#AREA Pixadale~ #VERSION 11 #AUTHOR Ivor~ #DERIVATIVES ~ #COLOR 13 #HTOWN ~ #DESC ~ #RANGES 45 100 45 100 $ #SPELLLIMIT 0 #WEATHERCELL 0 0 #RESETMSG &RA bell tolls in the distance.~ #FLAGS 0 15 #CURRENCY 0 #HIGHECONOMY 0 0 0 0 0 -1 #LOWECONOMY 0 36450000 0 0 0 -1 #CLANNAME (null)~ #INFLUENCE 0 #MOBILES #35801 Pixadale Mayor~ Pixadale Mayor~ The Pixadale Mayor sits behind the desk ~ ~ 1 Clanname none~ 0 0 131075 128 1000 C 60 0 0 0d0+3000 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 4 2 0 0 1 1 0 0 0 5 0 0 0 48 2 > all_greet_prog 100~ if ispc($n) if quest(pixadale) < 1 mppause 3 mpechoat $n &CPixadale Mayor says 'Greetings $n, It is nice to see a new face' mppause 3 mpechoat $n &CPixadale Mayor says 'We seem to have been over run by a rats' mppause 3 mpechoat $n &CPixadale Mayor says 'Would you be willing to help us?' mppause 3 mpechoat $n &CIf you are willing to help '&wTYPE SAY YES&C' mptag $n questing endif endif if quest(pixadale) == 3 mppause 3 mpechoat $n &CPixadale Mayor says 'Very good my friend you have done very well' mppause 3 mpechoat $n &CPixadale Mayor says 'I will give this to you for your trouble' mppause 3 mpmset self gold 200 give $n 200 gold mppause 3 mpquest $n pixadale 4 endif ~ > speech_prog P yes~ if istagged($n, questing) mppause 3 mpechoat $n &CPixiadale Mayor says 'Thank you $n.' mprmtag $n questing mpquest $n pixadale 1 mppause 3 mpechoat $n &CPixadale Mayor says 'You will find these vermin in the basement.' endif ~ > act_prog P gives you a rat tooth.~ if quest(pixadale) == 1 mpechoat $n &CPixadale Mayor says 'Good, I see you have made progress against those rats' mpechoat $n &CPixadale Mayor says 'I have yet another job for you. Please go and kill the large rat' mpquest $n pixadale 2 endif ~ | #35802 Deputy Mayor~ Deputy Mayor~ The deputy Pixadale Mayor stands here ~ ~ 1 Clanname none~ 0 0 131075 128 1000 C 50 0 0 0d0+2000 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 4 2 0 0 1 1 0 0 0 5 0 0 0 48 2 #35803 Pixadale gate guard~ Pixadale gate guard~ A Pixadale gate guard stands here watching the gate ~ ~ 1 Clanname none~ 0 0 131075 67108992 0 C 56 0 0 0d0+3000 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 49 3 #35804 Pixadale Guard~ pixadale guard~ A Pixadale guard roams about the area ~ ~ 1 Clanname none~ 0 0 1 128 0 C 60 0 0 0d0+3000 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 49 3 #35805 dusty rat~ A dusty rat~ A dusty rat scurries about the floor ~ ~ 1 Clanname none~ 0 0 33 268435456 0 C 56 0 0 0d0+3000 0d0+0 0 0 0 0 0 0 115 115 1 13 13 13 13 13 13 13 0 0 0 0 0 50 4 0 0 1 1 0 0 0 5 0 0 0 35 2 > death_prog 100~ if quest(pixadale) == 1 mpoload 35807 mpechoat $n &CWith your final blow you knock a tooth from the rat!' endif ~ | #35806 large rat~ a large rat~ A large rat wanders around the room ~ ~ 1 Clanname none~ 0 0 33 301990016 0 C 60 0 0 0d0+3000 0d0+0 0 0 0 0 0 0 115 115 2 13 13 13 13 13 13 13 0 0 0 0 0 50 4 0 0 1 1 0 0 0 5 0 0 0 35 2 > death_prog 100~ if quest(pixadale) == 2 mpechoat $n &CReturn to the mayor for your reward! mpquest $n pixadale 3 endif ~ | #35807 Male citizen~ Male citizen~ A male Pixadale citizen wanders about ~ ~ 1 Clanname none~ 0 0 1 67108864 0 C 50 0 0 0d0+2000 0d0+0 0 0 0 0 0 0 115 115 1 13 13 13 13 13 13 13 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 49 3 #35808 Female citizen~ Female citizen~ A female Pixadale citizen looks about ~ ~ 1 Clanname none~ 0 0 1 33554432 0 C 50 0 0 0d0+2000 0d0+0 0 0 0 0 0 0 115 115 2 13 13 13 13 13 13 13 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 49 3 #35809 Pixadale Cleric~ The Pixadale Cleric~ The Cleric of Pixadale presides over