#story_event #Gorm
The survivors lay a trap to discover the elusive final resting place of the ancient **Gorm**.
Nominate a survivor to become the Ancient Gorm's **Bait** and be removed from the Hunt. During the **Hunt Phase**, when the Ancient Gorm's Bait would be the hunt event revealer, they are **Digested** instead. Move the survivors along the Hunt Board as normal.
At the start of the showdown, each **non-bait** survivor makes a **Timid Entrance** and the Ancient Gorm's **Bait** is placed, **knocked down**, adjacent to the monster.
### Digested
The survivor runs wildly into the path of the lumbering ancient Gorm, wriggling its body like an ecstatic worm. The sinewy arms of the Gorm's sagging maw snatch them up. The rest of the survivors follow the bait's lantern light that shows through the ancient Gorm's distended, papery gut.
| 1d10 | Result |
| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Swimming in the caustic soup of the Gorm's gut, your armor levels at a random hit location are reduced to 0 and you gain 1 bleeding Token.<br> |
| 2 - 3 | The bubbling acids of the Gorm's gut destroy your gear. Choose one piece of gear in your gear grid and archive it. |
| 4 - 6 | Heaving and choking on the sloshing fluids of the Gorm's stomach, you struggle to keep your head together. Lose 2 Survival and gain a random disorder. |
| 7 - 9 | The slow shambling motion is sickening, the smell is gut-wrenching, and the moisture makes your skin burn. Lose 1 Survival and suffer 3 **brain** event damage. |
| 10 | The complex biome of the Gorm's insides wondrously affect your body. You may remove a permanent injury of your choice. |
### Timid Entrance
Each survivor rolls 1d10.
| 1d10 | Result |
| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Despite carefully picking through the mountains of sharp bones and bubbling acid pools, you trip, causing a noisy avalanche of debris. Suffer the [[legs\|broken leg]] severe injury and gain the **priority target** token. |
| 2 - 3 | The mournful howl of the approaching ancient Gorm weakens your resolve. Set your insanity to 0 and gain the **Megalophobia** disorder. |
| 4 - 6 | Shuffling past the debris-strewn mounds shreds your leg armor. Suffer 3 Event damage to your legs location. Your hapless struggle dislodges something useful. Gain 1 random basic resource. |
| 7 - 9 | Centuries' worth of bleached bones stretch as far as the eye can see. Eerie shadows play over the gormyard from the swaying light of the approaching monster's lure. Gain the [[Lure Epilepsy]] fighting art. |
| 10 | Picking through the rubble, you spot a gleaming black mass bobbing in the tarry depths of a nearby pool. Carefully, you fish out the stone, which is stunningly heavy. Gain 1 **Gormite** strange resource.<br><br>**Condition:**<br>If you have **0** survival your exhaustion makes you stumble. As you emerge, the tar seems permanently stuck to your body, granting newfound stability. Gain 1 **Gormite** strange resource and the [[Immovable Object]] secret fighting art. |