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Traps and Region Behavior
Last updated: 2025-01
The DSA5 system uses Foundry VTT's region system to place traps on maps. When tokens enter specific areas, traps can be triggered automatically.

What are Regions?
Regions are invisible areas on the map that can trigger specific behaviors when tokens enter or leave them. The DSA5 system adds the special behavior type DSA Trap.
Creating a Trap
Method 1: Drag Trap from Library
- Open the Library (key L)
- Search for a trap in the compendium
- Drag the trap directly onto the map
- A region with trap behavior is automatically created
Method 2: Create Region Manually
- Switch to the Region Layer (icon in the left toolbar)
- Draw a new region
- Open the Region Settings
- Add a new Behavior
- Select DSA Trap as the behavior type
- Configure the trap parameters

Trap Parameters
Basic Settings
| Parameter | Description |
|---|---|
| Name | Name of the trap |
| Description (GM) | Details visible only to the Game Master |
| Description | Description visible to players (after discovery) |
Complexity
| Level | Name | Description |
|---|---|---|
| 0 | Primitive | Simple pit traps, loose stones |
| 1 | Simple | Trip wires, simple mechanisms |
| 2 | Complex | Elaborate mechanisms, magical traps |
Trap Type
| Type | Description |
|---|---|
| Trap (Default) | General trap |
| Stone | Falling stones |
| Arrow | Projectile launchers |
| Blade | Cutting mechanisms |
| Crushing | Slamming traps |
| Slide | Collapsing floors |
| Suffocation | Gas release |
| Magical | Spell-based traps |
Trigger
| Trigger | Description |
|---|---|
| Pressure Plate | When stepped on |
| Trip Wire | When walked through |
| Lock | When opened (doors, chests) |
| Supernatural | Magical detection |
Additional Parameters
| Parameter | Description |
|---|---|
| Difficulty | Modifier for Perception/Disarm checks |
| Concealment | How well the trap is hidden |
| Damage Formula | Dice formula for damage (e.g., "2d6+4") |
| Tools | Required tools for disarming |
| Charges | How many times the trap can trigger (0 = unlimited) |
Trigger Events
You can choose which events trigger the trap:
- Token Enters Region (default)
- Token Leaves Region
- Round Start
- Round End
- Turn Start
- Turn End
Triggering a Trap
When a token enters the region:
- The game is paused (optional)
- The camera pans to the token
- A trap message appears in the chat
- The sound effect plays (if configured)

The Trap Message
Buttons appear in the chat for various actions:
- Perception: Notice the trap
- Dodge: Avoid the damage
- Damage: Apply trap damage
- Disarm: Deactivate the trap
Disarming a Trap
After successful disarming:
- The trap is marked as disarmed
- It will no longer trigger
- The status can be reset in the region behavior
Tips
- Preview: Test traps before the session
- Sound: Use appropriate sound effects for atmosphere
- Multiple Charges: For repeatedly triggering traps
- Magical Traps: Use the supernatural trigger for magical guardians
See also: