THE JURASSIC ASCENT

Welcome to the Jurassic Ascent

What it is: The Jurassic Ascent is a prehistoric tabletop adventure set within the mist-shrouded ruins of "The Forgotten Valley". It is a specialized mission designed for Occupational Therapy, specifically targeting gross motor control and functional mobility. When players enter the valley, they must navigate treacherous moss-covered stepping stones, duck beneath paralyzing spore vines, and confront a massive Allosaurus where every movement tests their physical balance and core stability.

Tone & Feel: Prehistoric · Jungle · Primal · High-Stakes · Atmospheric

Think of the thick scent of rain and ancient earth, the humid air of a hidden nursery, the bioluminescent glow of amber eggs, and the bone-shaking, rhythmic "thump" of an Apex Predator stalking through a basalt temple.

Therapeutic Lens

Every scene is intentionally designed to create opportunities for:

  • Gross Motor Control: Practicing multi-directional stepping and unilateral stance while crossing the "Dragon’s Teeth".

  • Dynamic Balance: Maintaining stability during "Sway Checks" on staggered floor markers to simulate slippery moss.

  • Functional Mobility: Engaging in gait training and "duck walks" while transporting "Amber Eggs" across the nursery to a high nest.

  • Functional Strength: Executing repeated sit-to-stand transitions and isometric wall pushes to battle the Allosaurus from a "Command Seat".

  • Postural Control: Maintaining a tall chest and firm core while standing to "log explorer credentials" during character selection.

  • Near-Point Copying: Translating archetype stats and skills from a wall-mounted character sheet to practice visual focus shifts and standing endurance.

The player experiences a thrilling "save the valley" narrative, while the therapist delivers structured physical rehabilitation within a motivating, primeval frame.


THE JURASSIC ASCENT

A One-Shot Adventure for Occupational Therapy (Gross Motor & Functional Mobility)

MODULE OVERVIEW

  • Who this is for: Occupational Therapists running a single-client session.

  • Therapeutic Focus: Dynamic weight shifting, multi-directional stepping, eccentric muscle control (squatting), and functional reach.

  • Duration: 60 Minutes.

  • Setting: The Forgotten Valley, a prehistoric land where ancient stone ruins are guarded by primeval beasts.

MATERIALS NEEDED (GM PREP)

  • Game Tools: 2d6 dice, Character Sheet, Pencil.

  • Therapy Materials ("The Survival Kit"):

    • The Stepping Stones: 5-6 colorful floor markers or "poly spots."

    • The Amber Eggs: 4-5 medium balls or yoga blocks.

    • The High Nest: A shelf or elevated surface (shoulder height).

    • The Spore Vines: A low "hurdle" (a pool noodle on two cones or a line of tape that the client will need to duck under).

    • The Guardian Tracker: A printed track with 6 circles for the Allosaurus’s health. Provided at the end of this module.

    • The Command Seat: A sturdy chair or therapy ball placed in the center of the therapy space.

    • The Sun-Dial: A bright "Target" image taped securely to the wall, approximately 6-8 feet away from the chair. Provided at the end of this module.

    • The Guardian Tracker: The printed Guardian Tracker placed on a table near the GM. Provided at the end of the module.

    • The Marker: Use a small rock or token to mark the Allosaurus’s current health.

    • The Healing Spring: Print out provided at the end of this module.

SCENE 1: THE CLIFFSIDE CAMP (Character Selection)

Focus: Postural Control, Near-Point Copying.

GM DO THIS:

  1. Place the Character Sheet on a clipboard attached to the wall at eye level or on a high standing desk.

  2. Instruct the client to remain standing while they "log their explorer credentials" (copying stats/archetype).

READ ALOUD:

"You are a Master Explorer standing at the edge of the Forgotten Valley. The air is thick with the scent of rain and ancient earth. Somewhere below, the Sun-Dial of the Ancients has been deactivated, throwing the valley into eternal shadow. To survive the trek down, you must prepare. Choose your Archetype and record your skills. Your journey begins at dawn."

SAY:

"As you write, keep your feet planted firm and your chest tall. An explorer must have a strong core before they face the wilds."

TRANSITION:

"With your gear packed, you begin the descent. The path is gone, washed away by a mudslide. To get to the valley floor, you’ll have to leap across the 'Dragon’s Teeth' rock formation."

SCENE 2: THE DRAGON’S TEETH (Dynamic Weight Shifting & Multi-Directional Stepping)

Therapeutic Focus: Dynamic balance, weight shifting, and unilateral stance (single-leg stability).

GM DO THIS (The Physical Setup):

  1. The Stones: Place 6-8 Stepping Stones (floor markers/poly spots) in a wide, staggered zig-zag pattern across the therapy space.

