THE BLACK IRON EXPRESS

Welcome to the Storm over Ironreach

What it is: The Storm over Ironreach is a high-fantasy adventure set within a massive, industrial fortress-city built into a lightning-scarred mountain. The city’s mechanical defenses and steam-powered constructs are fueled by the emotional stability of its defenders. When the "Storm of Frustration" rolls in, the gears of the city grind to a halt, and the iron walls begin to vibrate with the collective stress of the population. The hero must navigate clanging foundries, pressurized steam tunnels, and the high-voltage "Ironreach Spire" to vent emotional pressure and stabilize the city’s heart.

Tone & Feel: Industrial · metallic · pressurized · intense · grounding.

Think heavy iron gears, glowing orange furnaces, hissing steam valves, darkened metal corridors, and the smell of ozone before a lightning strike.

Therapeutic Lens: This module is designed for Occupational Therapists to facilitate emotional regulation and distress tolerance. The mechanical setting serves as a metaphor for the body’s "internal machinery," specifically targeting:

  • Distress Tolerance: Managing the "internal pressure" of high-stress, noisy environments like the Storm Market.

  • Sensory/Emotional Grounding: Using somatic resets to prevent "mechanical failure" (overwhelming feelings).

  • Impulse Control: Learning to pause and vent "steam" (intense emotions) before taking action.

  • Body Awareness: Identifying where "pressure" or "heat" is felt in the body during a crisis.

  • Problem Solving under Pressure: Utilizing emotional skills as "heroic actions" to repair the city's shattered core.

  • Self-Compassion: Reframing failures as "wear and tear" that can be repaired through regulation.

All therapeutic interventions are seamlessly integrated into the Rehab Arcade TTRPG system, where the stability of Ironreach is directly tied to the player’s ability to monitor their internal gauges and apply timely regulation strategies.


STORM OVER IRONREACH– GM SCRIPT

A Group TTRPG One‑Shot for Occupational Therapy Sessions

Target Skills: Emotional awareness, emotional regulation, frustration tolerance, flexible thinking, impulse control, teamwork
Group Size: 2–6 players

HOW TO USE THIS MODULE

● You may read all READ ALOUD sections verbatim.
 ● Follow GM DO THIS instructions to structure each task.
 ● Dice rolls add narrative tension but do not replace the therapy task.
 ● The suggested rolls support the story; allow the client to guide the narrative and attempt creative solutions, even if that means using a different stat than suggested.

BEFORE YOU BEGIN

Materials Needed

●      2d6 dice per player

●      Pencils

●      Scrap paper

●      Character sheets for each player

Tone Tips

●      Keep narration vivid and dramatic.

●      Reinforce teamwork and creative thinking.

●      Normalize mistakes as part of learning.

●      Celebrate effort, not just success.

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. The goal is to practice emotional skills through storytelling.”

“The peaceful trade city of Ironreach is under threat. A powerful arcane machine known as the Tempest Engine has become unstable, causing violent storms, mechanical creatures, and magical surges across the city.”

CHARACTER SELECTION

Let each player choose a Hero Archetype from the Rehab Arcade system:

●      Champion

●      Shadow

●      Sage

●      Courtier

●      Witch

●      Healer

GM READ ALOUD

"Each of you is a hero called to help when trouble strikes. You each have special strengths, and together, you can handle challenges no one could face alone."

Have players write:

●      Character name

●      Archetype

●      Their stats & special ability

WARM‑UP PROMPT

Ask each player: "What is one thing your hero is really good at?"

This helps build confidence and engagement.

SCENE 1 — ARRIVAL AT IRONREACH

Purpose: Build narrative investment, emotional awareness, grounding, engagement

GM READ ALOUD

The roar of wind fills your ears as your airship dips through thick, swirling clouds. The wooden deck shudders beneath your feet. Cold rain stings your face, and flashes of lightning briefly light up a massive city below.

Ironreach stretches across a jagged mountain valley—towering stone walls, spinning windmills, floating bridges, and glowing arcane cables crisscrossing between buildings. Huge metal gears slowly grind along the sides of towers, powering the city’s machinery.

But something is wrong.

Dark storm clouds churn directly above the tallest spire in the city, spiraling like a massive vortex. Thunder booms so loudly it rattles your bones. Warning bells echo through the streets as people run for cover, pulling children inside, slamming shutters closed, and shouting to one another through the rain.

As your airship touches down, the entire city seems to tremble beneath your feet. Whatever is happening here—it’s bad.

(Pause briefly and let players react.)

ENTER MASTER HALVEK

Before you can even step fully off the ship, a man in oil-stained robes and crackling arcane goggles comes running toward you. He nearly slips on the rain-slick stone, windmilling his arms before catching himself.

