THE OBSIDIAN DEEP
Welcome to the Obsidian Deep
What it is: The Obsidian Deep is a lost dungeon engine buried beneath the Blackstone Ridge, originally built to stabilize the land's magic. The system is currently destabilizing, causing magical surges that warp space, motion, and perception. The hero must descend into this shifting subterranean world, navigate sensory trials, and defeat an ancient guardian, the Obsidian Warden, to restore balance to the engine’s heart.
Tone & Feel: Subterranean · ancient · shifting · resonant · steady.
Think massive grinding stone doors, the scent of ancient dust, flickering torches against endless darkness, glowing liquid runes, and the deep, rhythmic vibration of a world that is slowly waking up.
Therapeutic Lens: This module is designed for Occupational Therapists to facilitate regulation through adventure in a single-client session. The dungeon’s environmental hazards serve as metaphors for sensory processing and internal regulation, specifically targeting
Body Awareness & Grounding: Using "enchanted tools" (props like weighted pillows or resistance bands) to help the hero maintain control while navigating narrowing, tilting stairs.
Sensory Modulation & Pacing: Practicing slow, steady steps or focused breathing to move through halls of pulsing runes that respond to the player's pace.
Balance & Posture: Shifting weight and maintaining seated balance to cross a swaying void bridge suspended over darkness.
Anticipatory Grounding: Learning to settle and prepare through "anchoring stances" or "armor tightening" before facing high-intensity challenges.
Emotional Regulation under Pressure: Utilizing real-world regulation tools (Breathing, Focus, Movement) as the primary mechanic to fracture the "Stability Seals" of a colossal boss.
Fine & Gross Motor Integration: Engaging with various "mystic" textures and resistive movements to overcome physical obstacles within the narrative
All therapeutic activities are embedded as magical dungeon actions, where dice rolls add tension but do not replace the therapeutic work required to succeed.
THE OBSIDIAN DEEP: GM SCRIPT
For Occupational Therapists | Single-Client Session | Regulation Through Adventure
HOW TO USE THIS MODULE
● You may read all READ ALOUD sections verbatim.
● Follow GM DO THIS for therapy-guided gameplay.
● Dice rolls add tension but do not replace therapeutic activities.
● Regulation strategies are embedded as magical dungeon actions.
MATERIALS NEEDED (GM PREP)
Game Tools
● 2d6
● Character sheet
● Pencil
GM Props (Presented as “enchanted tools”)
● Stone, coin, or charm (focus token)
● Therapy putty or fidget (mystic clay)
● Resistance band (enchanted rope)
● Weighted object/pillow (stone cloak)
● Rocking stool or motion option (sway bridge)
● Soft chime or bell (resonance crystal)
(Client experiences these as dungeon gear, not therapy tools. Feel free to switch out the props for other items that you have available and that are relevant to the specific client)
GM DO THIS:
● Place dice, blank paper, a character sheet, and a pencil in front of the client.
● Keep all props hidden until instructed.
READ ALOUD:
“Today we’re going to play a short tabletop role‑playing game. I’ll describe the world, you’ll tell me what you want to do, and sometimes we’ll roll dice to see how it goes.”
CHARACTER CREATION (5 MIN)
GM DO THIS:
Present hero archety)pes and stats pages. Recommend: Champion, SageHealerCourtier
READ ALOUD:
"Choose a hero. This character reflects your natural strengths and how you face danger."
Ask:
● “What does your hero look like?”
● “What is one thing they are especially good at?”
Have them copy over their chosen hero onto the blank character sheet
GM DO THIS:
Have client choose one enchanted tool and provide them with the appropriate prop:
READ ALOUD:
"This item helps your hero stay steady when the dungeon grows dangerous."
ADVENTURE OVERVIEW (GM ONLY)
Deep beneath the Blackstone Ridge lies the Obsidian Deep, a lost dungeon engine built to stabilize the land’s magic. The system is destabilizing. Magical surges warp space, motion, and perception. The hero must descend, navigate the trials, and defeat the ancient guardian sealed at its heart.
SCENE 1: THE BLACKSTONE DESCENT
Purpose: Body awareness, grounding, engagement
READ ALOUD:
“The massive stone doors grind open, sending echoes rolling down into the depths. Cool air spills outward, carrying the scent of dust, stone, and ancient magic. Somewhere far below, something shifts: slow, heavy, and patient. The dungeon is awake now.”
“A single torch flickers to life at the top of the descending stair. Below it, the darkness waits.”
GM NOTE: Pause briefly. Let anticipation build. Observe posture, breathing, engagement.
"With every step, the dungeon seems to awaken."
GM DO THIS:
Ask:
● “What does your hero notice first?”
Prompt if needed:
● “Their breathing?”
● “Their balance?”
● “The weight of their armor?”
CHALLENGE:
"The stairs narrow and tilt: your hero must descend with control."
Offer 2 enchanted tools:
● Stone Cloak → deep pressure
● Steady Boots → grounding
● Focus Ring → fine motor
● Enchanted Rope → resistance
Have client use tool 30-45 seconds.
ROLL: Agility
10+ → “Your descent is steady and controlled.”
7-9 → “You wobble slightly but are able to choose a new tool and try again”
6- → “You slip, choose a new tool and try again, lose 1 hit.”
SCENE 2: THE HALL OF LIVING RUNES
Purpose: Modulation, pacing, regulation choice
READ ALOUD:
“At the base of the stairs, the stone corridor levels out. The silence deepens. Then, slowly, faint lines of glowing script begin to emerge across the walls.”
“They shimmer like liquid light, crawling across the stone in slow, pulsing waves. The air thickens slightly, charged with unseen power.”
“Ahead, the passage opens into a vast hall, alive with shifting runes.”
GM DO THIS:
Say: "The dungeon seems to respond to your pace."
Ask:
● “How does your hero move forward?”
Options:
● Slow steady steps
● Calm breathing rhythm
● Focused stance
Have client perform 30–60 seconds of chosen action.
ROLL: Heart
10+ → “The runes dim, granting safe passage.”
7-9 → “They flicker, try something else.”
6- → “A surge flares, try something else and lose 1 hit.”
SCENE 3: THE VOID BRIDGE
Purpose: Balance, posture, focus
READ ALOUD:
“As the final rune dims, the glowing symbols retreat into the stone, leaving behind a deep, humming silence. A distant wind sighs through the halls ahead. The corridor narrows, curving sharply before opening onto something vast.”
“Cold air rushes past your armor as the stone floor ends abruptly, revealing a narrow bridge suspended over endless darkness. Chains sway gently in unseen currents. Faint echoes rise from far below."
GM DO THIS:
Have client:
● Rock gently
● Shift weight slowly
● Maintain seated balance
ROLL: Agility or Mind
10+ → “Your crossing is smooth and precise.”
7-9 → “You wobble, but recover.”
6- → “The bridge lurches, lose 1 hit.”.
SCENE 4: THE SEAL OF STILLNESS
Purpose: Pre-combat grounding & regulation planning
READ ALOUD:
"Your boots touch solid ground once more. The echo of the bridge fades behind you. Ahead stands a towering obsidian gate, sealed by ancient symbols that glow faintly in the darkness. A deep, rhythmic vibration pulses from beyond the door, slow… steady… powerful. Whatever waits behind this gate is aware of your presence.
GM NOTE: This is anticipatory grounding. Allow the client to settle before boss entry
GM DO THIS:
Ask: “How does your hero prepare?”
Offer:
● Armor tightening
● Weapon focus
● Steady breathing
● Anchoring stance
Award +1 Hit
SCENE 5: THE OBSIDIAN WARDEN
READ ALOUD:
"Stone fractures. Shadows twist. From the vault rises the Obsidian Warden, a towering construct of crystal and storm energy. Its presence bends the air. Every movement sends shockwaves through the chamber. The ancient seals unlock with a thunderous crack. Stone grinds against stone as the colossal doors slowly part. Light spills outward, harsh, fractured, and alive.”
“The chamber beyond stretches wide, its floor fractured by glowing cracks. Floating shards of obsidian drift through the air, suspended by unseen forces. At the chamber’s center, something massive stirs. A towering silhouette rises from the fractured stone. The Obsidian Warden awakens.”
GM NOTE: Lower voice slightly. Slow cadence. This creates emotional intensity without fear escalation.
BOSS MECHANIC
Obsidian Warden: 5 Stability Seals (takes place of Hits)
Physical force slows it, but only steady control breaks the seals.
Each seal represents a layer of magical defense that can only be broken through: Focus, Control, Steady action, and Emotional regulation
READ ALOUD
"The chamber stretches wide before you, a vast circular arena carved from black obsidian. Deep cracks glow faintly beneath your feet, pulsing like veins of molten light. Massive crystal pillars rise from the floor, their surfaces etched with ancient runes. Floating shards of stone drift lazily through the air, caught in swirling currents of unseen energy. At the center of the chamber, the floor fractures, and something ancient begins to rise."
(Pause briefly.)
"Stone grinds. Shadows twist. A towering figure pulls itself free from the shattered floor, a guardian forged from obsidian, crystal, and stormlight. The Obsidian Warden lifts its glowing eyes toward you. The dungeon holds its breath."
