Thief's Trap
HAZARD 20 +40 (master) to notice that the hairline cracks on the passage walls actually form runes.
Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid.
DC 45 Thievery (master) or Dispel Magic (10th rank, counteract DC 50) to counteract the runes
Explosion
A creature crosses a rune
The runes unleash a gout of fire roaring up the chute. Anyone in the chute and within 5 feet of its openings is dealt 8d10+44 fire damage (DC 42 basic Reflex save).
Immediately thereafter, the runes emanate a 4th-rank Silence effect for 1 minute, so anyone injured in the chute can't call out for help.
The trap resets in 1 minute.
Pathfinder #156: The Apocalypse ProphetOGL