the congregation ~ ~ 1 Clanname none~ 0 0 131075 369098880 0 C 65 0 0 0d0+4300 0d0+0 0 0 0 0 0 0 115 115 1 13 13 13 13 13 13 13 0 0 0 0 0 4 0 0 0 1 1 0 0 0 0 0 0 0 167772208 4163 #35810 mayors cook~ the mayors cook~ The cook is fast at work preparing food ~ ~ 1 Clanname none~ 0 0 1 33554432 0 C 50 0 0 0d0+2000 0d0+0 0 0 0 0 0 0 115 115 2 13 13 13 13 13 13 13 0 0 0 0 0 4 4 0 0 1 1 0 0 0 0 0 0 0 49 3 #35850 last mob~ a newly created last mob~ Some god abandoned a newly created last mob here. ~ ~ 1 Clanname none~ 0 0 1 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 0 4 0 0 1 1 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #35801 Pixadale fountain~ Pixadale fountain~ A fountain with a beautiful pixie maiden standing in the middle of the water is here~ ~ 25 0 0 0 0 0 0 0 0 0 1 1 0 4 0 0 0 0 0 S 0 0 #35802 two handed mace~ A two-handed mace~ A two-handed mace lays on the ground here.~ ~ 5 524289 8193 0 78 101 4 4 55 0 1 99 9 2 13 0 0 0 0 S 2 0 A 19 10 #35803 two-handed sword~ A two-handed sword~ A long blade sits here ~ ~ 5 524289 8193 0 78 101 1 0 55 0 1 96 9 2 13 0 0 0 0 S 0 0 A 19 9 #35804 dried deer hide~ dried deer hide~ A piece of well dried hide lies here~ ~ 9 2 524289 45 45 0 0 0 55 0 1 131 13 2 0 0 0 0 0 S 2 0 A 13 75 A 12 75 A 18 5 A 19 5 #35805 Billowing cloak~ a billowing cloak~ A long cloak is here upon the ground~ ~ 9 0 1025 2 45 45 0 0 0 55 0 1 116 11 2 0 0 0 0 0 S 2 0 A 1 2 A 13 50 A 12 50 #35806 small cloak~ a small cloak~ A small cloak lies here in the dirt~ ~ 9 0 1025 1 45 45 0 0 0 55 0 1 113 11 2 0 0 0 0 0 S 2 0 A 19 8 A 18 8 A 13 25 A 12 25 #35807 rat tooth~ a rat tooth~ A broken tooth from a rat lies here~ ~ 13 0 1 0 0 0 0 0 0 0 1 0 0 4 0 0 0 0 0 S 0 0 #35850 last obj~ a newly created last obj~ Some god dropped a newly created last obj here.~ ~ 13 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #0 #ROOMS #35801 Town square of Pixadale~ ~ The square of Pixadale has a rather large fountain in the very center of it. Along the side of the fountain sits what looks to be some kind of dais. On the dais rests a few smaller chairs. From the looks of this it would appear it is used often for the leaders of the town to call a town meeting, and be able to speak with their entire town at once. ~ 1 1028 1 D0 ~ ~ 0 -1 35802 D2 ~ ~ 0 -1 35806 D3 ~ ~ 0 -1 35825 D6 ~ ~ 0 -1 35829 R O 0 35801 1 35801 S #35802 Byurian Avenue~ ~ The street just leaving the town square appears to be made of well made cobblestones. The building around the road also appear to be very well made. Nothing around this room looks to have had anything but the best materials used in the making. ~ 1 0 1 D0 ~ ~ 0 -1 35803 D2 ~ ~ 0 -1 35801 R M 0 35804 6 35802 R E 0 35805 1 12 S #35803 Byurian Avenue~ ~ The cobblestones on this street as with others appear to be very well made. They also appear to have been placed in specific patterns depending upon with street you are upon. The buildings around here also like in many other places appear to have been made of the finest materials. ~ 1 0 1 D0 ~ ~ 0 -1 35804 D2 ~ ~ 0 -1 35802 S #35804 Inside the northern gate of Pixadale~ ~ The inside of the gates is protected by what looks like a rather small portcullis, but what looks to be very affected from a pixie stand point. The gates themselves are reinforced steel with wooden overlay to make them easier to push open, and closed. ~ 1 0 1 D0 ~ ~ 3 -1 35805 D2 ~ ~ 0 -1 35803 R M 0 35803 4 35804 R E 0 35802 1 16 R E 0 35804 1 22 R M 0 35804 6 35804 R E 0 35805 1 12 R D 0 35804 0 1 S #35805 Outside the northern gate of Pixadale~ ~ Just near the city entrance this gate is almost completely surrounded