As the skeletons amass, your character might fight, but there is still more than twice as many skeletons as there is people, and you cannot succeed. If you break one into pieces, another will simply step up to take it’s place.
The room behind the magic doors is the largest yet. Magical lamps hang in the ceiling, giving a dim, blue light, and the ceiling is too high up to see clearly. The walls and floors are unmarked stones, and in the middle of the room there is an altar on a dais. The altar is ornately worked, Tevinter runes are wrought together with pictures of men and women and children being sacrificed, eaten by huge beasts, buried in the ground etc. If you look at the altar, it’s not hard to imagine you can see specks of dried blood on the ornate carvings.
As the ghost begins chanting again, his magic will touch each and every living person in the room. It feels like icy water trickling over your mind, as he searches for a person with a weakness to exploit. Consider it a roll for mental fortitude; if your character is wounded, weakened or confused, they will have a harder time resisting. If your character fails to resist, he or she will be mind-controlled by the Tevinter ghost. The first one to claim this particular honour will be the one controlled for this round.