Cold

<note: dungeons are noted as "relatively cold places" - cf. Giant Scorpion>
<note: cold does send the body into 'shock', and it raises the metabolism, in theory>
<try to combine the following table with the table on page 26, if possible>
 
- - Cold Water - -
Effects of the Environment - - - WSG

    When the DM first asseses the effect of the environment
on characters && creatures, he first takes into acct. the
ET && the current wind velocity.
Other considerations may also apply in special cases, and those effects
may either augment or supersede the effects of temperature && wind velocity.

Table 4: TEMPERATURE EFFECTS <corrected: check!>
Personal Temperature Str Dex Con Land Move Attack Rolls Celsius
-40 or lower -2 / -1 -5 / -4 -2 / -1 1/2 -4 -40
-39 to -30 -2 / -1 -4 / -3 -2 / -1 1/2 -3 -39 to -34
-29 to -20 -1 / 0 -3 / -2 -1 / 0 2/3 -2 -33 to -29
-19 to -10 -1 / 0 -2 / -1 -1 / 0 2/3 -1 -28 to -23
-9 to 0 - -2 / -1 - 3/4 -1 -22 to -17
1 to 10 - -1 / 0 - 3/4 - -16 to -13
11 to 20 - -1 / 0 - - - -12 to -7

<correct this> Pink = 'your face is flushed, because you are performing strenuous activity, or you have performed strenuous activity within the last 2 turns"

<[Notes on the Temperature Effects Table : It seems that the rules are written for playability at the table, or, rather, that was a consideration in their design.
(Is that the most counter-intuitive thing you've read all day, or what?).
Specifically, the changes to Land Move && Attack Rolls, and primarily the fact that Str, Dex, Con, do not affect the ability scores per se, but checks made with those ability scores.
Maybe some things on the Temperature Damage table as well.
Would it be easier, and more realistic, to code the above as the actual ability scores?  <nope for the latter>]>

How to USE the Temperature Effects Table

    First, the DM must determine the PT for the character in question. <e>
Reading across on the appro. line will give the effects of that temperature upon the physical abilities of the character and some activities he might attempt.

STR: This column shows the reduction in a character's STR score that applies
for as long as his personal temperature remains within the indicated range. Numbers to the left of the /
indicate the reduction if the character is performing non-strenuous activity; <define>
#s to the right of the / are used when the character is performing strenuous activity, <define>
or if such activity has been performed within two <(2)> turns.
    Example: A character is walking around in an environment where his personal temperature
    is 105 degrees. If he attempts to accomplish something that
    requires a bend bars roll to succeed, the success of that attempt is
    determined as if he had a strength of one less than his actual
    score. (Any exceptional strength score is reduced to a score of 18
    for purposes of the determination.) If the character has been
    performing strenuous activity, <l> or has undertaken such activity within
    two turns of the tmie of the bend bars attempt, then success is
    determined as if the character had a strength of two less than his actual
    score. (Any exceptional strength score is reduced to 17 for purposes
    of this determination).

The columns for Dex and Con are used in much the same way
as the Str column: A character’s scores in these areas are lowered
by the indicated amount whenever an Ability Check or some
other use of the ability score is required. For purposes of these
determinations, percentile scores for a cavalier or a paladin in
dexterity and constitution are disregarded and only the part of the
score represented by a whole number is used.

Land Move gives a fraction that represents the amount of reduction
a character must take in his normal max. movement
rate at a certain PT.
    For example,
    a character with a normal maximum move of 12” can only move at 6” in an personal temperature of -30 degrees or lower.
    Round all fractional results up to the nearest whole number;
    half of 9” is 5”,
    and three-quarters of 6” is 5“.

Attack Rolls shows the penalty on “to hit” and damage rolls
that a character must take when using either a missile weapon or
a melee weapon at a certain personal temperature. This penalty
is cumulative with any penalties that may apply because of a reduction
in strength. For instance, at a temperature of 100 degrees
a character with 17 STR is treated as if he had a
strength score of 16 or 15 (depending on the kind of activity he is
engaged in). This automatically prohibits him from enjoying the
“to hit” bonus that he would normally have by virtue of his 17
strength. In addition, he takes a penalty of -2 on “to hit” and
damage rolls, as prescribed by this column of the table. A damage
result can never be reduced below 1 point as the result of
these penalties.

All of the entries on this table assume that a character is appropriately
attired and outfitted for the temperature; for instance, the
DEX penalties for cold temperatures take into account the
fact that a character has wisely clothed himself and covered his
hands - reducing his mobility and flexibility, but enabling him to
avoid the possibly fatal effects that would occur if he was not
properly protected against the elements. The effects of the environment
on a character who is not properly protected are described
later in this section.