THE OBSIDIAN WARDEN
Appearance:
● 12-foot-tall obsidian titan
● Glowing cracks across armor
● Slow, deliberate movements
● Voice like distant thunder
Behavior:
● Does not rage
● Does not panic
● Attacks through environmental pressure, not direct violence
COMBAT STRUCTURE
Each round follows this pattern:
Environmental Surge
Player Response Choice
Regulation Action + Roll
Narrative Resolution
ROUND 1: FIRST CONTACT
ENVIRONMENTAL SURGE
READ ALOUD:
"The moment your foot touches the chamber floor, a deep vibration ripples outward. The air thickens. Pressure builds. The stone beneath your boots hums with power. The Obsidian Warden takes a single step forward. The entire chamber trembles."
GM PROMPT:
"How does your hero react?"
Let the client describe action.
Offer options only if needed:
● Steady breathing
● Grounded stance
● Controlled movement
● Focused preparation
REGULATION ACTION
Client performs 30-60 seconds of chosen real-world regulation tool.
ROLL:
Use stat tied to strategy.
Strategy Stat
Breathing Heart
Focus Mind
Movement Agility
Grounded force Might
RESULTS:
10+ Strong Control "Your hero steadies. Energy radiates outward. One glowing seal fractures and shatters."
→ Remove 1 Stability Seal
7-9 Partial Control "Your hero holds steady, but strain ripples through their body. The seal cracks, but the pressure lingers."
→ Remove 1 Seal, lose 1 Hit OR perform grounding reset
6- Overload Surge "The pressure surges. For a moment, everything feels too intense."
→ Lose 1 Hit, Pause → brief grounding → continue
ROUND 2: RISING PRESSURE
READ ALOUD:
"The Warden responds. Its armor shifts, glowing brighter as energy surges through the chamber. Wind howls through unseen cracks. Floating shards spin faster. The dungeon itself seems to press inward."
GM PROMPT:
"What does your hero do to stay in control?"
Encourage different strategy than the previous round if appropriate.
OPTIONAL MID-FIGHT PROMPT:
"What is your hero focusing on to stay steady?"
ROUND 3: THE CHAMBER STRAINS
(Occurs after 2 seals broken)
READ ALOUD:
"Cracks spiderweb across the floor. Light surges upward in jagged beams. The Warden’s movements grow faster, more urgent. The air vibrates violently, a storm building within stone."
ENVIRONMENTAL EFFECT:
Combine two stressors: examples:
● Shaking + bright light
● Wind + pressure
● Vibration + echoing noise
GM PROMPT:
"This is the hardest part so far. What helps your hero push through?"
ESCALATION PHASE: FINAL TWO SEALS
(After 3 seals removed)
READ ALOUD:
"The chamber begins to destabilize. Pillars crack. Floating stone collides violently. Light flares with blinding intensity. The Obsidian Warden roars, not in rage, but in resistance. It refuses to fall."
MECHANICAL CHANGE:
● Environmental surges become longer and layered
● Encourage slower pacing
SAMPLE SURGE DESCRIPTIONS:
"Blinding light erupts as the floor vibrates violently beneath your feet."
"Wind howls through the chamber while pressure crushes inward from every side."
"Echoing thunder shakes your chest as glowing cracks pulse brighter and brighter."
GM PROMPT:
"This is the final push. What does your hero rely on now?"
FINAL SEAL: MOMENT OF STILLNESS
READ ALOUD:
(Slow, quiet voice)
"The chamber freezes. Light, motion, sound, everything holds perfectly still. The Obsidian Warden stands motionless before you, its final seal glowing faintly at its core. One last action will decide everything."
FINAL ROLL
Let the client choose any strategy.
10+ COMPLETE VICTORY
"A surge of calm control radiates outward. The final seal shatters in a silent explosion of golden light. The Warden cracks apart — slowly, peacefully — dissolving into drifting fragments that fade before touching the ground."
7-9 HARD-WON VICTORY
"Your hero pushes through exhaustion and strain. The final seal fractures — then bursts apart. The Warden collapses, its energy dispersing in a wave of warm light."
6- LAST STRUGGLE (FAIL FORWARD)
"Your hero stumbles, but refuses to fall."
Pause → grounding → automatic final success after regulation.
EPILOGUE: THE DUNGEON HEALS
READ ALOUD:
"Silence washes across the chamber. Cracks seal. Light dims. Floating stone drifts gently back into place. The dungeon exhales, ancient systems restoring balance. A calm warmth settles through the air. The Obsidian Deep sleeps once more."
Evidence:
Evidence:
While the published research supporting the effectiveness of TTRPGs in sensory therapy is limited 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: