Adventurer, $1.99: Difference between revisions
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*Selecting "Let sleeping doors lie" does not cost an adventure. | *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]]. | **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 [[The Clownlord Beelzebozo|Beelzebozo]] will not banish | ***Running away from [[The Clownlord Beelzebozo|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. | *This adventure will not appear until you have spent 10 turns in the zone. | ||
*Combat modifiers do not affect this adventure. | *Combat modifiers do not affect this adventure. |
Revision as of 06:05, 5 June 2013
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 | |
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|
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.
Notes
- 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.
- 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.
- 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:
acid-squirting flower
clown hammer
balloon shield
big bass drum
Everything else
- Familiars which can equip clownosity items count towards total clownosity (eg Mad Hatrack, Disembodied Hand, Fancypants Scarecrow)
References
- "Let sleeping doors lie" is a play on the adage "Let sleeping dogs lie."