The waters around post apocalyptical Pensacola Beach in Florida have been quiet. Beyond too quiet! But things have been getting very dangerous as mutants, adventurers, & travelers have been going missing around the old ruins!
There are legends of old mutant sharks that were released by some outfit ages back called the Hammerheads. The ruins of Pensacola Beach may seem like an unlikely spot for one of the most dangerous mutant strains around but the Floridian waters are home to Hammerheads. A strain of sharkoid that is very dangerous and very valuable.
The hammerheads are actually the ones fueling the 'hunting parties' who actually being set up to be murdered by the mutants. The hammerheads are having a bit of a food shortage & so they've decided to subsidize their season with some adventurers.
The 'mutant underground' has gotten wind of this situation & so they contact the characters to head off the situation. The 'mutant underground' is aware of another interested party in the form of the A.I. lead super science cult Apex! Apex has awoken from a deep intense slumber after its last encounter with adventurers several years ago details here. Apex at its base/lair has 1d20 cybernetically controlled hammerheads that it plans on unleashing on the local fishing villages as revenge for being stopped the last time! The rest of the tribes of the local tribes of Hammerheads will look upon this as prime feeding frenzy time & will simply dive in!
The PC's must head off any hammerheads they can before Apex unleashes it horrors and or find the local Apex base to raid or blow it up! There will be 1d100 cultists to deal with as well!
Hammerheads
The 'mutant underground' has gotten wind of this situation & so they contact the characters to head off the situation. The 'mutant underground' is aware of another interested party in the form of the A.I. lead super science cult Apex! Apex has awoken from a deep intense slumber after its last encounter with adventurers several years ago details here. Apex at its base/lair has 1d20 cybernetically controlled hammerheads that it plans on unleashing on the local fishing villages as revenge for being stopped the last time! The rest of the tribes of the local tribes of Hammerheads will look upon this as prime feeding frenzy time & will simply dive in!
The PC's must head off any hammerheads they can before Apex unleashes it horrors and or find the local Apex base to raid or blow it up! There will be 1d100 cultists to deal with as well!
Hammerheads
No. Enc: 1d6
Alignment: Chaotic
Movement: 90' (30')
180’ (60’) Swim
AC: 4
HD: 15
Attacks: 3 (1 bite and 2 claws)
Damage: 3d6 / 2d4+1d3 / 2d4+1d3
Save: L15
Morale: 6
Hoard Class: VII, XVI
Mutations: Aberrant form (amphibious lungs, natural weapons, xenomorphism: chimera), asexual, dietary requirement change (living flesh), increased senses (smell), natural armor.
Source: Hammerhead (2005)
Hammerhead stats by Chris Van Deelen from
Creatures of the Tropical Wastes (Mutant Future)
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