bravery, and speed. You and your fellow adventurers have been drawn from all corners of the Moonstone Empire by the promises of treasure and fame to be found within the arcane tower of the legendary dwarven wizard, Odayond Farcaller. The door to Farcaller's Crypt has been sealed for ages, but recently, a mysterious figure has delivered the key unto the land's Archduke. Rather than hog the glory, he has graciously given adventurers such as you the incredible opportunity to delve into this ancient tower and plunder its treasures. Of course, the kingdom will take a hefty cut in exchange. As your party waits their turn, the electric excitement of possibility hangs in the air. You know only that Farcaller's magic will teleport you out in an hour, and that whatever is in the tower, it creates twice as many corpses as success stories. Smart tactics, quick thinking, and constant teamwork are the only things that will see your party to victory. With these thoughts racing through your head, you hear your party's name called. Are you ready to enter the Tower of Power and claim your place in legend?

Created by Stephen Radney-MacFarland

Players (4/6)

Abundmore
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Time Zone

PDT

Abundmore
Player 2 months 9 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 3
You regain 2d4 + 2 Hit Points when you drink this potion. Drinking the potion requires a bonus action while feeding this potion to another requires an action.
Quantity: 1
This small metal snuffbox contains dark and coarse dust. You can use a focused action to throw this dust in a 6-square cone. Every creature in the cone must make a DC 13 CON save or become unable to breathe as it starts sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating for 1 minute. If it is conscious, a creature can repeat the save at the end of each of its turns, ending the effect on a save. Undead and constructs are immune to this effect, as are creatures that don’t breathe or are immune to poison. Creatures resistant to poison damage gain a +2 bonus on saves against this effect.
Quantity: 1
This staff can only be attuned by a cleric, druid, or warlock. You can use a focused action to speak this staff’s command word and throw the staff to the ground within 2 squares of you. The staff becomes a giant constrictor snake under your control, acting on your turn. Using a quick action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, as a quick action, you can mentally command the snake if it is within 12 squares of you. If you don’t command the snake, it acts in ways natural to it as determined by the GM. If the snake is reduced to 0 HP, it dies and reverts to its staff form. When this occurs, you can’t transform the staff into a snake for the remainder of the session. The snake can be healed while in snake form, but it has 0 LF and can’t gain LF by any means. Any HP the snake loses while in snake form is only healed naturally at the end of the session, at which point it regains all lost HP.
Quantity: 1
Once per day, this weapon can be activated by its wielder as a bonus action. When activated, the next attack the wielder makes with this weapon before the end of their turn gains a +1 bonus to attack and damage rolls.
giloteen
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Time Zone

EDT

giloteen
he/him Player 2 weeks 14 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
Once per day, this weapon can be activated by its wielder as a bonus action. When activated, the next attack the wielder makes with this weapon before the end of their turn gains a +1 bonus to attack and damage rolls.
Quantity: 1
While wearing these goggles, you possess darkvision 12 squares. If you already have darkvision, it extends the range of that darkvision by 12 squares.
Quantity: 1
This prism has 3 charges. While you are holding it, you can use a focused or quick action to speak one of three command words and use one of its charges to gain one of the following effects: • Uttering the first command word while using a quick action causes the gem to shed bright light in a 6-square radius and dim light for an additional 6 squares. This effect lasts until you use a quick action to repeat the command word or you utter another of the gem’s command words. Using the gem this way doesn’t require you to expend one of its daily charges. • Uttering the second command word, using a focused action, and expending one of its charges, cause the gem to fire a brilliant beam of light at one creature you can see within 12 squares. The creature must make a DC 13 CON save or become blinded for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. • Uttering the third command word, using a focused action, and expending three of its charges, cause the gem to flare with blinding light in a 6-square cone originating from you. Each creature in the cone must make a DC DC 13 CON save or become blinded for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. The pipe gem regains any used charges when you finish a daily rest.
Oggigi
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Time Zone

CDT

Oggigi
Player 3 months 58 tables played
survived
visibility Sheet
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Quantity: 1
This seemingly ordinary bag is made of rust-colored cloth with a simple pull-string, which seems empty though strangely heavy. Reaching inside the bag reveals the presence of a small, furry object. You can use a focused action to pull the fuzzy object from the bag and throw it up to 4 squares. When the object lands, it transforms into a creature. The type of creature it transforms into is determined by the roll of a d8 (1-rat; 2-owl; 3-mastiff; 4-goat; 5-giant goat; 6-giant boar; 7-lion; 8-brown bear). The creature is friendly to you and your companions and acts on your turn. You can use a quick action to command the creature. Without such commands, the creature acts appropriately to its nature, as determined by the GM. The creature remains for 1 hour or until it reaches 0 HP, at which point it vanishes. Once you pull a creature out of the bag, you can’t do so again until you finish a daily rest.
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Quantity: 1
While the pearl is on your person, as a reaction when you are about to sacrifice a 1st-mastery or greater mastery spell, you can speak its command word to cast that spell’s sacrifice effect without sacrificing it. Once you use the pearl, it can’t be used again until you finish a daily rest. Only a spellcaster who can cast 1st-mastery or great spells can attune this item, and you can only attune a number of pearls of power to you equal to your CHA (minimum 1).
Quantity: 1
You regain 2d4 + 2 Hit Points when you drink this potion. Drinking the potion requires a bonus action while feeding this potion to another requires an action.
Quantity: 1
This scroll bears the words of the 1st-level spell listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
Quantity: 1
This scroll bears the words of the 1st-level spell listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
Quantity: 1
This scroll bears the words of the 1st-level spell listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
Blackbelt_20002
Blackbelt_20002 close

Time Zone

EDT

Blackbelt_20002
he/him Player 1 month 9 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
You regain 2d4 + 2 Hit Points when you drink this potion. Drinking the potion requires a bonus action while feeding this potion to another requires an action.
Quantity: 1
Once per day, this armor can be activated as a reaction when you are hit by an attack. When activated, you gain a +1 bonus to Armor Class against the triggering attack, which can negate that hit.
Quantity: 1
Once per day, this weapon can be activated by its wielder as a bonus action. When activated, the next attack the wielder makes with this weapon before the end of their turn gains a +1 bonus to attack and damage rolls.
Quantity: 1
Once per day, this weapon can be activated by its wielder as a bonus action. When activated, the next attack the wielder makes with this weapon before the end of their turn gains a +1 bonus to attack and damage rolls.
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