  2. The Distance: Ensure the distance between stones requires a purposeful, large step that forces the client to shift their entire center of mass over the lead foot.

  3. The Environment: If the client is able, place a few foam pads or "unstable" surfaces under or as the stones to simulate the slippery moss.

READ ALOUD:

"The cliff drops off into a roaring canyon. Below you, the 'Silt River' churns with thick, gray mud that can swallow a person whole. The only way across is a series of jagged, black rocks known as the Dragon’s Teeth.

The air here is humid, and the rocks are slick with prehistoric moss. As you step out onto the first stone, you see movement in the ferns on the far bank. A pack of Dilophosaurs has spotted you. They don’t attack yet, they’re waiting for you to lose your balance and fall into the mud. You must cross the Teeth with perfect precision. One slip, and you're dinosaur dinner."

THE ACTION:

The client must navigate the path. To simulate the "wobble" of the stones, they must stop and perform a Sway Check every two steps.

GM SCRIPTED ROLLS (Roll 2d6 + Agility):

  • 10+ (The Sure-Footed Explorer): * GM SAY: "Your boots find the dry spots on the rock perfectly. You’re moving with the grace of a raptor! You successfully cross to the next set of stones without a wobble. Keep that momentum going!"

    • Therapeutic Note: The client continues to the next stones with standard gait.

  • 7-9 (The Slippery Save): * GM SAY: "Wait! The stone under your right foot starts to tilt! You’re sliding toward the silt! Quick, find your center! Hold your position on just that lead leg. Don't let your other foot touch the ground for 10 seconds!" (adjust the time based on what is appropriate for the client)

    • Therapeutic Note: If they hold the unilateral stance, they recover. If they drop the foot early, they take a "hit" and continue.

    • GM SAY (After the hold): "Phew! You caught yourself just in time. The Dilophosaurs hiss in disappointment. Move forward, but watch your weight placement."

  • 6 or less (The Muddy Plunge): * GM SAY: "The moss is like ice! Your foot shoots out from under you and, SPLASH, you’re waist-deep in the thick, grasping silt! The Dilophosaurs start snapping their jaws. You have to haul yourself out before they reach the bank! Take 1 hit and give me 5 deep lunges (or 'climbing steps') to pull yourself back onto the rocks."

    • Therapeutic Note: Client performs the lunges. Mark 1 Hit on their character sheet.

    • GM SAY: "You scramble back onto the Dragon's Teeth, dripping with gray mud. You're safe for now, but that fall took a lot out of you."

TRANSITION:

"You take one final, massive leap and land on solid ground. The Dilophosaurs retreat into the shadows, realizing you aren't an easy meal. But the jungle ahead is dense and dark. To find the Temple entrance, you'll need to pass through the 'Overgrown Nursery,' where the vines move like they're alive."

SCENE 3: THE RAPTOR’S NURSERY (Squatting, Reach, & Recovery)

Therapeutic Focus: Eccentric muscle control (controlled lowering), sustained squatting, and overhead functional reach. This scene also introduces a "Rest & Recovery" mechanic for Hit Point restoration.

GM DO THIS (The Physical Setup):

  1. The Amber Eggs: Place 4-5 medium-sized balls or yoga blocks on the floor at the "Start Zone."

  2. The Spore Vines: Set up a low hurdle (pool noodle on cones or a line of tape) that the client must duck under to travel between the eggs and the nest.

  3. The High Nest: Designate a shelf or elevated surface (approximately shoulder to eye height) as the "Sanctuary."

  4. The Healing Spring: print out and place on a chair or tapped to a wall in the corner of the room

READ ALOUD:

"The jungle canopy thins, revealing a hidden cove filled with oversized, glowing ferns. This is the Raptor’s Nursery. Scattered across the mossy floor are 'Amber Eggs', ancient bioluminescent spheres that power the Sun-Dial Temple.

But there’s a catch: the air here is thick with 'Spore Vines' that hang low to the ground. If you brush against them, they release a paralyzing mist. You must retrieve the eggs one by one, ducking low to stay beneath the spores, and place them safely into the High Nest carved into the temple wall.

Wait, look there. In the corner of the nursery, a 'Primal Spring' bubbles with glowing blue water. If the journey has already taken a toll on you, you might be able to rest there and Bind your Wounds before the Allosaurus finds you."

THE RECOVERY ACTION (Regaining Hits)

GM DO THIS: If the client has lost Hits in Scene 2, offer this option before they start moving eggs.

SAY: "You look weary from the Dragon's Teeth. Do you want to take a moment at the Primal Spring to recover? To do so, you must perform a 'Meditation Squat': Sit back against the wall in a wall-sit or a deep hover and hold it for 20 seconds while you 'apply bandages' (miming the action). Then, roll Luck."

SCRIPTED ROLLS (Roll 2d6 + Luck):

  • 10+: "The spring water is miraculous! The light returns to your eyes. Regain 2 Hits."

  • 7-9: "You manage to patch yourself up, but you're still a bit stiff. Regain 1 Hit."

  • 6 or less: "A small scavenger dino nips at your bandage! You don't regain any hits, but you're ready to move."

THE MAIN ACTIVITY: THE NURSERY RUN

THE ACTION:

  1. Squat: The client performs a deep squat to pick up one "Amber Egg."

  2. Navigate: They must stay in a "duck walk" or a sustained low squat to pass under the Spore Vines.

  3. Reach: Once past the vines, they reach high (standing on tiptoes if safe) to place the egg in the High Nest.

  4. Repeat: They return (ducking again) to get the next egg.

GM SCRIPTED ROLLS (Roll 2d6 + Might or Agility):

Perform this roll after the 2nd egg is placed.

  • 10+ (The Silent Shadow):

    • GM SAY: "You move through the ferns like a ghost. You’re halfway done and the raptors haven't even twitched an eyelid. Finish the rest of the eggs, you've got this!"

  • 7-9 (The Rustling Leaves):

    • GM SAY: "A Spore Vine brushes your shoulder! Quick, freeze! (GM: Have the client hold their current physical position—whether squatting or reaching—for 15 seconds). Don't breathe... okay, the mist dissipated. You can finish the task, but the tension is rising."

  • 6 or less (The Raptor’s Cry):

    • GM SAY: "Your foot snaps a dry branch! A juvenile raptor shrieks and lunges from the brush! You have to fend it off while balancing an egg. Take 1 Hit. To escape, you must perform 10 fast 'Shadow Boxes' (punches in the air) to drive it back before placing the final egg."

TRANSITION:

"As the final Amber Egg clicks into the stone nest, the temple wall begins to hum. The eggs glow brighter and brighter until a seam appears in the rock. The door to the Inner Sanctum grinds open. You step inside, and the temperature drops instantly. You hear a heavy, rhythmic thud... thump... thump... thump. It’s not your heart. It’s the footsteps of the Allosaurus."

SCENE 4: THE ALLOSAURUS AMBUSH (Combat & Sustained Endurance)

Therapeutic Focus: Rapid sit-to-stand transitions, multi-directional gait/cardiovascular endurance, and bilateral coordination.

GM DO THIS (The Physical Setup):

  1. The Command Seat: A sturdy chair or therapy ball placed in the center of the therapy space.

  2. The Sun-Dial: A bright "Target" image taped securely to the wall, approximately 6-8 feet away from the chair.

  3. The Guardian Tracker: The printed Guardian Tracker: Allosaurus, placed on a table near the GM.

  4. The Marker: Use a small rock or token to mark the Allosaurus’s current health (starting at 6).

READ ALOUD:

"You enter the Sun-Dial Temple's heart, a massive arena made of rough-hewn basalt pillars. In the center stands the ancient Sun-Dial, its central crystal dull and lifeless. The temperature here is freezing. You have only moments before the Allosaurus finds you.

You can just see the six primary energy runes (the Target) carved high onto the wall. To power the Sun-Dial and save the valley, you must physically touch each rune, channeling your own inner light into the stone. But the temple guards itself, you cannot simply walk. The stone floor seems to absorb your energy. The only way to recharge is to rest momentarily in the central 'Command Seat' between activations.

THUMP.THUMP. The pillars shake. The shadow that enters the arena is vast. Emerging from the gloom, its crests blazing red with fury, is the Allosaurus. It fixes its icy stare on you and lets out a roar that echoes like thunder. You are not a guest; you are an intruder. The battle for the Forgotten Valley begins now!"

COMBAT SCRIPT & FLOW

Player Turn (Attack):

THE ACTION:

  1. Stand: Start seated in the Command Seat. Stand up quickly.

  2. Navigate: Move (walk, jog, or sidestep, depending on mobility goals) 6-8 feet to the wall.

  3. Touch: Perform a high bilateral reach to touch the "Target" on the wall (representing the rune).

  4. Return: Move back and sit down in the Command Seat. The turn is not complete until seated.

GM SCRIPTED ROLLS (Roll 2d6 + Might or Agility):

Perform this roll after the client returns to the chair.

  • 10+ (Lightflare Success!):

    • GM SAY: "Your hands slam onto the stone, and the rune flares with golden energy! You dive back to the seat just as the Allosaurus snaps at the air where you just stood. It hisses in frustration!

    • GM DO: "Perfect strike! Mark 1 Hit on the Guardian Tracker."