by the pixadale forest. Rather loud animal noises are readily heard from almost every direction except to the south. The gate itself is made entirely of what looks like well worked steel. Every part of the gate is covered in rather large scratches even in the steel. ~ 1 0 1 D2 ~ ~ 3 -1 35804 D11 ~ ~ 0 -1 49182 R M 0 35803 4 35805 R E 0 35803 1 16 R E 0 35804 1 22 R D 0 35805 2 1 S #35806 Dryian street~ ~ The street is very well cobbled with only the very best stones used upon its streets. The buildings surrounding this street are also very well constructed as the road is. ~ 1 0 1 D0 ~ ~ 0 -1 35801 D2 ~ ~ 0 -1 35807 R M 0 35804 6 35806 R E 0 35805 1 12 S #35807 Dryian street~ ~ The street leads towards the southern gates of Pixadale. The cobble stone in this street appear to be more worn then anywhere else. The buildings surrounding the street are no less magnificent however. The mansion of the town mayor sits to the west. ~ 1 0 1 D0 ~ ~ 0 -1 35806 D2 ~ ~ 0 -1 35808 D3 ~ ~ 2051 -1 35810 R M 0 35807 5 35807 R M 0 35808 3 35807 R D 0 35807 3 1 S #35808 Inside the southern gate of Pixadale~ ~ The inside of the gates is protected by what looks like a rather small portcullis, but what looks to be very affected from a pixie stand point. The gates themselves are reinforced steel with wooden overlay to make them easier to push open, and closed. ~ 1 0 1 D0 ~ ~ 0 -1 35807 D2 ~ ~ 7 -1 35809 R M 0 35803 4 35808 R E 0 35802 1 16 R E 0 35804 1 22 R D 0 35808 2 2 S #35809 Outside the southern gate of Pixadale~ ~ Just near the city entrance this gate is almost completely surrounded by the pixadale forest. Rather loud animal noises are readily heard from almost every direction except to the south. The gate itself is made entirely of what looks like well worked steel. Every part of the gate is covered in rather large scratches even in the steel. ~ 1 0 1 D0 ~ ~ 7 -1 35808 R M 0 35803 4 35809 R E 0 35803 1 16 R E 0 35804 1 22 R D 0 35809 0 2 S #35810 Foyer ~ ~ The foyer of the mansion is rather large. The room is very well decorated with many couches, and a few chairs for those waiting to gain an audience with the mayor. A few coffee tables stand infront of some of the larger and more decorated of the couches. ~ 1 4 0 D0 ~ ~ 0 -1 35813 D1 ~ ~ 3 -1 35807 D3 ~ ~ 0 -1 35811 R D 0 35810 1 1 S #35811 Mansion kitchen~ ~ The kitchen is well designed. A stove rests to the northern wall and a rather large sink resides against the eastern wall. In the middle of the room a rather large looking island used for preparing dishes sits. To the south of the room is the pantry ~ 1 0 0 D1 ~ ~ 0 -1 35810 D2 ~ pantry~ 3 -1 35812 R M 0 35810 1 35811 R D 0 35811 2 1 S #35812 Pantry~ ~ The pantry is very well filled. There are dozens of shelves all over the walls. Each shelf is very will stocked with flours, sugars, and many other types of spices, and ingredients used in baking. As well as other ingredients used in frying, and other types of cooking. ~ 1 0 0 D0 ~ pantry~ 3 -1 35811 R D 0 35812 0 1 S #35813 Hallway~ ~ Upon the walls on this hallway are many different but well made paintings. One can surmise that this pictures are of the former mayors of Pixadale. The paintings do cover the entire hallway on both sides of the room. ~ 1 0 0 D0 ~ ~ 0 -1 35814 D2 ~ ~ 0 -1 35810 S #35814 Stair well~ ~ Paintings cover all four walls. One lantern is seen upon each of the four walls. A rather nicely crafted rug covers the stair case both going up the stairs, and going down the stairs. ~ 1 0 0 D2 ~ ~ 0 -1 35813 D4 ~ ~ 0 -1 35815 D5 ~ ~ 0 -1 35820 S #35815 Upstairs hallway~ ~ The room has a small table off to the right side of the stairs. The rug from the stairs leads onward into the next room. Another small table sits against the wall just beside the door to the south. ~ 1 0 0 D2 ~ ~ 0 -1 35816 D5 ~ ~ 0 -1 35814 S #35816 Well lit hallway~ ~ This hall way is very well lit. On all four walls just above the doors that lead into rooms, and back towards the hallway beautifully crafted lanterns are set in the wall just above the doors. ~ 1 0 0 D0 ~ ~ 0 -1 35815 D1 ~ ~ 3 -1 35818 D2 ~ ~ 3 -1 35817 D3 ~ ~ 3 -1 35819 R D 0 35816 1 1 R D 0 35816 2 1 R D 0 35816 3 1 S #35817 Mayors' office~ ~ This office has a very well crafted desk in the center of the room. The desk has very little paper work on the desk. What little paper work is on the desk is in a very neat stack. ~ 1 0 0 D0 ~ ~ 3 -1 35816 R M 0 35801 1 35817 R D 0 35817 0 1 S #35818 Deputy Mayors' office~ ~ This room looks to be in a huge mess. The desk is covered with alot of paper work that seems to be undealt with. The floor of the room is also covered with many crumpled up pieces of paper. ~ 1 0 0 D3 ~ ~ 3 -1 35816 R M 0 35802 1 35818 R D 0 35818 3 1 S #35819 Mansion study~ ~ The walls of this room are covered with shelves. Each of the shelves is littered with many books. All of the books look to be in perfect condition as they have been well taken care of. There are lanterns set in just above the book shelves. ~ 1 0 0 D1 ~ ~ 3 -1 35816 R D 0 35819 1 1 S #35820 Bottom of the stairwell~ ~ The bottom of the stair well is dimly lit. The lantern in this room is barely emitting any light at all. The floor appears to be older wood. From the look of the dust on the floor there hasn't been anything in this room for some time. ~ 1 4 0 D2 ~ ~ 0 -1 35821 D4 ~ ~ 0 -1 35814 D5 ~ ~ 8391713 -1 35829 R D 0 35820 5 0 S #35821 Tiny claw marks~ ~ The floor boards in this room appear to be in terrible condition. Trash litters the entire floor, and in one corner of the room appears to be piled up in a large mound. Tiny claw marks can be seen in a few places. ~ 1 1 0 D0 ~ ~ 0 -1 35820 D1 ~ ~ 0 -1 35822 R M 0 35805 4 35821 S #35822 Bloody paw prints ~ ~ The walls of this room are littered with rather large shelves. Each shelf contains many different looking objects. An old pan can be seen on one shelft. Some old tattered books are seen on another. ~ 1 1 0 D2 ~ ~ 0 -1 35823 D3 ~ ~ 0 -1 35821 R M 0 35805 4 35822 S #35823 Trashy room~ ~ Mounds of trash cover the entire room. Many claw marks also cover parts of the floor that trash does not. Larger claw marks are seen moving towards the southern end of this room. ~ 1 1 0 D0 ~ ~ 0 -1 35822 D2 ~ ~ 2048 -1 35824 R M 0 35805 4 35823 S #35824 Rats nest~ ~ The entire floor of this room is covered with many sheets that have been torn to shreds. Claw marks can be seen on the outskirts of the room that lead into the piles of sheets themselves. Squeaking can be vaguely heard. ~ 1 1 0 D0 ~ ~ 2048 -1 35823 R M 0 35806 1 35824 R M 0 35805 4 35824 S #35825 Bruilian Street~ ~ The dirt road follows along beside some of the buildings in this town. The buildings themselves seem to be mostly closed, or have no exit at all. The dirt upon this road also seems to not have been walked upon very much recently. ~ 1 1 1 D1 ~ ~ 0 -1 35801 D3 ~ ~ 0 -1 35826 R M 0 35804 6 35825 S #35826 Bruilian Street~ ~ The dirt covering this part of the street seems to be almost in perfect condition as if very few travelers seem to traverse this way. The buildings in this area are also boarded up, or no exits. ~ 1 1 1 D1 ~ ~ 0 -1 35825 R M 0 35804 6 35826 S #35829 Pathway towards the church~ ~ The path is created of many different colored stones. Each stone that has been used in this path appears to be different from all others. not just in color, but in shape as well as the coloration. ~ 1 0 1 D1 ~ ~ 0 -1 35830 D9 ~ ~ 0 -1 35801 R M 0 35808 3 35829 S #35830 Stoned pathway~ ~ The stones in this room appear to be of finer creation the ones before it. The colors of these stones also seem to be of a brighter color then the stones in the previous rooms. The pathway leads towards a church set slightly off in the distance. ~ 1 0 1 D1 ~ ~ 0 -1 35831 D3 ~ ~ 0 -1 35829 D6 ~ ~ 2048 -1 35829 R M 0 35804 6 35830 R E 0 35806 1 12 S #35831 Stony pathway~ ~ The stones here are of the finest materials in the realms. The stones are set with special designs. Maybe even runes for magical protection. ~ 1 0 1 D3 ~ ~ 0 -1 35830 D8 ~ ~ 0 -1 35832 R M 0 35807 5 35831 S #35832 Entrance to the Pixadale Church~ ~ The beautifully crafted stones that come in from the northwestern direction slowly give way to something more of concrete. The doors of the church are crafted from some kind of wood that is not easily determined. There are beautiful carvings on the door. ~ 1 0 1 D2 ~ south door~ 3 -1 35833 D7 ~ ~ 0 -1 35831 R M 0 35804 6 35832 R E 0 35806 1 12 R D 0 35832 2 1 E door~ The beautiful and well crafted glyphs upon this door show what appears to be some kind of fish race of humanoids attacking another race of humanoids that can be understood to be pixies. In the glyphs there seem to be many battles between the two races. In the end it would appear the pixies defeated the other race and chased them off into some mountains with the help of a pixie that is carved larger then all others upon the door. ~ > entry_prog 100~ mppause 6 mpechoat $n &cThe carvings on the door seem to tell a story. ~ | S #35833 foyer of the church~ ~ The foyer of this church has a few chairs set around the room. There is also a rather large couch sitting in the very middle of the room. There seems to be a small table off to the side of each chair that is set against the walls. Each wall has a couple of chairs place against it to give some comfort to those waiting for the sermon to begin. ~ 1 0 0 D0 ~ ~ 3 -1 35832 D2 ~ ~ 3 -1 35834 R D 0 35833 0 1 R D 0 35833 2 1 S #35834 Pews within the church~ ~ The entire space in this area is covered completely with as many pews as there can possibly be in one area. Each of these pews seem to be crafted from a very fine oak. A rug covers the entire room. ~ 1 0 0 D0 ~ ~ 3 -1 35833 D1 ~ ~ 0 -1 35836 D2 ~ ~ 0 -1 35837 D3 ~ ~ 0 -1 35835 R M 0 35807 5 35834 R M 0 35808 3 35834 R D 0 35834 0 1 S #35835 At the Rear of the Church~ ~ The entire space in this area is covered completely with as many pews as there can possibly be in one area. Each of these pews seem to be crafted from a very fine oak. A rug covers the entire room. ~ 1 0 0 D1 ~ ~ 0 -1 35834 R M 0 35808 5 35835 R M 0 35808 5 35835 S #35836 Along the Church Aisle~ ~ The entire space in this area is covered completely with as many pews as there can possibly be in one area. Each of these pews seem to be crafted from a very fine oak. A rug covers the entire room. ~ 1 0 0 D3 ~ ~ 0 -1 35834 R M 0 35807 5 35836 R M 0 35807 5 35836 S #35837 Pixadale church dais~ ~ he dais of the church is made of the finest cherry oak that can be found in the surrounding forest. There are a few rows of chairs sitting behind the podium that the sermon is delivered at. A very well made rug covers the entire stage. ~ 1 0 0 D0 ~ ~ 0 -1 35834 R M 0 35809 1 35837 S #35850 Floating in a void~ ~ ~ 1 4 1 S #0 #SHOPS 0 #REPAIRS 0 #SPECIALS M 35801 spec_cast_mage M 35802 spec_cast_mage M 35809 spec_cast_cleric S #$