My players are preparing to go traveling in the middle of winter and I started to pencil down some additional hazards more specific for winter. Any thoughts, comments or ideas?
Severe Cold: The temperature drops dramatically and freezing winds howl over the open plains. Everyone loses 10 minus their Body-rating in Endurance.
Lost in the storm: A storm whirls up a wall of white, and the characters lose their way in the wilds. Roll 1d6 and use the hexagonal pattern on the Loremster’s Map to determine what direction they end up; disregarding the direction they are heading at the moment. They will end up one days worth of travel in this direction before the guide can try and find their way again. Should the company fail to realize their mistake, they will continue in this direction until they do. Adjust the remaining number of Fatigue Tests accordingly.
Heavy Snowfall: During the night snow starts to fall and by the end of the following day it is snowing so heavy that it becomes hard to ignore. After two days of continuous snowfall travel becomes harder and harder, leaving the company slower than usual and more tired from the strenuous journey. The company loses one day’s worth of travel and 2 points of Endurance
Snow-wolves: The wolves of the plains, all white during the winter, are desperately hungry and looking for food. They will track the characters and attack them during the night. Roll 1d6 and add the number of heroes in the company to get the total number of wolves.
Any input is welcome!

/P