Here is a list of some relevant rolls:
Automobile: in a suburban habitat if the animals don't pay attention a \(1d6\) can occur. if the result is \(1\) a random animal will be struck by an Automobile taking \(2d6\) HP damage
This is treated like a critical hit in combat

Barrel: if the barrel contain a "strange" liquid and the animal inhale it that animal must roll a \(\text{MYS skill check Vs. DV=}7\) if it fails, the animals will be prone to stay there inhaling the strange liquid
Also all the other animals nearby must roll for a \(\text{MYS skill check Vs. DV=}7\)
1 HP damage will incur with failure but with reporting of feeling great
Licking or drinking the liquid will result in \(2d6\) damages

Blizzards:
Blizzards obscure visions and damage most exposed critters
Animals inside a blizzards have no visibility of the map and can only see 1 square around
and a party must specify their movement by numbers 1-8
(with the GM determining the direction of 1 with the other following clockwise)

Animals exposed to blizzards take 1 HP damage for every minute
until they don't reach a shelter

Broken Glass
2HP damage for stepping into a broken glass, all the animals nearby must pass a INT check against DV=7 to avoid stepping on the same shard

Caltrops
Caltrops usually goes unnoticed until someone step on it
choose one random animal and one of his foot
also all the other unaffected animal must
roll a INT skill check vs. DV=5 to avoid to step on a caltrop as well

The affected animals incurs 2 HP damage and loses use of the injured foot
now those animals have three choice:

  1. leave the caltrop, they will take 1HP damage each time the affected foot is used
  2. Groom out the caltrop: AGI skill check Vs. DV=10, each failed attempt will cause 2HP Damage
  3. Bite Out the Caltrop: Cause Core Damage 1(1d6+\text{STR Rating of biter}1)

Dust Storm
in presence of a dust storm a Private 1d6 for the GM will incur to determine the storm direction
Relative to the party: 1-2: Left,3-4: Towards, 5-6: Right
Individual animals in the party may take independent decision and they will need to decide if to move (to left or right) or stay still
Who is overtaken by the dust will incur 1-3 HP damage from inhaling it and/or will be blinded for 10 minuts

Electric Wires
if an animal touch these, they will receive a severe Electric shock and 1d6 HP Damage will incur

Fall in Water
if one of the PCs falls into a stream or pond, the GM may not announce the outcome immediately
The victim must swim while being swept by an eventual water stream before the earliest chance to crawl out

Falling Branch
In case of this, Select at random one animal and roll a 1d6, in case of 1, the selected animal will take 1d6 HP damage
an immediate action can prevent this roll

Falling Tree
on hearing a crackling noise nearby the animals can choose to run immediately or wait.
if they run: they must specify the direction (1-6 if Hexes 1-8 if Squares) the GM will roll a 1d6 (or 1d8) for the direction of the falling tree,

any animal that hare in that direction are struck by heavy branches and take 3d6 HP Dmage
any animal that hare adjacent of the falling tree are struck by a Smaller Branch take 1d6 HP Damage
The animals that remain still will need to roll a 1d6 take 2d6 HP Damage if the roll result in 1 take 4d6 HP Damage Instead

Flash Flood
in case of flood caused by rain the animals have two minute of warning
rabbits exposed to the flood may attempt to hold onto rocks or vegetation passing a STR Skill Check vs. DV=8
animals swept away incur 2d6 HP Damage

Fog
Visibility is reduced to 1 square, every 10 minutes if the result of a roll is \(2d6\ge 4\) the fog vanishes

Foxtails
Foxtails are presents in grassy areas
if a foxtail become entangled with the fur there is a risk that the foxbarb could get embedded in the skin
TO remove them without injuries roll an AGI Skill check Vs. DV=6
if it fails the foxtails will become embedded under the skin
Animals with embedded foxtails can:

  1. Leave the foxtail. every 24 hours it will incur 1HP
  2. Groom out the foxtail., roll AGI Skill check Vs. DV=10, a failed attempt cause 2 HP damage
  3. Bite Out the Foxtail: Cause Core Damage \(1d6+\text{STR Rating of biter}\)

Freezing Rain
Trees and vegetation offer little protection
If the animals don't find a solid shelter in the first few minutes of a freezing rain
they must make a CON skill check Vs. DV=6
anyone that fails incurs 2HP Damage from shivers and almost hypothermia
At the end of the rainstorm all the inanimate surfaces exposed to it will be coated in a layer of slippery ice

Walking on such terrain will require a SPD skill check Vs. DV=6 each minute or DV=8 if running
(Unaffected by: Stalking predators, Badgers, Wolverines, or Bears, or Chatters and Snowshoe Hares)

