#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.