#Monster #Quarry #N1 #Gorm
## Intro
>One day, great woe fell upon the settlement. Unrelenting storms raged overhead. Out of the squall, a giant beast came to gobble up the strongest and most beautiful, then wandered back into the darkness with a lonesome cry, searching for a mate.
## Hunt Setup
| Start | 1 | 2 | 3 | 4 | 5 | **[[Story Events/1.6 Core/Overwhelming Darkness\|Overwhelming Darkness]]** |
| :--------: | :-: | :-: | :-: | :---: | :-: | -------------------------------------------------------------------------- |
| Hunt Event | MH | MH | BH | BH | MH | |
| Monster | | | | LVL 1 | | |
| | 6 | 7 | 8 | 9 | 10 | Starvation |
| :--------: | :---: | :-: | :-: | :-: | :---: | :--------: |
| Hunt Event | BH | BH | MH | MH | BH | |
| Monster | LVL 2 | | | | LVL 3 | |
## AI Deck:
### Instinct:
>**Illuminate**
>The Gorm's bulb increases in intensity, suddenly making the darkness light. Until the end of the next round, **all survivors are now threats**, even if they are knocked down or used an effect that says otherwise.
**Insane** survivors are thrown into wild fits. They are **knocked down**.
### Level 1:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 1 | 8 | 2 | 0 | 6 | 8 | +0 | +0 |
### Level 2:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 2 | 9 | 5 | 0 | 9 | 11 | +1 | +1 |
- On **Arrival**, GORM ![[Story_EventIcon_black.png]] [[Fetid Grotto]]
- S: Gorms'd Den
- S: Musth
### Level 3:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 3 | 10 | 8 | 2 | 8 | 15 | +2 | +2 |
- When you **Depart**, GORM ![[Story_EventIcon_black.png]] [[Final March]]
- S: Ancient Tusks
- S: Gormyard
- S: **[[Indomitable]]**
- +1 Luck
## Showdown Setup
![[Gorm Board Graphic.png]]
### Terrain & Deployment
- 1 Tall Grass Terrain Card (2 Tall Grass Tiles) setup in the Green zone.
- 2 random terrain cards, setup normally.
- Place the Gorm in the Center (RED) of the board
- Place Survivors 6 spaces away in the blue zone
![[KDM 3x3 Blindspot.png]]
## Aftermath
### Victory
| Level 1 | Level 2+ |
| --------------------------- | --------------------------- |
| +1 Hunt XP | +2 Hunt XP |
| +1 Weapon Proficiency Level | +1 Weapon Proficiency Level |
| + **Rewards** | + **Rewards** |
#### Rewards
The first time the Gorm is defeated, add **Gormery** and **Gormchymist** to the settlement locations. If they have not innovated it yet, the settlement gains the **Nigredo** innovation.
The group gains the following rewards:
| Level | Reward |
| ----- | ----------------------------------------------------------------------------------------------------------------- |
| 1 | 4 basic resources, 4 Gorm resources. |
| 2 | 4 basic resources, 6 Gorm resources. |
| 3 | 4 basic resources, 8 Gorm resources, 1 **Stomach Lining** strange resource, 1 **Black Lichen** strange resource. |
If the Settlement has innovated **Song of the Brave** when they defeat the Gorm:
They compose a formidable song filled with wild cries to ward off the mating Gorm herds from the settlement's vicinity. Remove settlement event **Gorm Climate** from the next lantern year on the timeline.
### Defeat
The Gorm roots through the bodies, devouring whatever it can from the remains. Archive all **Consumable** gear from the deceased survivors' grids.