He skids to a stop in front of you, bent over with his hands on his knees, gasping for breath. Sparks of blue energy flicker across the metal tools hanging from his belt.

He looks up, eyes wide with relief.

“Thank the stars—you made it! I’m Master Halvek, chief engineer of Ironreach.”

He straightens and points urgently toward the towering spire at the heart of the city. Lightning crawls along glowing rails that wrap around it like a cage.

“The Tempest Engine is malfunctioning. It regulates the weather that protects Ironreach, but right now it’s completely unstable.”

Another thunderclap shakes the ground, and a distant explosion of light ripples across the tower.

Halvek swallows hard.

“We’ve never seen readings like this. If it isn’t stabilized soon, the storm will keep growing—and eventually, it will tear the city apart.”

His voice drops, tight with fear.

“You’re our last hope.”

SKILL CHECK — READING THE SITUATION

GM Prompt:

“Before you rush off, take a moment to read the situation. A few of you can try to quickly understand what’s happening.”

Have 2–3 players roll Mind or Heart.

Outcomes

10+ → You quickly piece together how serious this is—and you manage to stay calm despite the chaos. You feel steady, focused, and ready to help guide the group.

7–9 → You understand the danger, but the urgency presses in on you. You feel the weight of responsibility—and the clock is definitely ticking.

6 or less → Everything feels overwhelming. The noise, wind, and fear in the air make it hard to think clearly. You know something is wrong—but it’s difficult to sort through it all.

(Reflect their result back in the narrative.)

REGULATION PROMPT — TEAM GROUNDING MOMENT

GM Prompt (gentle, natural): “This knowing-it’s-serious moment can feel intense. Before rushing into action, what could your heroes do right now to stay focused, steady, and ready?”

Let players suggest:

●      Taking a breath

●      Making a quick plan

●      Encouraging each other

●      Pausing to think

●      Checking in as a team

Reinforce positively: “Nice—that kind of thinking helps your team stay sharp when things get stressful.”

GM READ ALOUD

Master Halvek nods, clearly relieved to see you taking control of the moment.

“Good. Stay together. The known path to the engine runs straight through the central marketplace—but the storm has already hit it hard.”

He gestures toward a wide street where shattered stalls and flashing arcane sparks flicker in the rain.

“Be careful. The city needs you.”

SCENE 2 — THE SHATTERED MARKET

Purpose: Emotional regulation under stress, teamwork, impulse control, flexible thinking

GM READ ALOUD — ARRIVAL

You race through winding stone streets toward the heart of Ironreach. The storm grows louder with every step, wind whipping your cloaks and rain slicking the ground beneath your boots. As you emerge into the central marketplace, the full force of the damage becomes clear.

Colorful merchant stalls lie shattered across the plaza. Crates tumble across the stone as gusts of wind whip through open archways. Torn awnings flap wildly overhead. Broken arcane cables spark and hiss along the ground, sending flashes of blue light dancing across puddles. Somewhere nearby, someone shouts for help.

Small figures made of crackling wind and static—storm sprites—skitter between overturned carts, their glowing eyes tracking every movement you make. The chaos is everywhere, and there’s too much happening to fix all at once.

(Pause and let players react.)

GM PROMPT — PRIORITIZATION

“There’s danger everywhere. You can’t help everyone at once. What do you focus on first?”

Let players choose. Then run 2–3 of the challenges below.

MARKET CHALLENGES

1. TRAPPED CIVILIANS

A terrified family is pinned beneath a fallen beam and shattered stone. The wind pushes against the debris, grinding it tighter. The parents clutch their child close, eyes wide with fear.

“Please—help us!”

Roll: Might or Heart

10+ With a surge of strength and teamwork, you lift the debris and pull the family free. They cling to one another, shaking but safe.

7–9 You manage to free them, but the strain is intense. Choose:

●      Take 1 hit, or

●      Lose valuable time, increasing tension in the scene.

6 or less The beam shifts dangerously. Dust fills the air. You’ll need teamwork or a creative idea to avoid disaster.

2. SPARKING POWER CONDUIT

A thick arcane cable has snapped loose, whipping wildly through the air. Each strike sends crackling bursts of lightning across the plaza. If it overloads, the explosion could level half the square.

Roll: Mind or Dexterity

10+ You carefully stabilize the cable, grounding its energy safely into the stone.

7–9 You fix it, but a burst of energy lashes out—another player must roll Agility, lose 1 hit with a failed roll.

6 or less Sparks explode outward. Everyone nearby must react quickly or suffer consequences.

