arrow_back   GS2 Tower of Power Level 2: Iron and Steam
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June 19th, 2025, 1:15AM UTC

complete
Archived in Table History

Level

2

Players

3 - 6

computer VTT: Roll20
3 hours $15 5XP
Yrsam close

Time Zone

EDT

Location

montreal

Discord

yrsam#0

frederick potvin
he/him GM, Player 1 year 37 tables played 211 hosted

Style

improv and challenging combat

Experience

Very Experienced

Very Experienced

#Dungeon Crawl
#Puzzles
#Survival

You have made it to the second level of Farcaller's tower. But the bare stone rooms of the previous floor have given way to metal and the constant whirring of machinery. Beyond the complex puzzles and strange technologies, you sense something else. The heavy footfalls of a metal monster creeping ever closer..

Created by Stephen Radney-MacFarland

Players (4/6)

Jbird
Jbird close

Time Zone

PDT

Discord

horsemoney2712

Jbird
she/her Player 2 months 64 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
This bag is filled with tar, resin, and other sticky substances. As an action, you can throw this bag up to 20 feet, at which point the bag bursts open, and the sticky goo bursts out. Make a ranged attack against a creature, treating the tanglefoot bag as an improvised weapon. On a hit, the target is restrained until it escapes (escape DC 10). On a miss, the target takes a -10-foot penalty to its Speeds until the end of its next turn.
Quantity: 1
While wearing these bracers, you have proficiency with longbows and shortbows, and you gain a +2 bonus to ranged to-hit rolls and damage rolls made with such weapons.
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
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.
Smellysock
Smellysock close

Time Zone

EST

Discord

smelly_sock123

Smellysock
Player 1 week 5 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
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
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 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.
Night Wolf
Night Wolf close

Time Zone

EDT

Discord

thelonenightwolf

Michael
Player 2 months 50 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
While wearing these boots, your steps make no sound, regardless of the type of terrain you are traversing. You also have advantage on Stealth checks that rely on moving silently.
Quantity: 1
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of similar ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains its potency until it afflicts a creature, or 1 minute, at which point the poison dries or becomes useless.
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
When you drink this potion, you game a climb Speed equal to your Speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks made to climb. Drinking this potion requires a bonus action while feeding this potion to another requires an action.
Quantity: 1
This finely crafted scale mail armor grants you a +1 bonus to AC.
Quantity: 1
This robe has many extradimensional pockets of various sizes and shapes. It has 3 charges. While wearing and attuned to this item, you can expend a charge as a focused action and pull one of the following items from one of the robe’s pockets: a dagger, a lantern (filled and lit), a steel mirror, a 2-square pole, 50 feet of hempen rope, or a sack. Or you can use all three charges as a focused action and pull out one of the following items: a vial of alchemist fire, antitoxin, a potion of healing, reviving salts, or a thunderstone. Any item persists until used, or you finish a daily rest, whichever happens first. The charges for this item reset each time you finish a daily rest.
Corissa
Corissa close

Time Zone

EDT

Discord

corissa13

Jo Vazquez
she/her Player 2 months 86 tables played
63 yo retired, this pic taken for DL last May.
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
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.
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 a high-pitched jaunty jig. When you do, you summon a swarm of rats who stay under your control for 1 minute or until the swarm is dispersed.
Quantity: 1
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use a focused action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
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 cantrip 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.
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