Deep in the bowels of The "Fun" House, you encounter a large iron door with a hideous clown face painted on it. The nose glows with a deep, throbbing, and sinister red light.
- With 3 Clownosity or fewer:
The clown's eyes pop open, and glow with a malevolent red light as they look you up and down. Then, the hallway fills with the sound of hideous mocking laughter as the clown's mouth opens, and a napalm-cream pie springs out, coating you with flaming jellied petroleum. The experience is incredibly painful, and not particularly amusing.
Something tells you you wouldn't have gotten that reaction if you looked more like a clown. That something is this bit of really obvious exposition.
- With 4 Clownosity or more:
You decide that whatever's behind that door, it's probably something you don't want to be messing with right now. You're pretty happy with that decision.
Occurs at The "Fun" House.
- Selecting "Let sleeping doors lie" does not cost an adventure.
- It also causes this adventure to not occur for 10 more turns, which can be spent in any combination of zones, not just The "Fun" House.
- Running away from Beelzebozo will not banish this adventure from the zone like "Let sleeping doors lie" will.
- This adventure will not appear until you have spent 10 turns in the zone.
- Combat modifiers do not affect this adventure.
- Your total Clownosity is determined by adding up the individual Clownosity of each unique item (i.e, dual-wielding clown whips grants 2 Clownosity, not 4) currently being worn:
- Two Clownosity:
- One Clownosity:
- Zero Clownosity:
- Familiars which can equip clownosity items count towards total clownosity (eg Mad Hatrack, Disembodied Hand, Fancypants Scarecrow)