Hailstorm
a rain of large hailstones pounds the earth for 10 minutes
Trees and vegetation offer little protection
Visibility is reduced to 1 meter (see Blizzards for movement)
Unprotected Animal Every turn Make must roll a CON skill check Vs DV=6 or incur 1HP damage

Heavy Rain
a Downpour drenches everything in the vicinity for 10 minutes
Visibility is reduced to 1 meter (see Blizzards for movement)
If the animals don't find a solid shelter in the first few minutes of a heavy rain
they must make a CON skill check Vs. DV=5
anyone that fails incurs 2HP Damage from violent shivering

Jumping Cholla Cactus
Animals may enter a patch of Jumping cactus and at the slightest touch could jump from the ground and become embedded in fur and skin
Roll an AGI Check Vs. DV=5 to avoid Cholla cactus
Failure result in attachment of 1d6 spines
They can be removed by grooming causing 1 HP damage for each spine removed

Lightning
in a Downpour, Before any danger occur, usually three Lightning strike in proximity to the party
then a 1d6 roll occur and if the result is 1, a Lightning Strike immediately next to the party
causing Ground to erupt and tree to explode sending debris flying through the air
and the animal nearest the strike incurs 1d6 HP damage,
and if the damage is 6 also receive direct Electrical shock
rendering the animal unconscious with no breathing
such animal must receive immediate cure from an Empath or herbs to avoid death

But if an animal struck by Lightning survive, one trait (at random) is permanently increased by one

Mudslide
The animals have two minutes of warning
before the mudslide swipe everything below a height of 1 meter
animals have 1 combat round (6 seconds) to to something

Animals exposed may attempt to hold of rocks or vegetation with a STR Skill check vs DV=10
in case of failure occur 2d6 HP Damage

after the mudslide all feature within 50 meters are covered by a thick layer of sticky mud slowing down animals one-quarter speed

Pine Pitch
A pine Pitch that Gathers on barks can become stuck at the foot of a passing animal
the animal can pull its foot free with a skill check Vs DV=7
Failure result in the spread of the pitch in another body part or even another animal
Until then the animal is considered immobilized

Quaking Bog
Located in Marsh Habitat extends for 2 meters in all direction
Mostly harmless but Small Animals can't distinguish it from "Quicksand"
If any player character warns about "Quicksand" then all PCs perform a \(\text{MYS Skill check vs. }DV=4\)
to avoid going into shock

Quicksand
Located in Marsh Habitat extends for 2 meters in all direction
the clues of Quicksand duplicate those for "Quaking Bog"
A Small animal trapped in one need to be dragged free by someone else
Requiring a \(\text{STR skill vs. DV=}6\). failure result in both animal being mired

a animal sinks under the sand after five vigorous action (including attempts to be rescued)
Providing buoyant object like branches, vines, ropes prevent further sinking, but does not facilitate escape

Rockfall
Animals have two minutes of warning after that the have one combat round (6 seconds) before arrives,
sweeping everything exposed a height of 1 meter.

each animal exposed can attempt to dodge \(2d6\) large stones passing for each one \(\text{SPD Skill check Vs. DV}=6\).
Each Failure result in \(1-3HP\) damage (🍺 \(1d4-1\)HP Damage )

Sinkhole
when the foundation of soils fail due to corrosion it collapses into a sinkhole
the hazards is treated like a Pit Trap

if any animals falls into one, roll \(1d6\) to determinate the depth (meters)
and the animal incur \(2HP\) damage for every meter

The sinkhole could lead into a cave system, his walls are too steep to be climbed

Slip & Fall
one of the most common hazards, occur by stepping on slippery patches or misjudging a foothold.
Roll an immediate \(\text{AGI skill check Vs. DV=}7\), if failure incurs a minor injury of \(1-3HP\)
if this happen in a hazardous situation, the GM should adjust the outcome

Spanish Moss
a large mass of Spanish moss envelope one of the animal.
the effort for getting out takes 10 minutes and the animal is considered immobilized

the Spanish moss may contain: \(1d6\)
1-2: Ticks
3-4: Clear or Cloudy herb (Poisonweed)
5-6: Clear or Cloudy herb (Poisonweed) (True)

Stampede
caused by frighten cattle.
Animals have two minutes of warning after that they have one combat round (6 seconds) before arrives,
exposed animals may attempt to dodge \(1d6\) Individual cattle each requiring \(\text{SPD skill check Vs. DV=}6\)
Each Failure result in \(1-3HP\) damage (🍺 \(1d4-1\)HP Damage )

Tangle of Thorns
Animals can risk entanglement if surrounded by thorn vines.
Each animal must roll an \(\text{INT skill check against DV=}5\)
If the first attempt fail, repeated attempts will cost \(2HP\) damage

Tangle of Wire
Like Thorns but the DV for escaping is \(7\) instead of \(6\)

Last Edit: 2025-03-19
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