You return to the safe zone, enter it, and rest. You weren't seen entering the safe zone by any monsters, so none should be able to disturb you. As you rest, you also silently review what you have gone through since entering the Everdeeps. Sometimes, doing so causes revelations that improve your skills or attributes, so you make sure to do so every time. As a bonus, it is a silent prayer to " ".
And your contemplation is fruitful - your health improves, and you feel better able to avoid traps.
You leave the safe zone, back into the trapped room, bypass the electric floor trap, and enter the room to the west.
It's a small room, with a glowing green mist rolling over the floor - the center of the mist seeming somewhat solid. Likely a glowing fog monster - slow, but hard to damage. By the north wall, a stonefall trap seems to have crushed another unfortunate adventurer.
HP 22/22
AP 10/10
Attack +2 (1d6+2 damage)
Defense +0 (+1 against traps)
Speed 3 <6>
Skills:
Charge (2 AP): You double your speed for the turn. Usable once per turn. If you attack something after a charge, you deal an additional 2 damage to it.
Shieldbreaker (3 AP): When you attack a creature, you can damage or destroy its shield or armor, if any, if your damage roll is high enough. Usable once per turn.
Trap sense (always on): You get +1 to Defense against traps
Equipment
Excessively large greatsword (Wielded)
Loincloth (Worn)
a) 2 iron rations
b) eternal lamp
c) golden figurine of a snake, removably mounted on a hexagonal disk.
d) golden figurine of a skull
e) triangular disk
f) journal shreds
g) golden figurine of a whale, removably mounted on a disk with 12 corners
h) 2 samples devourer flesh
$) 4 silver coins