3. STORM SPRITES — QUICK COMBAT

GM READ ALOUD — ENEMY INTRO

A sudden shrill screech cuts through the roar of the storm. Three small shapes peel themselves out of the swirling wind—creatures made of crackling lightning and whipping air. Their eyes glow bright white as they dart low across the shattered stone. The storm sprites circle you like hunting birds, electricity snapping between their clawed hands. With a burst of wind, they launch toward you—fast, chaotic, and unpredictable.

GM SETUP

Storm Sprites (3 total)
 Each Sprite: 1 hit

“They’re quick and hard to track, but fragile if you land a solid blow.”

COMBAT FLOW — FAST & CINEMATIC

“This will be a fast, chaotic skirmish. Everyone choose one action and roll.”

Allow one full round of actions.

Player Options (remind if needed)

●      Attack

●      Defend

●      Use magic or special ability

●      Protect a teammate

●      Use the environment creatively

ATTACK NARRATION EXAMPLES

Successful Hit: Your strike cuts cleanly through swirling wind. The sprite shrieks as its form collapses into harmless sparks.

Partial Success (7–9): You disrupt the sprite, but it lashes out as it disperses—take 1 hit or get shoved backward.

Miss (6 or less): Your attack passes through empty air as the creature darts aside. Wind slams into your chest, throwing you off balance.

SPRITE ATTACKS

If players hesitate or miss: The remaining sprites streak forward, claws crackling with energy. Everyone roll Agility , lose 1 hit with failed roll.

END OF COMBAT — RESOLUTION

With the last blow, the final sprite shatters into harmless sparks that fizzle out across the wet stone. The plaza grows momentarily quieter, leaving only the hiss of rain and the distant roll of thunder. The danger here is handled—for now.

MID-SCENE REGULATION PROMPT

Once tension rises:

“Everything is happening at once, and it’s easy to rush or panic. What helps your heroes slow things down just enough to make good choices?”

Reinforce:

●      Pausing

●      Team communication

●      Breathing

●      Planning

“That focus helps you cut through the chaos.”

TRANSITION

As the last threat fades, the marketplace grows momentarily quieter—only the roar of the storm remains. High above, lightning slams into the Tempest Tower, sending a pulse of energy through the city. Master Halvek’s voice crackles through a sending stone:

“The underground tunnels are the fastest route to the engine—but they’re unstable. Move carefully.”

SCENE 3 — THE STORM TUNNELS

Purpose: Frustration tolerance, emotional control, persistence, teamwork

GM READ ALOUD — ENTERING THE TUNNELS

You descend into Ironreach’s ancient tunnel system. Thick stone walls vibrate with the constant rumble of thunder above. Wind screams through narrow corridors, carrying dust, sparks, and the sharp scent of ozone. Spinning gears grind loudly behind metal grates, and glowing runes flicker unpredictably along the walls. Every step forward feels tense, like the city itself is holding its breath.

1. THE SHATTERED BRIDGE

Ahead, a narrow stone bridge crosses a deep chasm. Sections of it have collapsed, leaving only swaying cables and broken stone to cross. Wind howls up from below.

Each player rolls Agility.

10+ You cross smoothly, keeping your balance despite the violent wind.

7–9 You make it across, but stumble badly. Choose:

●      Take 1 hit, or

●      Drop something important.

6 or less You slip—falling toward the darkness—until a teammate grabs you. Describe how they save you.

2. THE RUNE LOCK DOORS

A massive stone door blocks your path. Ancient runes swirl across its surface, shifting patterns constantly. The air hums with unstable magic.

Roll: Mind or Heart (teamwork encouraged)

10+ You crack the rune sequence and the door slides open smoothly.

7–9 You solve it—but energy backlash forces a quick choice: push forward or pause to stabilize the magic.

6 or less The runes flare brightly. The door resists, and frustration builds.

REGULATION PROMPT — FRUSTRATION TOLERANCE

“This part is tricky and frustrating. What helps your hero stay calm and keep going when something is hard?”

Reinforce persistence strategies.

3. THE OVERLOADED ENERGY CHAMBER

A huge chamber opens ahead. Crackling arcs of magic leap between floating crystal nodes. Each pulse sends tremors through the floor.

Players must choose one strategy:

●      Slow, careful adjustments

●      Coordinated teamwork

●      Protective magic

Group Roll — Best Stat

10+ You stabilize the chamber, clearing a safe path.

7–9 You succeed, but the strain costs the team 1 collective hit (you can have players decide who takes it, choose randomly for them, or have them each roll 1 d6 and the player with the lowest roll takes the hit. Decide based on what seems appropriate for the group and the narrative).

6 or less A violent surge throws everyone backward. The path forward becomes more dangerous.

GM READ ALOUD

A massive metal door slowly grinds open. Blinding blue-white light spills into the tunnel. The roar of the Tempest Engine shakes your bones.

