Squirrels:
Controlled by the DM as neutral hazards, not enemies. They escalate by phase:
Phase 1: Harmless
Phase 2: Grapples, tugs, messes with gear
Phase 3: Bite, scratch, steal
Phase 4: Full mayhem—minor spells, unnatural coordination
Nutball:
The ball must be carried, not thrown or magically moved.
Players must cross into the scoring ring while holding it.
Scoring:
3–5 points wins a match (customizable for pacing)
Team loses all points if they harm a squirrel
Strategy:
Athletics, Acrobatics, Animal Handling, and Insight all matter
Use tools like ball-carriers, blockers, and squirrel whisperers