Damage from Heat and Cold

In addition to the effects of temperature on a character’s ability
to perform certain functions (see the Temperature Effects Table,
above), extremely hot and cold temperatures can also cause
damage to a character - sometimes even if he has taken every
possible precaution to prevent such an occurrence. However, a
character who has properly outfitted himself and who allows the
conditions to govern his activity to some degree has a smaller
chance of suffering damage as a result of those conditions.

Table 9: TEMPERATURE DAMAGE TO CHARACTERS
 
Personal Temperature Unprotected: Con Unprotected: Dmg Protected: Con Protected: Dmg
-60 or lower +14 8 +9 4
-59 to -50 +13 8 +8 4
-49 to -40 +12 7 +7 3
-39 to -30 +11 7 +6 3
-29 to -25 +10 6 +5 3
-24 to -20 +10 6 +5 2
-19 to -15 +9 5 +4 2
-14 to -10 +8 5 +3 2
-9 to -5 +7 4 +2 1
-4 to 0 +6 4 +1 1
1 to 5 +5 3 0 1
6 to 10 +4 3 - -
11 to 15 +3 2 - -
16 to 20 +2 2 - -
21 to 25 +1 1 - -
26 to 30 0 1 - -
31 to 84 -- -- - -
85 to 89 0 1 - -
90 to 94 0 1 0 1
95 to 99 +1 2 0 1
100 to 104 +2 3 0 2
105 to 109 +3 3 0 2
110 to 114 +3 4 0 3
115 to 119 +5 5 0 3
120 or higher +6 6 +1 4

Damage Adjustments
 
- Cold Hot
Stationary/inactive +1 to +3 -1 to -3
Strenuous activity +1 to +2 +1 to +4
Fatigued and not resting +1 to +6 +1 to +6

Constitution Check Adjustments
 
Character level 4-6 -1
Character level 7-9 -2
Character level 10-12 -3
Character level 13-15 -4
Character level 16+ -5

How to Use the Temperature Damage to Characters Table

The DM should locate the line referring to the current
effective temperature and determine the status (protected or
unprotected) of the character in question. For general definitions
of “protected” and “unprotected,” see the section on Dressing
for the Weather.

Con: This column shows whether or not a CON Check is
required, and if so the amount of the die roll modifier for that
check. An entry of "--" means that no check is required; an entry
of “0” means that a check is required, but no die roll modifier is
used. The modifiers at the extreme ends of the table take into account
the reduction in a character’s CON score that is
called for by the Temperature Effects Table. A CON
Check should be made every three turns, and all such die rolls
are made by the DM in secret. For characters of 4th
level or higher, the adjustments given below the table should be
applied to the die roll before success or failure on the check is determined.
A failed check indicates that the character in question
has suffered damage because of the heat or cold.

Dmg: This column shows the max. amount of damage
that a character can suffer as the result of a failed CONCheck.
The actual damage suffered is either a random number
between 1 and the given maximum, or 10% of the character’s
current hit points, whichever is less. (To determine damage in the
range from 1 to 7 points, simply roll 1 d8 and reroll if a result of 8 is
obtained.) The damage figures in the table assume that a character
is engaged in normal, nonstrenuous activity. If this is not the
case, the appropriate damage adjustment given below the table
should be used; generate a random number within the prescribed
range and apply it as an addition or subtraction to the
damage figure. (The negative adjustment for being stationary or
inactive in hot weather can negate any damage that would otherwise
have been taken.)

To be eligible for a damage adjustment, a character must have
been engaged in something other than normal activity for at least
one full turn out of the three turns that elapse between CON
Checks. If more than one of the categories applies to the activity
a character has undertaken during the three-turn period, the
Dungeon Master should use the category least favorable to the
character unless common sense dictates otherwise. Example of
an exception: A character is resting in 100-degree heat when
suddenly he is ambushed. He jumps to his feet and engages in
melee combat for one turn, successfully dispatching or beating
off his attacker. He rests again afterward, and is resting when it
comes time for a CON Check. Even though he has engaged
in strenuous activity for one turn out of the three, the
DM should consider the circumstances and the
character’s intent and apply the damage adjustment for being inactive
instead of the adjustment for strenuous activity - or perhaps
make no adjustment at all, considering the fact that the
character did indeed engage in strenuous activity but it wasn’t of
his choosing.

