The Three Steps
HAZARD 5 +13 (trained)
Beams of magical energy fire from the Sihedrons to fan the room.
DC 23 Thievery to trick the basket on the door handle into thinking it's got a proper bead inside it, or DC 18 Stealth each round to avoid being detected by the trap
Wrathful Blast
A creature ends its turn in the room.
Beams of energy fan out of the Sihedrons on the east and west wall, causing 9d6 energy damage (DC 22 basic Reflex save) to all creatures in the room. The trap in area B4a deals 9d6 fire damage, the one in B4b 9d6 cold damage, and the one in B4c 9d6 poison damage.
Each trap resets automatically in 10 minutes.
Pathfinder #200: Seven Dooms for SandpointOGL