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.
[SBLOCK=OOC]Acrobatic:
Acrobatic (1d20+12=29)
Thievery:
Thievery (1d20+14=33, 1d20+14=22, 1d20+14=23, 1d20+14=32)
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.[/SBLOCK]