Down 23 HP
Kelris picks himself up from the ground as the Behir dies. "Ya I am ok, Thanks for the assistance. Good thing we were still on the ground if it died while climbing the cliff face I may have gone splat." Kelris says with a smile at James.
Survival Aid James: 1d20 + 7 ⇒ (8) + 7 = 15
Are they plastic water bottles in the Desert? Tsk tsk
"On wards I think, I am still good to go." Kelris says
I'm fine with taking average, but I don't think that will be necessary if you guys rest. It will be dark in about 4 hours and there are two choices for resting at this point: Full 8 hr rest to regain all hit points/spell slots etc. Or you can spend one mythic point to rest for one hour to regain up to half your full hp as well as class features that are usable per day (rage, spell slots, performance, etc.)
Leather bottles. They're ex Aspis, so they're trying to get their act together.
With a sigh, "So be it..." My rather ignorant and short sighted
'friends' 'allies'. I only pray Nethys guides me past your foolhardy eagerness.
So, rest and then top of HP with the wand. 1 charge for me & 1 charge for Kelris. By my math, we are both at full HP now.
After hours of hiking, the scarps on the sides of the canyon gradually descend, until the whole of the terrain becomes a gradual slope encircled by distant mountains and deep chasms. The open valley offers an unobstructed view of the region, and manage to spot a campsite on a mountain nearby; the light of a campfire is clearly visible in the darkness just a few miles away. The signal soon disappears, but it is enough to confirm that you are on the right path. When you reach the campsite, over an hour later, you find a recently extinguished fire, bloodied bandages, and fresh tracks.
worms caught in the gauze. A DC 20 Kn. (dungeoneering) check reveals more information.
Perception: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Dungeon: 1d20 + 8 ⇒ (15) + 8 = 23
The cleric takes a look at the bandages. "It would seem our quarry has had issues of their own to contend with."
James looks over the camp and says "It appears so. Maybe we can catch up to them and get this over with."
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
The glassy worms are those transferred from an Akata's bite. They are parasites that infect humanoid hosts, giving them a disease known as Void Death. Those that die due to Void Death become Void Zombies, terrible undead with lashing tongues that sap the strength from their victims.
I need a DC 15 Fortitude save from everyone for moving high into the mountains. If you fail you're fatigued until you come back down from the mountainside or you heal it with magic or mythic means.
Fort vs DC 15: 1d20 + 5 ⇒ (19) + 5 = 24
After casting the bandages aside and ensuring the on no parasites on himself or allies, "Well it would seem on of our Aspis friends has begun a second journey. If he dies from his infection, he will rise as an undead and no doubt kill his associate."
Having lived near sea level his entire life James is feeling drained. Huffing and puffing he says, "I'm feeling like I just came out of a fight but I'm not recovering like I normally do."
Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7
"Hey, James. Can you carry me?" the halfling asks the large barbarian as they climb the mountain.
Fort: 1d20 + 3 ⇒ (12) + 3 = 15