Damage from heat or cold is different from damage that a character
takes as the result of a wound or some other physical
trauma. A character can die from the effects of hot or cold temperature,
but if he survives then he can regain hit points lost from
heat or cold at the rate of one per hour. To be eligible for this
speedy recovery, the effective temperature for the character
must be within the tolerable range (where no Constitution Check
is required) and the character must be resting or performing only
minimal physical activity. (Building a campfire and cooking a
meal is minimal physical activity; moving at normal speed is not.)

Hypothermia:

When an unprotected character fails three consecutive
CON Checks for cold damage, or when a protected
character fails six consecutive Constitution Checks for
cold damage, he begins to suffer the effects of hypothermia. Until
he helps himself or is aided by someone else, he will lose 1 point
per turn thereafter from his physical ability scores (strength, dexterity,
and constitution) and 1 point every two turns from his wisdom
score, to a minimum of 3 in any category. If two of his
physical ability scores drop to 3, the character is incapacitated. In
1d3 turns thereafter, he falls unconscious, and 2d4 turns after
that he will die, regardless of hit points remaining.

An afflicted character can be aided by getting him into a tolerable
environment (warm enough so that no Constitution Check for
cold damage is required). As long as the effective temperature for
the victim remains tolerable, he will regain lost ability-score
points at the rate of 1 point per category per hour. Until all of his
ability scores are restored to their original levels, he will be susceptible
to a relapse if he moves back into the cold; every time he
fails a Constitution Check after re-entering the cold, he has a
50% chance of again suffering hypothermia.

Frostbite: Whenever the effective temperature for a character
is 0 or lower and his hands, feet, or ears are exposed or improperly
covered, any cold damage he suffers will affect the vulnerable
extremities first, and the character may develop frostbite.

Table 10: FROSTBITE DAMAGE TO CHARACTERS
 
Body Part Vulnerable Damage Caused To Frostbite Occurs At
Feet Feet all 4 pts.
Ears Ears all 6 pts.
Hands Hands all 8 pts.
Hands & Ears Ears 1/2, Hands 1/2 -
Feet & Ears Feet 2/3, Ears 1/3 -
Hands & Feet Feet 1/2, Hands 1/2 -
All Three Feet 1/3, Ears 1/3, Hands 1/3 -

When a character susceptible to frostbite suffers cold damage,
the first points of that damage are applied to any vulnerable extremities
for the purpose of determining whether frostbite occurs.
If more than one body part is vulnerable and the damage cannot
be distributed evenly among the parts, apply the “leftover” damage
to the body part(s) named first, making the distribution as
even as possible. Examples: If hands and ears are vulnerable
and 3 points of damage is indicated, apply 2 points to ears and 1
point to hands. If feet, ears, and hands are all vulnerable and 7
points of damage is indicated, apply 3 to feet and 2 each to ears
and hands. If all three are vulnerable and 5 points of damage is
taken, apply 2 to feet, 2 to ears, and 1 to hands.

The right-hand column of the table shows the amount of cold
damage that will cause a certain body part to become frostbitten.
Damage continues to accrue after frostbite occurs, until a body
part receives an additional four points of damage; at that point,
severe frostbite occurs.

Frostbitten ears will cause discomfort and distraction; the victim
takes a - 1 penalty on all initiative rolls, and any opponent’s
chance to surprise him is increased by 1 in 6. Severely frostbitten
ears are numb; the victim suffers no noticeable discomfort, and
the penalties given above no longer apply - but if the victim does
not treat or receive treatment for the frostbite within two turns after
it becomes severe, his ear(s) will be permanently damaged.
Frostbitten feet are a great hindrance to mobility and maneuverability
for a character on foot; he moves at one-half normal
SPEED and takes a two-step penalty to armor class in any situation
that requires dodging ability or abrupt changes of position
(such as defending himself in combat). Severely frostbitten feet
are no longer painful, and because of this the character can once
again move on foot at normal speed, but the penalty to armor
class still applies.

A victim who is riding or being carried or is otherwise elevated
so that his feet are not touching the ground does not suffer either
of the above penalties, but is still in danger of serious injury from
the frostbite. If the victim does not receive treatment for severely
frostbitten feet within one turn after the onset of that condition,
his feet will be permanently damaged.

A character with frostbitten hands has a -6 penalty to hit with
any thrown or fired missile weapon, and is -4 to hit with a melee
weapon. If his hands become severely frostbitten, the penalty to
hit with a melee weapon lessens to -2, but the -6 penalty for
missile weapons still applies. Other penalties and restrictions
may apply, depending upon the circumstances and the DM’s judgment.
For instance, it should be very difficult (if not
impossible) for the victim to make a successful Proficiency Check
for rope use. If the victim does not receive treatment for severely
frostbitten hands within two turns of the onset of that condition,
his hands will be permanently damaged.