Quick winter rules (so we can remind each other if we mess up):
1. While it snows, visibility is hampered. All perception checks and ranged attacks take a -4 penalty.
2. Every hour spent in wintry conditions causes everyone who isn't protected (by an ability, magic, heat source, or shelter) to make a fortitude saving throw with a DC of 15 + 1 per previous check. Those that fail the saving throw take 1d6 points of nonlethal damage. Those who suffer from nonlethal damage taken this way, also suffer from Hypothermia (treated as fatigued) and then frostbite if it isn't taken care of. Those who wear winter clothes get a +5 bonus on this save.
3. Entering and moving through snow takes twice as long as walking on dry ground (only moving as half as far during travel). For combat, that means it cost 2 squares of movement to walk through snow for every one square of movement.
(snowshoes weren't sold at Heldren... so you have to make your own. DC 15 craft (shoes))
Player Initiative Macro
[dice=Raseri Initiative]d20 + 1[/dice]
[dice=Mable Initiative]d20 + 0[/dice]
[dice=Tiel Initiative]d20 + 3[/dice]
[dice=Tobias Initiative]d20 + 3[/dice]
[dice=Lies Initiative]d20 + 4[/dice]
Player Perception Macro
[dice=Raseri Perception]d20 + 5[/dice]
[dice=Mable Perception]d20 + 7[/dice]
[dice=Tiel Perception]d20 + 2[/dice]
[dice=Tobias Perception]d20 + 6[/dice]
[dice=Lies Perception]d20 + 5[/dice]