arrow_back   GS1 Tower of Power Level 1: Entry
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June 4th, 2025, 2:00AM UTC

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Archived in Table History

Level

1

Players

3 - 6

computer VTT: Roll20
1.5 hours $10 5XP
Jorcal close

Time Zone

PDT

Discord

jorcal

Andrew Cruz
GM, Player 3 months 5 tables played 2 hosted

Style

N/A

Experience

Very Experienced

Dungeon master for over a decade. I play for the love of storytelling, artistic expression, and helping others.

Very Experienced

#Beginner
#Learn to Play
#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 (5/6)

Corissa
Corissa close

Time Zone

EDT

Discord

corissa13

Jo Vazquez
she/her Player 1 month 53 tables played
63 yo retired, this pic taken for DL last May.
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
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 wand can be used as an arcane implement. It can only be attuned to a creature that can cast arcane spells. This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the web spell from it (save DC 15). You can expend 3 charges from it to sacrifice and cast web (with the same DC). The wand regains all spent when you finish a daily rest.
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
You must be proficient with some wind instrument to both attune yourself to and use these pipes, and they can be used as a bardic spellcasting implement. The pipes have 3 charges. You can use a focused action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 6 squares of you that hears you play must succeed a DC 15 WIS save or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed the save. A creature that fails the save can repeat it at the end of its turns, ending the effect on itself on a success. A creature that succeeds its save against these pipes is immune to its effect for 24 hours. The pipe regains any used charges when you finish a daily rest.
AcridBrute
AcridBrute close

Time Zone

CDT

Discord

acridbrute

AcridBrute
Player 1 month 17 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
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.
Aquasbutt
Aquasbutt close

Time Zone

CDT

Discord

aquasbutt4.20

Aquasbutt
Player 1 day 3 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.
Puffensmoke420
Puffensmoke420 close

Time Zone

HDT

Discord

puffensmoke420

Puffensmoke420
he/him Player 0 days 2 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
swords This player hasn't equipped anything for this session.
Jbird
Jbird close

Time Zone

PDT

Discord

horsemoney2712

Jbird
she/her Player 1 month 31 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
While wearing these boots, your SPD becomes 6, unless your SPD is higher, and that score is not reduced when you’re encumbered or wearing heavy armor. Additionally, you can jump three times the normal distance, though you can’t jump farther than your remaining SPD would allow.
Quantity: 1
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its actions to make a DC 10 Dexterity check to extinguish the flames.
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 wand can be used as an arcane spellcasting implement. This wand has 3 charges. While holding it, you can use a focused action to expend 1 or more of its chargers to cast the magic missile spell (as a 1st-level caster). With 1 charge you can cast the spell normally; if you expend 3 charges, you can cast the spell as its sacrifice effect. The wand regains any spent charges after you finish a daily rest.
Quantity: 1
While wearing this charm, you are immune to contracting any disease. If you are already infected with a disease, the disease’s effects are suppressed while you wear the charm.
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