Quoted By:
From below, the voices get louder. The sensation of something trying to pull you down- you make you doubt your own senses and instincts, the vertigo- it's all coming from the black chasm below.
<span class="mu-i">“Jump! Jump! Jump!”</span>
The Sages of the party raise their implements of magic- the dark spirits swirl below. Ghosts aren't supposed to be able to interact with the physical world- but if one could turn over the bridge- the entire expedition, not to mention all of your lives, will be lost!
<span class="mu-s">Rules</span>
<span class="mu-s">Scrim Yellowfrand</span> is possessed and must be restrained or else he will drop you into the pit below, killing everyone. Someone must roll over his maximum possible die roll (6) to restrain him. While Scrim is not in his right mind, the gnome's player may roll and replace this requirement with a lower number, if his roll is lower.
Reminder- <span class="mu-s">Magic Rolls</span> are your class die and roll under or equal to the <span class="mu-i">Chorus</span> value to succeed. If a <span class="mu-i">Sage</span> rolls a 1 or 2, it counts as a critical spell success and increases the Chorus by 1 of that magic roll.
The <span class="mu-s">Profane</span> ability means that this spirit ignores <span class="mu-i">prayers</span>. If a being has <span class="mu-s">Disruption</span>, that means that they upset or distract magic users from plying their craft. All <span class="mu-i">magic rolls must add a +1 to their roll</span>, making them more likely to fail.
<span class="mu-s">Call of the Void</span> – <span class="mu-s"><span class="mu-r">Lethal</span></span>
Chorus- 3
Seals- 3
<span class="mu-s">Hecklers from Beneath</span> <span class="mu-i">Profane</span>, <span class="mu-i">Disruption</span>
Chorus- 5
Seals- 2
>Restrain Scrim Yellowfrand (Strength Roll)
>Pray (Protects next poster + chains)
>Magic Roll (Select Target)
>Jump (Defeats Call of the Void, but you die. Benjamin will instead be lost at the bottom of the pit forever)