Maps

## Map Components

The maps within Demeo are not randomly generated although there is randomization performed with every game. As each adventure has a set of approximately eight or more maps these are randomly selected for each adventure then populated randomly with the necessary map components for each play session.

## Core Components

   These components are essential to every map and always appear in every adventure module map. However the appearance of the Map Entrance and Exit can change depending on the Adventure module you are playing but there is always just one entrance and exit per map.

A Points of Interest icon is shown on the map for each location of a core map component. Depending on the level you are on these will indicate the possible location of the Map Exit so should be investigated. Although these can also be Healing Fountains or Treasure Chests as well so you may need to determine a viable path through the level in order to locate the Map Exit.

## Map Resources

Remember while the Map Entrance, Map Exit, and Map Key locations are randomized there are only one of each on every map. While Gold is distributed in piles of various amounts throughout the map. The table below shows the approximate amount of Gold, Treasure Chests, and Healing Fountains located on each map level.

 2
 3

These numbers can vary somewhat depending on the adventure but are a good guideline to help deduce if you have gathered most or all available resources.

## Obstacles and Tile Effects

There are Obstacles and Tile effects generated randomly on every map so are also part of the map components used when generating a map. You can learn more about **Maps** and the other components used during generation the **Maps** page.

### Obstacles

These are common and Adventure specific objects that are generated to appear randomly within each map. Some obstacles can not be moved through by any creature and can also prove hazardous in other ways. All of these are generated on the **Map** randomly for each level of the adventure but some can be created by monsters or even player abilities during gameplay as well.

Oil Lamp
Ice Lamp
Gas Lamp
Spider Egg
Spore Fungus

### Tile Effects

There are game mechanics that effect the map tiles themselves altering them so that they can inflict damage or status effects as creatures land on them. Some of these are generated on the **Map** randomly for each level of the adventure but some can be created by monsters or even player abilities during gameplay as well.

#### Water Tile

* A blue tile covering one square on the map when entered causes Wet status
* A water tile causing Wet status can heal some creatures primarily those within the Roots of Evil adventure.

Sources: Randomly generated on each Roots of Evil map. Created by: Brookmare, Druid Hound Master, Mother Cy

Introduced: Roots of Evil

#### Poison Tile

* A green tile covering one square that does 1 damage when any creature ends movement on that square
* Taking damage from a poison this way does not give you Poison status
* Standing on a square that becomes a Poison tile due to expansion does not cause damage

Sources: Created via abilities (e.g. Poison Bomb) or by breaking Gas Lamps

Introduced: The Black Sarcophagus (Core)

#### Slime Tile

* A pink tile on the board that causes 1 damage when any creature ends its turn on that tile

Sources: Created by movement of Slimes and Giant Slimes or by monster ability Acid Spit

Introduced: The Black Sarcophagus (Core)

## Adventure Module Map Names

### The Black Sarcophagus

This adventure module features the elven necropolis tile set and a total number of 17 maps plus the the entry area.

* The Antechamber *(Entry Area)*
* The Lesser Sepulchre
* The Upper Necropolis
* The Black Oratory
* The Nether Gate
* The Lower Catacombs

* The Banquet Hall
* The Twilight Court
* The Unhallowed Tomb
* The Grand Stairs
* The Middle Mortuary
* The Shadowy Maze

* The Accursed Effigy
* The Forbidden Library
* The Blighted Alter
* The Alfaragh Monolith *(Boss Map)*
* The Malevolent Crypt
* The Horrid Atheneum

### The Realm of the Rat King

This module features the Sunderhaven sewer tile set and a total number of 12 maps plus the entry area.

* The Manhole Entrance *(Entry Area)*
* The Junction Point
* The Influx
* The Septic Canals
* The Subworld
* The Root System

* The Sinkhole
* The Undergrounders' Home
* The Stair Well
* The Mass Grave
* The Collasped Section
* The Pipe Maze
* The Long Narrow Tunnels

### Roots of Evil

This module features the outdoor forest tile set and a total number of 8 maps plus the entry area. Although it appears there was meant to be a total of 9 maps it seems one has been omitted at this time.

* Erigh's Clearing *(Entry Area)*
* Birch Hollow
* Dale of Stillness
* Father Baak's Cottage
* Woodland Labyrinth

* Vale of Remembrance
* The Creek
* The Pondering Pond
* Druidical Sanctum