THE EMERALD OVERGROWTH
Welcome to the Emerald Overgrowth
What it is: The Emerald Overgrowth is a high-fantasy tabletop adventure set within the vertical world of "The Elder Tree," a colossal ancient oak. It is a specialized mission designed for Occupational Therapy, specifically targeting gross motor control and group mobility. When players enter the forest, they must traverse a swaying vine bridge high above a canyon, navigate paths of floating toadstools, and confront a massive Blight-Beetle where every roll of the dice translates into a test of physical balance and core stability.
Tone & Feel: Enchanted · Verdant · Mystical · Urgent · Atmospheric
Think of the thick scent of pine and ancient earth, the humid air of a magical canopy, the warm golden pulse of Sun-Berries, and the rhythmic, wet clicking of an obsidian-shelled predator lurking in the shadows of the Heart Chamber.
Therapeutic Lens
Every scene is intentionally designed to create opportunities for:
Gross Motor Control: Practicing multi-directional stepping and functional squatting while navigating the "Floating Steps".
Dynamic Balance: Maintaining stability during "weight shifts" on a narrow floor-tape path to simulate a swaying vine bridge.
Functional Mobility: Engaging in gait training and purposeful ambulation while transporting "Sun-Berries" across the canyon to a Seed Bag.
Functional Strength: Executing high-repetition sit-to-stand transitions and "dodge" maneuvers to battle the Blight-Beetle from a "Forest Throne".
Postural Control: Maintaining a tall chest, pinned shoulders, and firm core while standing to "carve names" into the Bark of Heroes during character selection.
Near-Point Copying: Translating archetype stats from wall-mounted sheets to practice visual focus shifts and standing tolerance.
The player experiences a thrilling "save the tree" narrative, while the therapist delivers structured physical rehabilitation within a motivating, magical frame.
THE EMERALD OVERGROWTH
A One-Shot Adventure for Occupational Therapy (Gross Motor & Group Mobility)
MODULE OVERVIEW
Who this is for: Occupational Therapists running a group session (2-4 players).
Therapeutic Focus: Dynamic balance, functional reaching (overhead/floor), sit-to-stand transitions (squats), coordinated group movement, and weight shifting.
Duration: 60 Minutes.
Setting: The Elder Tree, a colossal ancient oak whose magical sap is being drained by a parasitic blight.
MATERIALS NEEDED (GM PREP)
Game Tools: 2d6 dice per player, Character Sheets, Pencils.
Therapy Materials ("The Forest Kit"):
The Sun-Berries: 8-10 beanbags or cones.
The Vine Bridge: A long piece of floor tape or a jump rope (8-10 feet).
The Giant Toadstools/The Floating Steps: 6-8 poly spots or floor markers.
The Forest Thrones: A sturdy chair or therapy ball for each player.
The Blight-Beetle: A printed Life Tracker with 6 circles (provided at end).
The "Writing Desk": A surface to write against, use the wall itself or a high standing-table
The Spore Vines: Suspend a piece of crepe paper, a pool noodle, or a string between two chairs/cones at approximately hip height across the middle of the path.
The Activation Stones: 3-4 small objects (cones or blocks)
SCENE 1: THE ROOTS OF ASCENSION
Focus: Postural Control, Near-Point Copying, and Social Interaction/Role-Immersion.
GM SETUP:
Elevate the Materials: Tape the Character Sheets and the Archetype List to the wall or a whiteboard at chest-to-eye height.
Positioning: Ensure there is enough space for all players to stand side-by-side. This forces a "standing tolerance" task where they must maintain an upright posture while writing, rather than slumping in a chair.
The "Writing Desk": If players need a surface to write against, use the wall itself or a high standing-table.
READ ALOUD:
"Deep within the Emerald Overgrowth, the Great Elder Tree is dying. A purple, pulsing blight is choking its branches, and the vibrant green leaves are turning to grey ash. The forest spirits, tiny flickering wisps of light, have guided you to the base of the trunk.
Before you stands the 'Bark of Heroes,' a section of the tree that only reveals itself to those brave enough to climb. To enter the hidden paths of the wood, you must first carve your names and attune your spirits to the forest. Choose your roles, will you be the blade that cuts the rot, the shield that protects the weak, or the magic that heals the wood?"
SAY:
"Select your archetype from the list on the wall. As you copy your stats onto your sheet, remember: a hero of the Elder Tree stands tall like the oak itself. Keep your feet planted firmly, your shoulders back, and your head held high as you write."
GM INSTRUCTIONS (The "Check-In"):
While they are writing/standing, use these questions to help them build their "Mental Map" of their character and the world.
Ask the Group:
"As you look at the purple rot climbing the tree, how does your character feel? Are you angry at what’s happening to nature, or are you focused and ready for the job?"
"What does your hero’s gear look like? If you are a 'Witch,' is your staff made of twisted driftwood? If you are a 'Warrior,' is your armor covered in moss for camouflage?"
"We are about to climb hundreds of feet into the air. Is your character someone who loves the height and the wind, or are you gripping your weapon a little tighter because you’re nervous?"
GM SCRIPT FOR STAT COPYING:
If a player is leaning/slouching: "The Elder Tree only recognizes those who stand with the strength of its roots. Lift your chest up as you write down your Might stat!"
Encouraging Peer Interaction: "Look at your fellow heroes. [Player A], you’re a [ ], [Player B] is a [ ]. Tell them one reason why you’re glad they are coming on this climb with you."
READ ALOUD:
"The names you’ve written begin to glow with a soft green light. Suddenly, the massive, mossy roots in front of you groan and pull back like a heavy curtain, revealing a path that leads upward.
The air here is humid and smells of pine and ancient earth. But the path forward isn't solid ground, it’s the 'Tangled Crossing,' a single, thick vine suspended high over a rushing river of magical glowing sap. The wind is picking up, and the vine is starting to sway. To save the tree, you must cross... and you must do it now."
SCENE 2: THE TANGLED CROSSING
Focus: Dynamic Balance, Unilateral Weight Shifting, and Functional Reach (High/Low).
GM SETUP: THE PHYSICAL ENVIRONMENT
The Vine Bridge: Lay the Vine Bridge (tape or rope) across the floor. If your players use assistive devices (walkers/canes), ensure the path is wide enough for safety while still encouraging them to "stay on the line."
The Sun-Berries: Scatter 10 Sun-Berries (beanbags or cones) along the path.
High Reach: Tape 5 berries to the wall or place them on a high shelf at shoulder height or slightly above.
Low Reach: Place 5 berries on the floor or on low stools to require a squat or a deep hinge.
The Seed Bag: Place a basket or a decorated box at the very end of the vine path.
READ ALOUD:
"The forest floor is now far below you. You stand at the edge of the Tangled Crossing, a single, massive emerald vine that stretches across a canyon of swirling mists. Below the mist, you can hear the roar of the 'Sap-Falls,' a river of liquid magic that would sweep you away in an instant.
But look! Hanging from the smaller tendrils above and tucked into the mossy crevices below are the Sun-Berries. They pulse with a warm golden light. The Elder Tree needs these berries to regain its strength. You must traverse the vine, gather the berries, and place them in the Seed Bag at the far side. But be warned: the wind is fierce, and the vine is slick with ancient dew."
THE ACTIVITY: CROSSING THE VINE
GM INSTRUCTIONS:
Players must take turns "walking the vine." Each player must collect at least two berries (one high, one low) during their crossing.
SAY:
"Who will go first? Step onto the vine. To keep your balance, you’ll need to engage your core and keep your eyes on the far side. When you reach a berry, you must shift your weight carefully to grab it without falling."
THE INTERACTION (Roll 2d6 + Agility or Might):
As the player reaches for a berry, have them roll. Use the results below to narrate the action.
If the roll is 10+:
SAY: "You move with the steady focus of a forest guardian! Your feet stay locked to the vine as you reach out. You snag the Sun-Berry with ease. The forest spirits cheer in a chorus of tiny bells! Keep moving forward, you’re halfway there!"
If the roll is 7-9:
SAY: "The vine lurches under your weight! You grab the berry, but your foot slips toward the edge! (GM: Pause for tension). To steady yourself, you must shift your weight onto your left leg and hold it for 5 seconds (or perform a slow, controlled step). Phew! You caught yourself. The wind whistled through your hair, but the berry is safe. Continue to the next one."
If the roll is 6 or less:
SAY: "A sudden gust of wind catches your cloak! You wobble dangerously and drop the berry into the mists. (GM: Encourage the player). Don't look down! Take a deep breath, reset your feet, and try for the next berry. The Elder Tree is counting on you, find your center and try again!"
GM DO THIS:
Once all players have reached the "Seed Bag" and deposited their berries, have them gather around the bag.
READ ALOUD:
"As the last of you steps off the vine and onto the solid wood of the Heart Platform, you dump the Sun-Berries into the Seed Bag. They begin to glow with an intense, blinding light, and you hear a deep, resonant hum, the Elder Tree is beginning to heal!
