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Ballista Trap

nd tier (
Challenge
DC
Area
(less than 1 hour)

A curtain (instead of a painting) conceals a Large ballista.

Hidden behind the painting is an alcove containing a ballista (and a 50 percent chance of a Minor Treasure). A floor-level tripwire stretches from the wall below the painting to the opposite wall. A creature that walks across the floor trips the wire, triggering a Critical Failure.

Exploration. A distant examination of the painting reveals that it is riddled with punctures. A creature that makes an up-close Investigation check automatically discovers the alcove behind the painting but may trigger the trap. A Perception check or an examination of the floor reveals a taut wire strung across the floor.

Tripwire. Sweeping the floor with a pole or other object triggers the trap harmlessly. A creature aware of the tripwire may simply step over it.

Possible Solutions
  • A creature aware of the tripwire can make a thieves’ tools check to disarm it.

Potential Outcomes

Critical Failure. The ballista makes a ranged attack with advantage against each creature in a 5-foot-wide line, attacking with a +7 bonus and dealing 27 (5d10) piercing damage on a hit. Once fired, the ballista can’t fire again until the trap is reset

Failure. As a Critical Failure, but the attack is not made with advantage .

Success or Critical Success. The trap is disabled.