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.
|Push the nose|
- 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.
|You lose 22-300 (scales with level) hit points.|
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:
|Lurking at the Threshold|
|Let sleeping doors lie|
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.
- 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)
- "Let sleeping doors lie" is a play on the adage "Let sleeping dogs lie."