  • 7-9 (The Clumsy Contact):

    • GM SAY: "You touch the rune, but your foot slips on the basalt floor as you turn! You manage to sit down, but the Allosaurus’s powerful tail catches your shoulder!

    • GM DO: "You power the rune, but it cost you. Mark 1 Hit on the Guardian Tracker, but also Mark 1 Hit against yourself. You’re bruised, but still in the fight!"

  • 6 or less (The Raptor’s Trap):

    • GM SAY: "Before you can even reach the wall, the stone floor itself seems to rise up! A hidden pressure plate activates, sealing the rune with a heavy iron grate. You have to scramble back to the chair for safety without making contact.

    • GM DO: "No damage dealt this turn. The beast is guarding the runes well."

Guardian Turn (The Apex Predator's Strike):

THE ACTION: The Allosaurus attacks! The client must defend.

GM SCRIPTED ROLLS (Roll 2d6):

  • 10+ (The Crushing Ram):

    • GM SAY: "The Allosaurus lowers its head and charges, intending to smash the Command Seat, and you with it! Quick, brace the pillar!

    • GM DO: "(Have the client stand and perform an Isometric Wall Push: Face the wall, place both hands flat against it, and push as hard as possible for 10 seconds).

    • GM SAY (After the hold): "The impact is enormous! The pillar cracks, and dust fills the air. You take 1 Hit from the shockwave, but your quick bracing saved you from worse."

  • 7-9 (The Tail Sweep):

    • GM SAY: "The beast spins, wielding its massive tail like a club! Low sweep!

    • GM DO: "(Have the client perform a Static Squat Hold: Drop into a squat position and hold it for 10 seconds, arms extended for balance).

    • GM SAY (After the hold): "You ducked just under the tail! You stand back up, your thighs burning, but you escaped the blow. No damage taken!"

  • 6 or less (The Predator’s Mistake):

    • GM SAY: "The Allosaurus lunges, its jaws open wide, but it miscalculates the distance and crashes snout-first into a basalt pillar!

    • GM DO: "It stumbles, dazed by its own aggression. This is your chance!"

Repeat these steps until the Allosaurus reaches 0 hits and the 6th Rune is powered.

ENDING THE SESSION:

Once the Allosaurus reaches 0 Hits (The 6th Rune is powered):

READ ALOUD:

"The final energy rune is locked. The Allosaurus retreats into the shadows, defeated by the ancient power you’ve awoken. The massive basalt walls of the temple glow with that warm, golden light of the amber eggs. The eternal mist outside the temple doors begins to dissipate, revealing a breathtaking view of the valley, no longer forgotten, but vibrant and green under the first true sunrise in millennia. The valley is safe. Your mission is complete.

But as the adrenaline fades and the ancient machinery powers down, you realize the journey has left its mark on you. You sit back in the Command Seat, the Sun-Dial’s light washing over you, and take your first peaceful breath of the fresh, clean air."

POST-SESSION REVIEW & DEBRIEF

(The following questions are designed to help the client reflect on their performance, identify functional improvements, and set goals for future sessions.)

SAY:

"Great job today, Explorer. You saved the valley! Let’s take a minute to review your journal entries (your stats) and talk about the trek."

1. Physical & Functional Reflection:

  • "Which part of the journey did you find the most challenging physically? Was it stepping over the 'Dragon’s Teeth' or racing the Allosaurus?"

  • "When you had to use the 'Isometric Wall Push' to block the Allosaurus’s charge, how did your shoulders and core feel? Did that feel stronger than when we started our sessions?"

  • "We worked a lot on sustained crouching and ducking under the 'Spore Vines' to get the eggs. How do you feel that controlled movement connects to things you do at home, like reaching into the lower cabinets or picking things up off the floor?"

2. Cognitive & Emotional Reflection:

  • "When you made your character choices at the Cliffside Camp, why did you choose that specific Archetype? Do you think those skills truly helped you survive?"

  • "In the heat of the Allosaurus fight, how did you manage your frustration or fear when you missed an energy rune? What helped you refocus for your next attack?"

3. Looking Ahead (Goal Setting):

  • "You’ve mastered the Sun-Dial Temple, but the valley still has secrets. What 'new skill' would you like to level up on your Character Sheet before our next adventure?"

  • "Based on today's trek, which Gross Motor skill (balance, strength, speed) do you want to train the hardest next time so you're even more prepared?"


Evidence:

While the effectiveness of TTRPGs in gross motor therapy have not been published at this time, the evidence available suggests a positive impact. Check out the Rehab Arcade’s TTRPG page for more information about this.

Below is evidence in support of the specific interventions used throughout this one-shot:

Dynamic Balance

Sit-to-Stand

Postural Control