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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.

Trap on the map

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

  1. Open the Library (key L)
  2. Search for a trap in the compendium
  3. Drag the trap directly onto the map
  4. A region with trap behavior is automatically created

Method 2: Create Region Manually

  1. Switch to the Region Layer (icon in the left toolbar)
  2. Draw a new region
  3. Open the Region Settings
  4. Add a new Behavior
  5. Select DSA Trap as the behavior type
  6. Configure the trap parameters

Trap configuration

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:

  1. The game is paused (optional)
  2. The camera pans to the token
  3. A trap message appears in the chat
  4. The sound effect plays (if configured)

Trap triggered

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: