Ballista Trap CR 3
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset none
Effect Atk + 10 ranged (bolt; 3d6 plus 1d6 fire and 1 point of splash, 1d6 fire second round/X3)
The rope that triggers the trap is attached to an eye-let next to the door, then to the bottom of the door itself, so it can only be detected after the door has started to open. Opening the door all the way, or entering the room, triggers the trap.
Bandits of the Tranym. Copyright 2001, Bastion Press, Inc.