Yes, Sweetness got 5 Ongoing Damage, but have saved and will take no more. Arkavas have the opportunity to save once (Thanks to Gruff) before he takes ongoing damage. Impact could also try a Heal check before Arkavas take his saving throw at the end of his turn.
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Also, a note about the trap, Sweetness is sure that the panel can be use to disable the trap (at the opposite of the pressure plate of the force door, which was clear it couldn't be disable) and he already has done some work (2 success), but it seems working on the is not without risk.
Also, to work on the panel, you need to cross the floor again... which mean move 8 squares to reach the control panel through that corridor, and an acrobatic check allow you to tumble your speed. Also, I didn't use it the first time, but I'll allow Sweetness Tumble power to be use to move in that corridor without activating the trap. As an encounter power, he will be able to be used only once for this encounter against the traps.
"Hey! What the bloody blazes are you doing in there? Get back out here. This room may still be dangerous!"
Yikes! Radtash quickly gets out of the trapped corridor.
OOC
Sweetness and Arkavas have both saved against the damage, correct? If not, here is a heal check to help: 1d20+11=14
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Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
"Maybe can make the door open up, or turn off the trap from that panel, yep yep yep," Sweetness barked. "But maybe some healing first..."
OOC: Willing to take another try at it, unless anyone has another idea, but some healing seems to be in order first. Acrobatics at +12, with move 7 and Tumble (Encounter to shift 3 squares); Thievery at +14 with tools. I don't see an easy way for others to help, but if somebody has a creative idea...
"I could just move in and bash it down, but all that might prove is that a dead orc conducts electricity or I might just make it through." offers Gogmorthak.
"Maybe can make the door open up, or turn off the trap from that panel, yep yep yep," Sweetness barked. "But maybe some healing first..."
Allow me... Radtash offers a silent prayer to the Great Light, which washes over Sweetness and heals her wounds.
Mechanics
Healing Word on Sweetness
Effect: Sweetness can spend a healing surge and regain an additional 1d6+4=7 hit points.
__________________
Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
Bolstered by Radtash's healing energy, Sweetness made another attempt to traverse the lightning-filled corridor and tackle the control panel.
OOC: Again Acrobatics +12 (Difficulty?) to move 7 squares, and Tumble to move up to three more (object is to get to the panel without getting zapped, possibly using that area along the side of the hallway that looks clear). Thievery +14 with tools (Difficulty?; 2 successes already, total needed?)
Sweetness tries again. Tumbling down easily the hall, he returns next to the spike, where the control panel are. He continues his work, learning for his previous mistake, he works a bit longer on the control panel to see the spike extinguish, no more lightning flaring out of it.
The room safe, the people gather into it, crossing one by one the small room with holes. During that time, Sweetness take a quick look at the eastern door to find it safe. When he open it, he only see a small empty room. After Arkavas have taken a look at the south door, Gruff and Gogmorthak sligthly open it and find a large room with a brazier in the center. Seeing no danger, the group decide to first take a quick rest before continuing.
That was DC: 20 to move and DC: 22 for thievery, but the trap only triggered on less than 17. Between 17 and 21, no success, no danger.
This is a chance for a short rest, be ready for any upcoming encounter as you have passed through the trapped Hall. Also, you should tell me who give HS for the infusions.
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Sweetness, is the lightning trap permanently disabled, or could it be turned back on? If this next chamber holds bird-men, giant slimy cubes, or other enemies, it would be very entertaining to retreat into the empty room to the east and watch the lightning blast them for us.
Radtash peeks into the room with the brazier, looking for hidden traps or enemies.
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
Radtash take a look at the room. This chamber is brightly lit by a violently burning brazier of fire. Four glowing sigil circles are scribed in the floor, one per corner. Outside these feature, the room is empty.
OOC
You can't be sure without testing it, but you think the lightning trap could be reactivated properly with the panel (i.e. Thievery check). The force wall and the trapped room could probably be reactivated with the key.
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Arkavas looks into the room from under Gogmorthak's arm (he's too tall for Arkavas to look over his shoulder). The sigils hava an interesting attraction to Arkavas, but he knows he should be wary of more mundane wards.
Skill Checks
Minor: Perception = 1d20+10= looking for traps or trigger points as well as inspecting the brassiere ... I mean brazier (I always get those two confused).
Minor: Arcana = 1d20+14= to find out what the sigils do, if anything.