Just a quick adaptation of the heat rules from the D&D product Sandstorm. I've grouped the damage ticks so 6 points of heat resistance doesn't provide complete immunity (the damage was always 1d6 per N amount of time as presented in Sandstorm). Making scary deserts has been on my mind with a bit of campaign planing I've been doing

.
Updated with the matching cold types for further exotic locales.
Environmental Conditions The following conditions represent the challenges of dealing with extreme weather and terrain.
Cold Exposure I (11°F to 33°F): Characters must make a Fortitude save at the end of each hour exposed to this “freezing cold” (DC 16 + 1 per additional hour without relief) or suffer 1d6 cold damage. Cold damage and
fatigue cannot be recovered naturally until the character has at least one full hour of relief from all cold exposure conditions.
Cold Protection I or better negates this condition.
Cold Exposure II (-14°F to 10°F): Characters must make a Fortitude save at the end of each 30 minutes exposed to this “gripping cold” (DC 20 + 2 per additional 30 minutes without relief) or suffer 2d6 cold damage.
Touching cold ice, metal, or stone with bare flesh inflicts 1 point of lethal damage per round. This lethal damage is subject to cold resistance.
Cold Protection I partially reduces this condition to
Cold Exposure I. Cold Protection II or better negates this condition.
Cold Exposure III (-50°F to -15°F): Characters automatically suffer 3d6 cold damage every 15 minutes they are exposed to this “numbing cold”.
Touching cold ice, metal, or stone with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on). This lethal damage is subject to cold resistance.
Cold Protection I provides no benefit in these conditions. Cold Protection II partially reduces this condition to
Cold Exposure II. Cold Protection III or better negates this condition.
Cold exposure IV (below -50°F): Characters automatically suffer 5d6 cold damage every minute they are exposed to this “killing chill”.
Touching cold ice, metal, or stone with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on). This lethal damage is subject to cold resistance.
Cold Protection I or II provides no benefit in these conditions. Cold Protection III partially reduces this condition to
Cold Exposure III. Cold Protection IV negates this condition.
Heat Exposure I (95°F to 115°F): Characters must make a Fortitude save at the end of each hour exposed to this “extreme heat” (DC 16 + 1 per additonal hour without relief) or suffer 1d6 heat damage. ACP penalties from armor or heavy clothes are applied to this save. Heat damage and
fatigue cannot be recovered naturally until the character has at least one full hour of relief from all heat exposure conditions.
Heat Protection I or better negates this condition.
Heat Exposure II (116°F to 140°F): Characters must make a Fortitude save at the end of each 30 minutes exposed to this “blistering heat” (DC 20 + 2 per additional 30 minutes without relief) or suffer 2d6 heat damage. ACP penalties from armor or heavy clothes are applied to this save.
Touching hot metal, stone, or water with bare flesh inflicts 1 point of lethal damage per round. This lethal damage is subject to heat resistance.
Heat Protection I partially reduces this condition to
Heat Exposure I. Heat Protection II or better negates this condition.
Heat Exposure III (141°F to 170°F): Characters automatically suffer 3d6 heat damage every 15 minutes they are exposed to this “blazing heat”.
Touching hot metal, stone, or water with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on). This lethal damage is subject to heat resistance.
Heat Protection I provides no benefit in these conditions. Heat Protection II partially reduces this condition to
Heat Exposure II. Heat Protection III or better negates this condition.
Heat exposure IV (171°F to 211°F): Characters automatically suffer 5d6 heat damage every minute they are exposed to this “killing heat”.
Touching hot metal, stone, or water with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on). This lethal damage is subject to heat resistance.
Heat Protection I or II provides no benefit in these conditions. Heat Protection III partially reduces this condition to
Heat Exposure III. Heat Protection IV negates this condition.