Panic Level Question: When does it stop rising?


Mummy's Mask


I'm running a group through the Mummy's Mask AP, and they're currently on the second book, nearing the end. There's a new mechanic introduced for the "Panic Level" of the city; throughout the first part of the adventure, there are ways to lower this panic level, which otherwise will gradually rise if nothing is done. The thing is, there are no ways to lower the panic level further once the group enters the Necropolis, but the book isn't clear about whether the Panic Level continues to rise during this period.

Have there been any clarifications about this? Does the panic level in Wati stop rising once the PCs enter the Necropolis?

Sovereign Court

probably should be in AP questions.


I thought it might fit here since its related to a rule issue in the AP.

Sovereign Court Senior Developer

The Panic Level continues to rise once the PCs enter the Necropolis, because Nebta-Khufre still has the mask of the Forgotten Pharaoh and the dead continue to rise. This does put the PCs on a sort of timer - if they've reduced the Panic Level considerably before entering the Necropolis, they need to defeat Nebta-Khufre before it rises again.

That said, if the PCs haven't finished all of Part 1 before going into the Necropolis in Part 2, they can go back out and finish up some of the Part 1 encounters, which can help to keep the Panic Level low. At the same time, the GM is free to award additional Panic Level reductions for the PCs' actions - such as for encounters in the Necropolis.

Note also that the PCs are not required to reduce the Panic Level enough to return Wati to normal; once they defeat Nebta-Khufre, the city eventually returns to normal, as described in "Concluding the Adventure." It's just that the better they do at reducing the Panic Level, the higher XP story award they receive at the end of the adventure.

Liberty's Edge Assistant Developer

The intention is that the terror level continues to rise so long as Nebta-Khufre has the mask, because the mask's presence and his own deliberate efforts continue to create undead. The idea is to provide a sense of urgency, but not necessarily punish the PCs for needing to rest occasionally. In theory, completing part one gives the heroes a buffer of at least a few days that the city can get by on its own without getting any worse.

And like Rob said, GMs are free to award extra reductions in the panic level for PC actions. If the PCs are instrumental in reinforcing the walls around the necropolis or putting wards in place to repel the undead from important buildings, you might reduce the rate at which panic increases. If the PCs destroy a large group of nasty undead, you might award them a pre-emptive panic reduction for killing the undead before they can escape the necropolis and threaten the general populace.

As always, no plan survives first contact with the PCs, so be prepared to adapt on the go.

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