SCENE 4 — THE TEMPEST ENGINE

Purpose: Emotional regulation under peak stress, teamwork, flexible thinking, perseverance, self-control

GM READ ALOUD

Inside, the heart of Ironreach roars. The Tempest Engine towers overhead—enormous rings of glowing metal spin around a core of crackling lightning, sending arcs of energy snapping through the air. The entire chamber pulses like a living storm. Floating platforms hang above a bottomless drop. Rivers of glowing power surge through glass conduits in the walls. Every breath tastes sharp and electric. Heavy footsteps echo as something massive shifts in the shadows. A towering construct of stone and steel steps forward. Blue lightning crawls across its armored body. Its eyes flare with unstable energy as it raises one enormous arm.The Stormbound Sentinel has awakened. Thunder crashes overhead.

THE STORMBOUND SENTINEL — STATS

Hits: 8
Damage: 1 hit per successful attack

Special Rule — Emotional Pressure:
The battlefield is loud, bright, and chaotic. Whenever 2 or more players miss in the same round, the team must make a Group Heart Roll.

●      10+ → The team regains focus. Everyone gains +1 hit.

●      7–9 → One hero steadies themselves and gains +1 hit.

●      6 or less → The chaos rattles everyone. Each player takes -1 on their next roll.

(This models stress buildup and regulation in a subtle, mechanical way.)

BOSS PHASES

This fight uses three phases to build tension gradually.

PHASE 1 — AWAKENING PROTOCOL

GM NARRATION

The Sentinel moves with heavy, deliberate steps. Each footfall sends tremors through the platform. Gears grind inside its chest as glowing sigils begin to spin along its armor. The storm itself seems to bend around it.

BOSS ACTIONS (Choose 1 Each Round)

  1. Thunder Slam: The Sentinel smashes its fist into the platform. A shockwave ripples outward. Everyone rolls Agility, loses 1 hit on a failure.

  2. Arc Lash: Lightning whips from its arm, striking toward the nearest hero. One random player rolls Dexterity, loses 1 hit on a failure.

  3. Wind Burst: A sudden gale tears across the chamber. Players must reposition, causing disadvantage on their next roll (rolls their dice two times and takes the lower roll).

MID-FIGHT REGULATION PAUSE

At any point, allow players to call: “Team pause!”

GM PROMPT

“This fight is intense. Before continuing, how does your team steady yourselves and refocus?”

Team describes strategy:

●      Breathing together

●      Encouragement

●      Quick planning

●      Physical grounding

Roll Heart

●      10+ → Everyone gains +1 hit

●      7–9 → One hero gains +1 hit

●      6 or less → No bonus, but emotional grounding still helps narratively

PHASE 2 — SYSTEM OVERLOAD (Triggered when sentinel has 4 Hits Remaining)

GM READ ALOUD

Cracks of glowing energy begin to spread across the Sentinel’s armor. The Tempest Engine surges violently, sending arcs of lightning across the chamber. Floating platforms shake as alarms blare. The Sentinel raises both arms, and the storm intensifies.

NEW MECHANICS — ENVIRONMENTAL PRESSURE

At the start of each round, roll 1d6:

1–2 → Platform shakes: Everyone roll Agility, lose 1 hit with failed roll
 3–4 → Lightning arcs: Random player loses 1 hit
 5–6 → Safe moment: No effect

PHASE 3 — FINAL SURGE (2 Hits Remaining)

GM READ ALOUD

The Sentinel staggers. Its movements grow wild and unstable. Lightning erupts from shattered armor plates as the Tempest Engine screams behind it. This is the final moment. One last push could end the storm forever.

FINAL REGULATION CHECKPOINT

Before final attacks: “This is the most intense moment. What helps your heroes stay steady instead of rushing blindly?”

Let players describe.

All players gain +1 hit for thoughtful answers.

VICTORY — CINEMATIC RESOLUTION

With a final coordinated strike, the Sentinel shatters. Its massive form collapses into harmless stone as the storm energy dissipates into gentle light. The Tempest Engine slows. The roar fades into a deep, steady hum. Lightning withdraws into the crystal core, and warm golden light floods the chamber. Far above, clouds begin to part.

Ironreach is saved.

Master Halvek approaches, awe and gratitude in his eyes.

“You didn’t just save our city. You showed incredible teamwork, patience, and courage.”

He bows deeply.

Then ask:

●      “What part of the adventure felt hardest?”

●      “What helped your hero when things got intense?”

“What’s something you’re proud of today?”


Evidence:

Mental health is one of the best studied areas when it comes to combining TTRPGs and therapy, however there is still little published at this time. The current available evidence 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, as well as some papers that look at mental health and TTRPGs specifically:

TTRPGs as therapy

Therapeutic Utility

Zones of Regulation

Grounding

Emotional Labeling

Group Therapy