But the Blight does not give up its hold easily. The purple rot on the walls begins to bubble and hiss. From the shadows of the canopy above, a massive shape drops onto the platform with a bone-shaking THUD. It is the Blight-Beetle, its obsidian shell dripping with poison. It stands between you and the Heart of the Tree, and it looks hungry. Heroes, prepare for battle!"
SCENE 3: THE LUMINOUS GROVE (The Floating Steps)
Focus: Multi-directional stepping, dynamic balance, and functional squatting.
GM SETUP: THE PHYSICAL ENVIRONMENT
The Floating Steps: Place 6-8 poly spots (or floor markers/paper circles) on the floor in a zig-zag or staggered pattern leading toward the "Heart Chamber."
The Spore Vines: Suspend a piece of crepe paper, a pool noodle, or a string between two chairs/cones at approximately hip height across the middle of the path.
The Activation Stones: Place 3-4 small objects (cones or blocks) on the floor, tucked under the Spore Vines.
READ ALOUD:
"You have crossed the vine, but the path to the Heart is blocked by the 'Guardian Spores.' These thick, purple vines hang low, dripping with a heavy sleep-powder. To pass, you must leap, or step carefully, across the Floating Toadstools. But there is a catch: the path is only 'unlocked' if you touch the Activation Stones hidden beneath the vines. You’ll need to stay low to avoid the spores while reaching for the stones."
GM INSTRUCTIONS:
Players must navigate the poly-spot path. When they reach the "Spore Vine" (the hurdle), they must perform a squat or a lunging reach to touch or pick up an Activation Stone without touching the hanging vine with their head or shoulders.
SAY:
"One at a time, heroes! Follow the toadstools. When you reach the low-hanging vines, sink your weight into your heels and duck low. Reach down for the Activation Stone, then step through to the other side. If you touch a vine, the spores will make your limbs feel heavy like lead!"
THE INTERACTION (Roll 2d6 + Agility or Luck):
Result 10+:
SAY: "You move like a shadow through the undergrowth! You sink into a perfect squat, grab the stone, and pop back up without a single spore touching your cloak. (GM: 'You feel a surge of energy! Gain +1 to your next attack roll.')"
Result 7-9:
SAY: "You reach the stone, but as you stand back up, your shoulder brushes a vine! A small puff of purple dust hits you. (SAY: 'Quick, shake it off! Do 5 fast arm circles to clear the dust!'). You made it through, but you feel a bit sluggish."
Result 6 or less:
SAY: "Your foot misses the toadstool and you stumble right into the thick of the vines! A cloud of sleep-powder surrounds you. (SAY: 'Your legs feel heavy! You must take 3 slow, exaggerated high-step marches to break the spell'). You reach the other side, but you’ve lost 1 'Hit' from the exhaustion."
SAY: "As the last stone is touched, the low-hanging vines wither and pull back into the ceiling. The heavy air clears, revealing a massive wooden platform,the Heart Chamber. The ground here is stained deep purple. You can hear a rhythmic, wet clicking sound coming from the ceiling..."
SCENE 4: BATTLE AT THE HEART (THE FINAL COMBAT)
Focus: High-repetition sit-to-stand transitions (squats), dynamic weight shifting, and purposeful ambulation.
GM SETUP: THE ARENA
The Forest Thrones: Position 2-4 chairs (or therapy balls for increased core challenge) in a semi-circle, spaced roughly 6-8 feet away from the wall.
The Blight-Beetle Tracker: Tape the Life Tracker to the wall at eye level.
The "Combat Zone": Ensure the floor between the chairs and the wall is clear of obstacles.
READ ALOUD:
"The ground beneath your feet trembles as a massive shadow eclipses the light of the Sun-Berries. From the canopy above, the Blight-Beetle drops! It lands with a heavy, wet thud, its six jagged legs cracking the wooden floor of the Heart Chamber.
Its shell is made of obsidian-hard rot, and its mandibles drip with a glowing purple toxin that hisses when it touches the wood. It lets out a screech that vibrates in your chest. It knows why you’re here, and it won’t let you save the tree. You are the forest’s last hope, to arms!"
THE COMBAT MECHANICS
GM INSTRUCTIONS: Combat is a "loop." Each player takes a turn to Attack. Between player turns, the Beetle will Strike Back.
1. THE PLAYER ATTACK (SAY THIS):
"To attack, you must find an opening! Stand up from your throne and prepare your strike. Roll 2d6 and add your Might (for heavy hits) or Dexterity (for precise strikes)."
2. NARRATING THE ROLL:
If the roll is 10+ (Critical Hit):
SAY: "You see a crack in its obsidian shell! Charge forward now!"
ACTION: The player walks/marches to the wall and taps the Life Tracker to cross off one circle.
SAY: "A thunderous blow! The Beetle recoils, green ichor spraying from the wound. Return to your throne and prepare for the next opening!"
If the roll is 7-9 (Success with a Cost):
SAY: "You land a hit, but the Beetle’s barbed tail swings toward your legs! You have to be fast to get out of there!"
ACTION: The player walks to the tracker to mark the hit, but must perform 3 extra sit-to-stand repetitions (or 3 deep squats) upon returning to their chair to "dodge" the tail.
SAY: "Whew! You got him, but that was a close call. Catch your breath, you’re going to need it."
If the roll is 6 or less (Failure/Countered):
SAY: "The Beetle anticipates your move! It snaps its mandibles, forcing you to jump back before you can reach it."
ACTION: The player stays at their chair (no damage dealt).
SAY: "You take 1 'Hit' of damage as the Beetle’s psychic screech rattles your focus. Sit down and steady your resolve, the next opening is coming!"
3. GM "BOSS MOVES" (SCENE TRANSITIONS)
Use these scripted moments when the Beetle reaches certain health milestones to keep the group engaged.
AT 4 HITS REMAINING (The Poison Spray):
SAY: "The Beetle is enraged! It rears up and sprays a cloud of purple spores across the room. Everyone, stay in your seats but lean as far to the left as you can to dodge! Now lean to the right! Good... the cloud is clearing. Who’s going to strike next?"
AT 2 HITS REMAINING (The Ground Slam):
SAY: "The Beetle is desperate! It begins slamming its massive front legs into the floor. The whole tree is shaking! Everyone STAND UP and hold your balance! Keep your feet wide... don't let the Tremor knock you over!" (Hold for 10 seconds). "The shaking stops, now is your chance to finish it!"
THE FINALE: THE HEART RESTORED
READ ALOUD (When the last circle is marked):
"As the final blow lands, the Blight-Beetle lets out one last rattling hiss and shatters. Not into pieces of shell, but into harmless, dry autumn leaves that catch the wind and drift away. The purple rot on the walls dissolves instantly. The Heart of the Tree, a massive glowing amber pulse in the center of the room, turns from a sickly violet to a warm, radiant gold. You feel the strength of the forest flowing back into your own limbs. The Elder Tree is saved, and its leaves whisper a song of thanks that will follow you all the way back down to the forest floor."
GM CONCLUDING TASK:
READ ALOUD: "The forest wisps surround you, their tiny voices raised in a wordless song of gratitude. The heavy, protective roots of the Elder Tree groan as they form a spiral ramp leading back down toward the forest floor, gently and safely returning you to where you began. You descend the path not just as adventurers, but as legends of the wood. Great work today, everyone. The forest is safe."
"Final check-in. Before we finish, everyone take one last deep 'Forest Breath' with me... in through the nose... and a long exhale out through the mouth. (Hold for 5 seconds). Great session today. You worked hard, you stood tall, and you saved the tree."
THE WRAP-UP DISCUSSION (Cognitive Reflection)
GM INSTRUCTIONS: Use these scripted questions to prompt the group to reflect on their physical effort and their role in the story. Listen for cognitive responses, self-correction, and expression of emotion. Encourage players to answer in complete sentences.
Ask the Group:
1. On Their Physical Journey (Gait & Balance):
"We started this climb hundreds of feet down. Out of everything we did, walking the high vine bridge, stepping across the toadstools, and the intense fight, which activity do you think your character found the most physically challenging for their unique skills, and why?" (Prompt: "Was it keeping balance on the vine, or ducking under the spores?")
2. On Their Role in the Battle (Strength & Coordination):
"The Blight-Beetle was incredibly fast and strong. Looking at your own Golden Leaf trophy, what is the one moment during the final fight that your character is the most proud of? Tell us how your character physically attacked the beast or dodged a strike."
3. On Group Achievement (Social Integration):
"No one can climb a tree this large or fight a beast this strong alone. Tell me about one moment today where you saw another hero do something physically incredible. Let’s praise your teammates!"
4. Looking Ahead (Cognitive Planning/Generalization):
"The forest spirits will always remember the heroes of the Emerald Overgrowth. If your character were to adventure again, which of their physical skills, their strength, agility, or balance, do they feel they need to practice and improve before the next great challenge?"
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: