A tripwire is stretched just 3 inches off the ground between a pair of Small bushes. When it is pulled a rigged javelin launches from a concealed position.
Arrow. Ranged Weapon Attack: +12 to hit, one creature. Hit: 7 (2d6) piercing damage. A creature that takes 8 or more damage from the javelin halves its Speed until all of the damage is healed.
Trap. This trap can be detected by a passive Perception of 13 to notice the tripwire taut among the blades of high grass. If the trap is not detected, it automatically triggers a critical failure.
A group Acrobatics check allows the adventurers to safely move around the tripwire. Alternatively, a thieves’ tools check disables the trap.
Critical Failure: The adventurer (roll to randomly determine which) is targeted by the javelin and if the attack hits it becomes a critical hit.
Failure: The adventurer (roll to randomly determine for multiple failed checks) is targeted by the javelin.
Success: The adventurers evade or dismantle the trap.
Critical Success: The party evades or dismantles the trap and acquires the javelin.